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Author Topic: Gimme a quick run down on vertex hacking?  (Read 4991 times)
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malistaticy
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    « on: April 11, 2016, 08:04:16 AM »


    Hello, I've gotten into brawl hacking and have been having a good time, but I want to try my hand at making my own costumes. I've skimmed the vertex hacking board but I'm not sure which one to follow. What I want to know is, can it be done with free software, how/what tutorial to follow to learn how to do it. I've modeled before, can learn how to import models, I just want to be steered in the right way.

    Thanks
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    windhunter7
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    « Reply #1 on: April 11, 2016, 03:09:36 PM »


    Wait, do you mean vertexing or model importing? Because if you mean importing, I have a Work-In-Progress tutorial on how to do it with Blender, which is free, and vertexing, you can use Brawlbox v 0.76, enable vertex visibility, Left-Click-Drag to select vertices, and then use the thing in the upper-right to change whether or not you're translating, rotating, or scaling the vertices.
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    malistaticy
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    « Reply #2 on: April 11, 2016, 05:18:51 PM »


    Wait, do you mean vertexing or model importing?

    I suppose its model importing, but I do have a version of 3ds max if it is necessary

    I am trying to import Big Boss from MGSV: Ground Zeroes as a alt costume for Snake
    « Last Edit: April 11, 2016, 05:21:24 PM by malistaticy » Logged

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    windhunter7
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    « Reply #3 on: April 11, 2016, 06:09:48 PM »


    BlackJax has a good tutorial here on how to do it with Max:
    http://forums.kc-mm.com/index.php?topic=41996.0
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    malistaticy
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    « Reply #4 on: April 11, 2016, 11:17:01 PM »


    BlackJax has a good tutorial here on how to do it with Max:
    http://forums.kc-mm.com/index.php?topic=41996.0


    Ah, yes. It was working well up until the point to rig it, then none of the vertices will apply to my bones. what gives?
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    windhunter7
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    « Reply #5 on: April 11, 2016, 11:22:57 PM »


    Dunno what you mean by that statement. Care to elaborate?
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    malistaticy
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    « Reply #6 on: April 11, 2016, 11:39:31 PM »


    Dunno what you mean by that statement. Care to elaborate?
    At "Part IV: Rigging your Model", when it is time to rig the vertices to the bones. I rotate the arm but the model simply doesnt... move. Like it's just not rigged at all.
    https://i.gyazo.com/bf626f8ea5934a79e69368ee706e01fd.png

    edit: could it have something to do with my model not technically being one "model"? smd files use a bodygroup feature to allow the engine to turn on and off certain polygons. Mine came with three models that I imported and detached, but it looks fine... https://i.gyazo.com/a4e25f1eedcf16c0366361d4db02ab3a.png
    « Last Edit: April 11, 2016, 11:43:07 PM by malistaticy » Logged

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    windhunter7
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    « Reply #7 on: April 11, 2016, 11:57:23 PM »


    Dunno; it looks like the vertices that you selected are all rigged fully to the LArmJ bone, so it probably is rigged; it might just not be rendering it as rigged, if you're in the wrong mode or something. For example, in Blender, when selecting a skeleton, you have to be in Pose Mode instead of Edit Mode in order to preview the effects of the rig, and I'm guessing Max has something similar.
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    malistaticy
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    « Reply #8 on: April 12, 2016, 01:46:31 AM »


    Dunno; it looks like the vertices that you selected are all rigged fully to the LArmJ bone, so it probably is rigged; it might just not be rendering it as rigged, if you're in the wrong mode or something. For example, in Blender, when selecting a skeleton, you have to be in Pose Mode instead of Edit Mode in order to preview the effects of the rig, and I'm guessing Max has something similar.


    Well, I've KINDA found the source of the problem, but I don't know how exactly to make it work on all accounts.

    I notice that the rigging only works on objects that, when selected, have cyan blue outlines. those that have dark blue vertices do not.

    Do you know what I have to do to make ALL the polygons editable? this is the only correlation ive found
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    windhunter7
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    « Reply #9 on: April 12, 2016, 09:47:12 AM »


    Dunno, but worst-case scenario would be you could either import it with Blender using my tutorial(Though it's hard to understand right now because it's majorly a work in progress), or you could import it into Google Sketchup, use the Paint tool and paint the same material on all visible parts of the model(And I mean ALL), port it back, UV unwrap it, and then custom-UV it to a custom texture that contains all of the character textures in one. That's what I did for this import of mine when the textures wouldn't work when importing it. Here's an in-game shot, showing that custom UVs are ALMOST as good as the original.





    Post Merge: April 12, 2016, 09:48:23 AM
    The textures on this import example are blocky, but you have to zoom in a lot to actually see it.
    « Last Edit: April 12, 2016, 09:48:24 AM by windhunter7 » Logged


    malistaticy
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    « Reply #10 on: April 13, 2016, 04:05:25 AM »


    Thats too bad Sad
    I suppose I'll try the model importing help board, maybe they get better traffic for this sorta thing...
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