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« on: April 11, 2016, 08:04:16 AM » |
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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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"So I can put anything here and people can read it?" -malistaticy, 2016
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« Reply #1 on: April 11, 2016, 03:09:36 PM » |
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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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« Reply #2 on: April 11, 2016, 05:18:51 PM » |
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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
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« Last Edit: April 11, 2016, 05:21:24 PM by malistaticy »
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"So I can put anything here and people can read it?" -malistaticy, 2016
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« Reply #4 on: April 11, 2016, 11:17:01 PM » |
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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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"So I can put anything here and people can read it?" -malistaticy, 2016
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« Reply #5 on: April 11, 2016, 11:22:57 PM » |
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Dunno what you mean by that statement. Care to elaborate?
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« Reply #6 on: April 11, 2016, 11:39:31 PM » |
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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.pngedit: 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
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« Last Edit: April 11, 2016, 11:43:07 PM by malistaticy »
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"So I can put anything here and people can read it?" -malistaticy, 2016
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« Reply #7 on: April 11, 2016, 11:57:23 PM » |
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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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« Reply #8 on: April 12, 2016, 01:46:31 AM » |
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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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"So I can put anything here and people can read it?" -malistaticy, 2016
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« Reply #9 on: April 12, 2016, 09:47:12 AM » |
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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.
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« Last Edit: April 12, 2016, 09:48:24 AM by windhunter7 »
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« Reply #10 on: April 13, 2016, 04:05:25 AM » |
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Thats too bad I suppose I'll try the model importing help board, maybe they get better traffic for this sorta thing...
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"So I can put anything here and people can read it?" -malistaticy, 2016
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