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Author Topic: Vertex Hacking: Advanced Techniques  (Read 125661 times)
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Yoshiboshi3
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Hey guys im yoshiboshi3 i maik vertex hacks

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    « Reply #150 on: June 20, 2010, 07:06:03 PM »


    I'LL DO THIS IN BOLD SO IT GETS THROUGH

    THIS METHOD ONLY TESTED ON MAX8 NOT PROVEN OR KNOWN TO WORK ON MAX2010!!
    I WILL NOT PROVIDE ANY SUPPORT FOR ANY VERSION OF MAX PAST MAX8


    and to clear up any false information, I can import falco just fine. I've attached the max file with falco, feel free to use it.

    http://rapidshare.com/files/401163437/ssbb_falco_max.zip.html


    You said max 9 didnt work, but I'm using it and have finally fixed all my problems, and I can tell everyone that it works fine on 9.
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    mariokart64n
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    « Reply #151 on: June 20, 2010, 08:03:24 PM »


    lol, so you've had full success now?
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    Luka Megurine by mariokart64n
    [Character-ImportModel-Zelda]

    Yoshiboshi3
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    Hey guys im yoshiboshi3 i maik vertex hacks

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    « Reply #152 on: June 20, 2010, 08:04:37 PM »


    lol, so you've had full success now?

    Yeah, there wont be any more of that one guy who keeps asking over and over how do I do this how do I use it. Cheesy
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    owned645
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    « Reply #153 on: June 20, 2010, 08:48:18 PM »


    Hmmm. Alright. I might be pming yoshiboshi if i run into any problem at my friends house. Also, do you think you could do that for every character? That might help allot of people.
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    Yoshiboshi3
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    « Reply #154 on: June 20, 2010, 09:08:10 PM »


    Hmmm. Alright. I might be pming yoshiboshi if i run into any problem at my friends house. Also, do you think you could do that for every character? That might help allot of people.

    Yeah, that would help alot considering  that many people have problems with AiS. It would be hard to double patch, though...
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    owned645
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    « Reply #155 on: June 20, 2010, 10:05:23 PM »


    Well. If I was to make the model. Then somebody could do the rest for me. Would that work?
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    Zihark
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    « Reply #156 on: June 20, 2010, 10:26:58 PM »


    Err, I'm having some sort of issue. I'm not having problems with anything BUT this.

    Well, it seems that when I decide to import the 'dae' models into 3ds Max, the models always come out looking like rubbish. Here's a pic:



    Is it supposed to come out like that? 'Cause it's not like that in your videos, D: Running on 3ds Max 2011, just as a heads-up. (Although you can probably tell by the way it looks, lol.)
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    mariokart64n
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    « Reply #157 on: June 20, 2010, 10:27:07 PM »


    @owned645
    I was going to create a DAE import function to my script, which would bypass all max version compatibility issues. the DAE format, is actually plain text simular to a form of XML. but I know virtually nothing about the format. so it might be a awhile for me to gather everything together.

    this pre-import then upload the models in MAX is a good idea, although I haven't got the time for it

    also he's right, if your doing a full body edit the ability to export import is vital. so again I believe the best course of action is to write my own importer... but I'm still on the fence about it. so until then, if you unable, then you ARE NOT ABLE. so don't bother wasting your time, or anyone else's time to baby you.

    @Zihark
    lol I'm going to have to reemphasize this in the opening post. this doesn't work with the latest max. sorry your out of luck
    « Last Edit: June 20, 2010, 10:29:20 PM by mariokart64n » Logged

    Luka Megurine by mariokart64n
    [Character-ImportModel-Zelda]

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    « Reply #158 on: June 20, 2010, 10:31:01 PM »


    RAWR, I DO NOT SECOND THAT. D: I'll just use the version you have. D:< (Has second chance @___@)
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    mariokart64n
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    « Reply #159 on: June 20, 2010, 10:44:06 PM »


    well I'll look into the prospects of writing my own DAE importer, but I'm no pro at it. so I cant promise anything, but if all goes well. no need for a specific version of max, and no need for das donkey vertex box altogether.

    just one single tool, 3dsmax. and your creative mind of course. Wink
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    Luka Megurine by mariokart64n
    [Character-ImportModel-Zelda]

    Yoshiboshi3
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    « Reply #160 on: June 20, 2010, 11:16:32 PM »


    Err, I'm having some sort of issue. I'm not having problems with anything BUT this.

    Well, it seems that when I decide to import the 'dae' models into 3ds Max, the models always come out looking like rubbish. Here's a pic:



    Is it supposed to come out like that? 'Cause it's not like that in your videos, D: Running on 3ds Max 2011, just as a heads-up. (Although you can probably tell by the way it looks, lol.)


    When you import the DAE, are you importing as Collida DAE or Autodesk DAE? Thats what happens when you import autodesk. I dunno if theres a collida plugin for max 11....
    Get max 08 or 9. Those are the confirmed working versions.
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    « Reply #161 on: June 20, 2010, 11:34:32 PM »


    When you import the DAE, are you importing as Collida DAE or Autodesk DAE? Thats what happens when you import autodesk. I dunno if theres a collida plugin for max 11....
    Get max 08 or 9. Those are the confirmed working versions.

    Lol, problem already solved, I'm installing Max 8 as I type this. Thanks anyways, lol. XD
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    owned645
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    « Reply #162 on: June 21, 2010, 01:16:28 AM »


    Ok thanks. I'll just have to wait then I guess.

    But wait. This is a part of the help thread. So can someone do the rest of this for me?

    http://www.mediafire.com/?yykzyyziwjj
    Please and thank you :]
    I'll be sure to give credit.
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    Power Marshall
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    « Reply #163 on: June 21, 2010, 06:53:22 AM »


    okay, just to make sure I have no problems, this is my order of steps that I do from what the guide tells mii.

    1 export brres from BB, convert, import Dae into Max8.
    2 fix AIS import, hide everything you do not need, click create patch
    3 select the vertex.DDF file, then in max- select vertices mode
    4 Edit
    5 Patch model, select the Vertex_PTA.pta that was made from the vertex.ddf
    6 Wait
    7 After it is done, Make a 3DS file from DDVB of the vertex.ddf
    8 import from max the 3ds file.
    9 Click the arrow button next to modifier list and select "Morpher"
    10 go down to where it says "empty" and right click the first one, select pick from scene.
    11 left click the model and change the number from 0.0 to 100.0
    12 click file> export selected, and export over the ddv.3ds file that was made awhile ago.
    13 open DDVB and click import into model and type the offset of the vertex you edited, and go in BB.
    14 open the model with BB, and if it looks undesirable, re-patch or repeat without editing.

    I tried all steps without double patching on max8 and there was a error at the beginning of importing the 3ds file in the model with DDVB, I believe Fireking had the same error so I tried importing and exporting with animator, but still. I ignored it and went in BB with it and the model was unchanged. I would just have wanted to see if the model was changed, regardless of what I wanted, heh.
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    « Reply #164 on: June 21, 2010, 06:00:53 PM »


    I'm having problems as well. Mariokart64n, if possible, do you think you could fix the model I sent you? Everything is done, except the morphing part. Each time I try to view the finished product in Brawl Box, it either is a messed up model, or the model is unchanged.

    Thanks a lot if you plan on fixing it, and no need to rush on it either.
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