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Author Topic: Vertex Hacking: Advanced Techniques  (Read 166136 times)
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Power Marshall
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    « Reply #150 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 #151 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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    « Reply #152 on: June 21, 2010, 06:46:54 PM »


    can we use blender instead of 3d max?
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    mariokart64n
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    « Reply #153 on: June 21, 2010, 09:03:05 PM »


    sorry, I have no love for blender. how would a max plugin work in blender anyhow?

    your best bet is to read my maxscript and write your own py plugin for blender. then that would work for you. Tongue

    also, to anyone sending me their files. I never agreed to get your mods into the game for you. please stop sending your files. it does take a "long" time being the method isn't perfect. alot of trial and error has to be made, the trick about it is can you solve those problems to your advantage... thats why mods take me from 1week - 3weeks :\

    lastly I'm making my script so that you won't need DasDonkeyVertexBox, or the DAE/Collada plugin. that means any version of max will work, and you will not get weird errors from DDVB

    but It'll have to wait, I've been busy at work, etc etc..
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    Luka Megurine by mariokart64n
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    « Reply #154 on: June 22, 2010, 01:37:11 AM »


    I never asked you to do it for me. I was referring to anyone who wanted to help. But I'll post a new topic in the help section.
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    « Reply #155 on: June 22, 2010, 05:03:42 PM »


    I meant in general, but anyways the opening topic has been updated with the new script. the new script allows for injection into the MDL0. nullifying the need for DasDonkeyVertBox. now you can just use the "Script" and the name is alot easier to remember too  Wink
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    Luka Megurine by mariokart64n
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    « Reply #156 on: June 22, 2010, 05:16:50 PM »


    Wait... So does that mean it'll work for max 2010?

    Edit: Never mind the dumb comment. As much as it's going to kill me. I'll wait.
    « Last Edit: June 22, 2010, 10:25:11 PM by owned645 » Logged


    Power Marshall
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    « Reply #157 on: June 22, 2010, 05:29:26 PM »


    Will there ever get to a point that we could simply open the DAE file in max, inject the vert, edit, and then eject to the mdl0 file for BB?
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    Yoshiboshi3
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    « Reply #158 on: June 23, 2010, 09:59:17 AM »


    Uh, sorry, but I need some more help. :I

    Its about double patching. It works fine when I dont have to use faceMorph, but when I DO use faceMorph, it doesn't seem to work. Lets say I just exported the morphed vertex set back into brawlbox and I see the side is messed up. I export the brres, convert to DAE, open in Max, patch with the patch I created earlier, Then copy/convert to mesh/use facemorpher/ yadayadayada, import the vertex set, morph it, anddddddddd......it doesnt fix. ;(


    Lol disregard that, I fixed it. I was re-doing EVERYTHING while I was double patching.
    « Last Edit: June 23, 2010, 11:21:54 AM by Yoshiboshi3 » Logged

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    mariokart64n
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    « Reply #159 on: June 23, 2010, 05:55:14 PM »


    found this guy's blog entry in relation to my method;

    http://elitesmashhackers.wordpress.com/2010/06/21/for-those-having-problems-with-mariokart64ns-method/

    it tries to take another view on the method, and shows a slightly different workflow. I've also made a response to their video, to correct old information. however I'm pointing out their blog entry, just encase their video is in fact easier to follow. apparently my videos are too complicated for some to follow.
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    Luka Megurine by mariokart64n
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    « Reply #160 on: June 24, 2010, 10:05:39 AM »


    MarioKart, so I'm a little confused.
    You converted to editable poly in your mewtwo video but you also say not too in your guide.
    I tried myself of course and it does not work.
    I just want to use the relax tool, that's all.
    Any work arounds?
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    mariokart64n
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    « Reply #161 on: June 24, 2010, 02:07:23 PM »


    facemorph.. I think I describe it in the video.

    the written was the first guide, and naturally takes a safe course of procedures.. but problems came up.. and in the video I had to change to editable poly. which makes the model incompatible with morph. so instead we use facemorph to get the mesh back to edit mesh.
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    Luka Megurine by mariokart64n
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    « Reply #162 on: June 24, 2010, 03:18:10 PM »


    facemorph.. I think I describe it in the video.

    the written was the first guide, and naturally takes a safe course of procedures.. but problems came up.. and in the video I had to change to editable poly. which makes the model incompatible with morph. so instead we use facemorph to get the mesh back to edit mesh.

    He explains how to use it in part 9. Cheesy
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    « Reply #163 on: June 24, 2010, 04:58:10 PM »


    Thank you guys.
    I have one other question though.
    Do you know of a way to merge to elements within the same object?
    I'm trying to make marth have no gloves but I can't seem to get the forearm and bicep to match up.



    Tips?
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    mariokart64n
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    « Reply #164 on: June 24, 2010, 07:46:28 PM »


    i dont know much about normals, but that's one way you could hide that issue.

    that is if there was a method of editing them. right now I don't have a well enough understanding of how to replace them. but I'll try to import the normals into max over the AIS import. if that is successful, then export may be possible

    just add a Edit Normal modifier, and play around with moving the blue arrows. that'll give you and idea of what the normals will help you do, if we're able to edit

    but until then your stuck with that unsightly problem Sad
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