Vertex Hacking: Advanced Techniques

Started by mariokart64n, May 24, 2010, 04:23:54 PM

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I think that's the same problem we're all having...

Quote from: Apprentice Of Death on August 08, 2010, 04:11:13 AM
It still happens when I patch...

Double patch, it fixes.
STILL BETTER AT VEXING THAN TEXING


Whenever I try to use the vertices on the model, using the Morpher and the "Pick from scene", I cannot find the vertices to use. I read that this has to do with the script altering the amount of vertices in the original model, thus making it incompatable with the imported vertices,
but does anyone know how to fix it?

I'm editing Snake's body, by the way.

Quote from: Apprentice Of Death on August 08, 2010, 07:25:09 AM
I do. And it doesn't fix it.

Uh...what are you editing? Are you editing hair or a cape by any chance? D:
STILL BETTER AT VEXING THAN TEXING

When I try the double patch method, DDVB comes up with a message that says "Errorjava.io.EOFException". It then does everything regularly, but when I replace the model, all of the polygons are gone.

Quote from: ChaosRune on August 08, 2010, 05:06:39 PM
When I try the double patch method, DDVB comes up with a message that says "Errorjava.io.EOFException". It then does everything regularly, but when I replace the model, all of the polygons are gone.

EXACTLY what are you doing to double patch?

Also, don't use DDVB, use Mariokart's script to export verts.
STILL BETTER AT VEXING THAN TEXING

Oh, yeah. I was using the older method...

Quote from: Yoshiboshi3 on August 08, 2010, 04:31:14 PM
Quote from: Apprentice Of Death on August 08, 2010, 07:25:09 AM
I do. And it doesn't fix it.

Uh...what are you editing? Are you editing hair or a cape by any chance? D:

I put up a picture. It happens on most things. Links sword for example.

Quote from: spiderjjr45 on August 08, 2010, 03:35:22 PM
Whenever I try to use the vertices on the model, using the Morpher and the "Pick from scene", I cannot find the vertices to use. I read that this has to do with the script altering the amount of vertices in the original model, thus making it incompatable with the imported vertices,
but does anyone know how to fix it?

I'm editing Snake's body, by the way.

How do I see the character's textures while editing the model in 3dsmax? And how to I "change to poly"?

You have to export all of the textures to the place where the .dae is, I think. And I don't know what you're referencing with "change to poly".

Quote from: ChaosRune on August 09, 2010, 03:16:43 AM
You have to export all of the textures to the place where the .dae is, I think. And I don't know what you're referencing with "change to poly".

Won't work. Is it because I'm not in "poly" mode?

Quote from: cuckoos on August 09, 2010, 03:18:30 AM
Quote from: ChaosRune on August 09, 2010, 03:16:43 AM
You have to export all of the textures to the place where the .dae is, I think. And I don't know what you're referencing with "change to poly".

Won't work. Is it because I'm not in "poly" mode?


Export all the textures in the same folder as the .max file. To change to a poly you could right click the model and select convert to > Edit Poly (something like that). Or with the model/object selected pick Edit Poly from the modifier list.

August 09, 2010, 04:14:42 AM #344 Last Edit: August 09, 2010, 10:33:39 PM by ChaosRune
I think I just solved the Vish's Guide/Double Patch/Whole Vertexing Thing incident! It's not 100% fail-safe, but it gets us moving the right way. Follow these steps(it seems long, but it really isn't):

-Export Bres file from BrawlBox
-Make .dae from Bres file
-Import .dae and fix with Ais
-Edit however you want
-When you're done, open a new scene for 3ds Max
-Import the .dae and fix with Ais again
-Export the vertex of the polygon which you edited from BrawlBox(name doesn't matter) and copy its MDL0 Offset
-Go to the new scene, select the part of the model that you edited in the other scene, and click "Create Patch" on mariokart's script, then click the vertex
-Go to your edited scene and click "Patch Model", then select the vertex patch
-After it's done patching, uncheck "Check for MDL0 Offset" box, input the Offset of the vertex, and then click "Export Verts"
-Export the character model from BrawlBox(again, name doesn't matter) and then select it in 3ds Max
-Replace the model in BrawlBox with the new one
-Export the Bres file again
-Make a new .dae
-Import it into a new scene in 3ds Max and fix with Ais
-"Patch Model" again with the same patch as before
-Export verts and replace the model again
-Preview it in BrawlBox and it SHOULD be good

Please post whatever goes wrong, for again this isn't 100% fail-safe.

EDIT: If anyone does this method until you export the verts and it say "Error! Wrong Offset?", it's because when you apply the patch, a couple of vertices are added. I'm currently working on a way to get past this, so please bear with me for a while.