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Yes we will be able to change unwraps.I have a questoin about texturing the new models, we will be able to rewrap the textures right, we won't just have to fish around in the current ones, trying to match them up and messing with weird streching will we??? also will we be able to un-mirror some of the texturing??/ cuz it's really annoying when you're trying to make a character but the mirroed textures screw it up
This has been my goal recently, to make a new character. I only recently started looking into it, but I've been thinking that I could make a Crono skin for Marth, then give him a combination of other characters moves, like pika's downsmash(luminaire) and Tink's upB(Cyclone) etc.. Is this possible with existing code?I have no problem's making a new character but I don't think changing the movesets of the current characters would be good. since it would change the gameplay too much, for instance, the gameplay wouldn't be fun if you make characters who's grab range takes up the whole stage or can falcon punch in 1 frame. I can see why you would use it to balance brawl plus but I think that should be seperate from just changing the models.
Yes, because every costume contains a model file (even if it's identical to another costume's). The only thing though, is that they would all have to have the same moveset, unless we can find a way to turn other characters into other characters. (just use models and animations might work) also with making chrono, there's a good ike crono costume if u want to get started with that, but i don't know how to edit the moves D: ...yet. I REALLY DO LIKE WAFFLES! XDOkay I just want to confirm one thing, will we be able to have a different model hack for each costume?? so like I could have a sephiroth marth, a Lyndis Marth and darth vader marth??
Well, texturing will be very easy, just replace the texture data with new textures. Since you will be keeping same names and whatnot it would work like normal.Alright heres another load of questions:
When you say you've finished the decoder, you mean the collada>brres converter?
Wat's a linker/linker error
ur new at this?!?!?!
If you replace a model, like lucario with mewtwo like everybody is saying, how are you gonna texture it??
Yes. (My message has to be 10 characters long)do you know if there will be a way to make parts dissapear ofbe transparent or hidden or something?
I got Mewtwo's trophy model, t posed it, re unwrapped it, texturing it and skinning it (rigging).@ vile are, you editing lucario to look like mewtwo?? or did you take mewtwo's trophy model and smack it on top of lucario, and switch them.???
Poxag, I will eventually write a guide up when i get model replacing done, be patient. For now, just get more experience with a 3d program, i recommend 3ds max but there are other alternatives: Blender, Maya and some others (can't remember them all atm).Ok so Im'going to ask you to bear with me cuz I'm tryin to figure out how to do this, If I were to get a model of say, SEPHIROTH!!, in .dae format, and t pose, and do all that stuff, will that work, or does mewtwo only work since it came out of brawl, but any .dae should work once pharrox finishes his collada>brres thing right?? How do you make it so that the other model uses the bones and stuff of the one we took from brawl?? lastly how do you t pose, re unwrap, and texture, it so that it works, i feel like I'm gonna need alot of help
Use COLLADA import, File > Import, then where it says all formats (It might say something different) click it and scroll down to collada. I was getting that problem because i was importing with a different .dae importer.okay I just tried this out and this is what I got
click on the thumbnail to see it at full size, anybody know wat's wrong??/
when I use the extractor I get 2 files, fitmarth00.dae andfitmarth00shd.dae wat is the difference??
when I try to open the fitmarth00shd.dae I get these errors
While reading or writing a file the following notifications have been raised.
-ERROR: link has two joints
-ERROR: Unable to parse xml/dae file
I would at the very least subsurf it and modify the geometry a little bit (hopefully for more accuracy if possible) and don't forget to modify the UVmap, because that's part of the geometry too. Keep in mind that for it to be used by the SD card hack, you have to download the file from someone else and put it on your SD card. If it's the same model and textures from any of their games, Nintendo can come down on you for redistributing their model like a ton of bricks. Because it is possible that someone who doesn't own that game might download it. I think we should all try to be safe after what happened to Syntax Error...I got Mewtwo's trophy model, t posed it, re unwrapped it, texturing it and skinning it (rigging).
That's what I'm done/doing.
If you edit the model, make sure you do so drastically. But I don't see why you wouldn't be able to make your own model from scratch. If you make it too big, just resize it. if the UVmap is messed up (I doubt that'd be a problem, I'm just coming up with something) in the game, just reorient it until it's fixed. Pharrox is investigating what every little bit of these model files are, after all. Just don't do anything that isn't currently done in existing models. If there are no models in the game with textures larger than 512x1024 or smaller than 16x16, don't make any. If there are none of a certain kind of bone or animation in any existing SSBB models, don't put any in there. :-P If the eyes have extremely strange UVmap coordinates, try to do the same with your own. Just follow their style. You can always fine-tune your model later.Ok so Im'going to ask you to bear with me cuz I'm tryin to figure out how to do this, If I were to get a model of say, SEPHIROTH!!, in .dae format, and t pose, and do all that stuff, will that work, or does mewtwo only work since it came out of brawl, but any .dae should work once pharrox finishes his collada>brres thing right?? How do you make it so that the other model uses the bones and stuff of the one we took from brawl?? lastly how do you t pose, re unwrap, and texture, it so that it works, i feel like I'm gonna need alot of help
1. No, rewriting th original to work correctlyAlright heres another load of questions:
When you say you've finished the decoder, you mean the collada>brres converter?
Wat's a linker/linker error
ur new at this?!?!?!
If you replace a model, like lucario with mewtwo like everybody is saying, how are you gonna texture it??
The original reverse converter probably won't support model transparency. The data's there, it's just not a high priority for me. However texture conversion will be handled differently and allow you to to use whatever format you want for the textures, meaning that you can give transperency to texture that didn't originally have it.do you know if there will be a way to make parts dissapear ofbe transparent or hidden or something?
Basically answered above. UV editting alows it to be mapped differently and format conversion will let you give a texture whatever properties you need it to have.may be slightly off topic, but is there a way to change the way a texture file acts in the pac file (like make mario have a transparent texture, cuz none of his support transparency) also, i plan for Ralph (Zelda Oracle of Ages), Roy, maybe Kumatora (Mother 3) and Possibly Baby Bowser if someone teaches me how to edit the speed of characters (running etc.)
Yeah, I'm hoping to add the texture extractor next thing. I was just going to modify your tplconv source to to it, but if you already have it written up that would be even better. If you want I could send you the source so you could look at it and make any changes you want, it's kinda a mess right now thoughA very quick question.
Will the final program have a texture exporter (seeing as I expect it to also have an importer)? Because if that's the case, I'm pretty much done here with it all.
Seriously, as much as I like Heinermann, he left us with a still broken SSBExtract. The TPL files it outputs don't often reflect how the files are actually constructed in the TEX0 blocks. And he promised to include the LZ77 decoding progress.
Oh, and CLR0 blocks should be supported as well. Basically the last few bytes are the actual colors.
At least for a while I suggest that modeling be done around the skeleton of an extracted character. The animation files reference the bones by name, so as long as the names are the same and the rig is similar it should work.Ok so Im'going to ask you to bear with me cuz I'm tryin to figure out how to do this, If I were to get a model of say, SEPHIROTH!!, in .dae format, and t pose, and do all that stuff, will that work, or does mewtwo only work since it came out of brawl, but any .dae should work once pharrox finishes his collada>brres thing right?? How do you make it so that the other model uses the bones and stuff of the one we took from brawl?? lastly how do you t pose, re unwrap, and texture, it so that it works, i feel like I'm gonna need alot of help
Could be a compatibility problem, will be fixed in the next release if it is.when I try I get the problem i posted above, which of the two files do i open, and how do i get it to show up correctly??
So far on schedule. Linker errors are down to four or five, though I'm not sure what could be causing them, it seems like everytihing should be linked correctly.@pharrox, are you close to finishing the converter
Very good question. And the answer is a resounding, probably not. When active in game the bones positions are actually controlled by the animation files. Because animation isn't supported the bones will take the position of whatever the current animations tell the to. Because of this it is important tomatch the rigging of the original character as closely as possible. And get very good at using weightsQuestion: When we make new characters, if we make the bones longer/shorter, will they stay like that? because from what Iv'e seen with model swapping, the bones will shrink/stretch to fit the character it's suppose to be
Compiler: Default compiler
Building Makefile: "D:\Kevin\Documents\linker_test\Makefile.win"
Executing make clean
rm -f main.o linker_test.exe
g++.exe -c main.cpp -o main.o -I"E:/Dev-Cpp/lib/gcc/mingw32/3.4.2/include" -I"E:/Dev-Cpp/include/c++/3.4.2/backward" -I"E:/Dev-Cpp/include/c++/3.4.2/mingw32" -I"E:/Dev-Cpp/include/c++/3.4.2" -I"E:/Dev-Cpp/include" -I"E:/collada/dom/include" -I"E:/collada/dom/include/1.5" -I"E:/Program Files/Microsoft SDKs/Windows/v6.1/Include" -I"E:/collada/dom/external-libs/boost" -I"E:/libpng/include" -I"E:/gd/include" -I"E:/freetype/include" -I"E:/jpeg/include" -I"E:/zlib/include"
g++.exe main.o -o "linker_test.exe" -L"E:/Dev-Cpp/lib" -L"E:/collada/dom/external-libs/libxml2/win32/lib" -L"E:/collada/dom/external-libs/pcre/lib/vc9" -L"E:/collada/dom/external-libs/minizip/win32/lib" -L"E:/freetype/lib" -L"E:/gd/lib" -L"E:/jpeg/lib" -L"E:/libpng/lib" -L"E:/zlib/lib" -L"E:/collada/dom/lib" E:/collada/dom/build/mingw-1.4/libcollada14dom.a E:/collada/dom/external-libs/boost/lib/mingw/libboost_system.a E:/collada/dom/external-libs/boost/lib/mingw/libboost_filesystem.a E:/collada/dom/external-libs/libxml2/mingw/lib/libxml2.a E:/collada/dom/external-libs/libxml2/mingw/lib/libz.a E:/collada/dom/build/mingw-1.4/libminizip.a "E:/Program Files/Microsoft SDKs/Windows/v6.1/Lib/WSock32.Lib" E:/collada/dom/external-libs/pcre/lib/mingw/libpcre.a E:/collada/dom/external-libs/pcre/lib/mingw/libpcrecpp.a E:/collada/dom/external-libs/pcre/lib/mingw/libpcreposix.a
E:/collada/dom/external-libs/pcre/lib/mingw/libpcrecpp.a(pcrecpp.o)(.text+0x2f):pcrecpp.cc: undefined reference to `pcre_config'
E:/collada/dom/external-libs/pcre/lib/mingw/libpcrecpp.a(pcrecpp.o)(.text+0x14a):pcrecpp.cc: undefined reference to `pcre_exec'
E:/collada/dom/external-libs/pcre/lib/mingw/libpcrecpp.a(pcrecpp.o)(.text+0x1bf):pcrecpp.cc: undefined reference to `pcre_fullinfo'
E:/collada/dom/external-libs/pcre/lib/mingw/libpcrecpp.a(pcrecpp.o)(.text+0x1aef):pcrecpp.cc: undefined reference to `pcre_compile'
E:/collada/dom/external-libs/pcre/lib/mingw/libpcrecpp.a(pcrecpp.o)(.text+0x1bf1):pcrecpp.cc: undefined reference to `pcre_compile'
E:/collada/dom/external-libs/pcre/lib/mingw/libpcrecpp.a(pcrecpp.o)(.text+0x1e54):pcrecpp.cc: undefined reference to `pcre_free'
E:/collada/dom/external-libs/pcre/lib/mingw/libpcrecpp.a(pcrecpp.o)(.text+0x1e67):pcrecpp.cc: undefined reference to `pcre_free'
collect2: ld returned 1 exit status
make.exe: *** [linker_test.exe] Error 1
Execution terminated
@mariokart are you supposed to two separate files when you use pharrox's convertor