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omg poxag.... i have said 100 times that you can get any outside model, but it must have the same object names and same amount of objects, same rig as the char your replacing and same amount of textures...since mariokart 64, s using the melee mewtwo and all of the other models does that mean that we can just replace the brawls models with other ones, cuz that would be easier than editing the current one
when william was cracking the MDL0 format, me and chrrox tested it on alot of games. brres seems like a universal media container for wii games..but I dont know if its in there SDK.. we find that alot of games used brres. and william's MDLO converter worked pretty good on a few, excpet will wasnt able to decipher all the bone data. so everything was horribly disfigured, as the mesh would be all over the placeWhere are these files from anyway?
use strict;
my $inputfile;
my $outputfile;
if( $#ARGV >= 0 ) {
$inputfile = $ARGV[0];
$outputfile = $ARGV[1];
} else {
print "Enter the source .dds filename:\n";
chomp( $inputfile = <STDIN> );
print "\nEnter output filename (if left blank, appends \"_output\" to source name):\n";
chomp( $outputfile = <STDIN> );
$inputfile =~ s/"//g;
$outputfile =~ s/"//g;
}
if( $outputfile eq '' ) {
$inputfile =~ /^(.+?)(\....)$/;
$outputfile = "$1_output$2";
}
open I, "<$inputfile" or die "Could not open $inputfile: $!";
open O, ">$outputfile" or die "Could not open $outputfile: $!";
binmode(I); binmode(O);
my $temp;
sysread( I, $temp, 28 ); # skip TEX header
sysread( I, $temp, 2 ); # width
my $width = unpack( "n", $temp );
sysread( I, $temp, 2 ); # height
my $height = unpack( "n", $temp );
sysread( I, $temp, 4 ); # format
my $format = unpack( "H8", $temp );
print "Texture format: $format\n";
sysread( I, $temp, 28 ); # skip TEX header
print O "DDS" . pack( "CIC4", 32,124,7,16,8,0 ); # DDS header
print O pack( "I3", $height, $width, $height*$width/2 );
print O pack( "I15", 0,0,0,0,0,0,0,0,0,0,0,0,0,32,4 );
print O "DXT1" . pack( "I10", 0,0,0,0,0,4096,0,0,0,0 );
my @odd;
my @even;
my $counter = 0;
my @line;
while( sysread( I, $temp, 4 ) ) {
$temp =~ s/^(.)(.)(.)(.)$/\2\1\4\3/s;
$line[0] = $temp;
sysread( I, $temp, 4 );
$temp =~ s/^(.)(.)(.)(.)$/\2\1\4\3/s;
$line[1] = &bitmanip( $temp );
sysread( I, $temp, 4 );
$temp =~ s/^(.)(.)(.)(.)$/\2\1\4\3/s;
$line[2] = $temp;
sysread( I, $temp, 4 );
$temp =~ s/^(.)(.)(.)(.)$/\2\1\4\3/s;
$line[3] = &bitmanip( $temp );
if( $counter & 1 ) {
push( @odd, "$line[0]$line[1]$line[2]$line[3]" );
} else {
push( @even, "$line[0]$line[1]$line[2]$line[3]" );
}
$counter++;
if( $counter == $width/4 ) {
print O $_ foreach @even;
print O $_ foreach @odd;
@even = ();
@odd = ();
$counter = 0;
}
}
sub bitmanip {
my @b = split '', unpack( "b32", $_[0] );
return pack( "b32", "$b[14]$b[15]$b[12]$b[13]$b[10]$b[11]$b[8]$b[9]$b[6]$b[7]$b[4]$b[5]$b[2]$b[3]$b[0]$b[1]$b[30]$b[31]$b[28]$b[29]$b[26]$b[27]$b[24]$b[25]$b[22]$b[23]$b[20]$b[21]$b[18]$b[19]$b[16]$b[17]" );
}
I'm pretty sure that you could do something like making marth's extra shoulder pads the same matherial as his original ones, in theory, they would move and animate together. if anyone knows and i'm wrong, plz correct me. also, Pharrox, if you have any estimate for how long the importer might be, how long? weeks? months?by materials you mean textures right???, so if it has an extra object, for instance I cloned marth's shoulderpad So he has more than one on each side, will that be a problem?? and if so How can I rig it to work correctly, can i attach it to an existing part of marth?
I've heard about the +0 ones, and i think i might've seen them. if i recall corectly, they are used in some menu screen related stuffOkay, I have a quick question/favor to ask. Does anyone know where I could find some #00, #08+1, #08+2, #10, or any ##+0 textures? Texture support is coming along, but I still need to test these formats and there don't seem to be too many of them. #10 and #06 aren't even supported by tplconv (which has been my main source for this).
The polygons wouldn't need to be the same. With my model swap the models didn't have the same polygons.I'm pretty sure that you'll need to keep the same number of polygons as the original model. However you can just put a little square inside the body and give it a transparent texture. Really it isn't the number of polygons that's important, it's the number of materials. Since Brawl animation files reference material names you will need to make sure that there are materials in you're model to match. You can add any extra polygons you want as their materials will never be referenced. In the end, the two things that matter are having the same number of joints and materials.
Yep, I found the collision model in MDL0 format.Okay, new release time. Special thanks to fortwaffles for finding the missing texture formats for me to test this with.
http://www.patriotmods.com/brawlhacks/utilities/ais0.1.3.rar
This version basically serves to add texture support. Gary gets pretty much all the credit for this, I just tweaked his code slightly to make it work with TEX0 and fixed a few bugs. I also edited it to work with the two models mariokart posted (really weird stuff) and cleaned up the texture mapping.
Well at this point my focus kinda switches from writing the exporter to writing the importer. I'll still be fixing any bugs found on the export side, but I'm not going to try to support and other formats for now.
@ VILE. When you say you found the collision models, you mean you found the models used for hitboxes in MDL0 format? I've always been under the impression that hitbox data was stored in a different format in the bin file in a characters default .pac.
EDIT: Sorry about all the .dlls. Will be reduced in a later release.
No.question: has onyone achieved using a changed model ingame?
Yes .and if so, are there vids of it?
just duplicate the polygons of that area, flip the faces, and put it in the same spot and the same material, then it should be able to be viewed from both sidesI'm changin marth's model and I noticed that though I can see the bottome of his shirt from behind I cant' see it from the front, I stretched it really far so it hangs down, but I can't see from the front, anybody know how to fix this
fighter models, and i tried a trophy (marth) I just use the import option on 3ds max, and:Which models are you trying to import and what importer are you using? I reccomend ColladaMax NextGen.
Also are you sure you're using Collada and not FBX? I'm pretty sure you are, but I still have to ask.Finally, could you post a log of the errors Max give when it loads the file?
he's working on onemake one that reverses the process, and I can FINISH dr mario more quickly
FOR %%1 in (*.brres) DO (
"C:\Documents and Settings\HP_Administrator\ais0.1.3\AiS.exe" %%1
REN ".dae" %%~n1.dae
REN "MDL0.dae" MDL0_%%~n1.dae
MD "%%~n1"
MOVE "%%~n1.*" "C:\Documents and Settings\HP_Administrator\ais0.1.3\%%~n1"
MOVE *.png "C:\Documents and Settings\HP_Administrator\ais0.1.3\%%~n1"
MOVE *.dae "C:\Documents and Settings\HP_Administrator\ais0.1.3\%%~n1"
MOVE *.log "C:\Documents and Settings\HP_Administrator\ais0.1.3\%%~n1"
)
Woah, wait just a second. Does this mean we might be able to export the character models, add textures to the hitboxes, then reimport them so we can see the hitboxes in-game?Yep, I found the collision model in MDL0 format.