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I'm pretty sure I could model swap them as it is...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?
*dies and goes to heaven*
yeah I know what your talking about. but what I was getting at is, the alphas look very rough.Mario, I'm actually talking about transparency alpha. Colors get extracted perfectly.
? which models are borkenanyone know how to fix the broken polygon models yet? also, hows the progress on the importer?
Not until/unless animation support is added. I may get to effects eventually, but it;s on the bottom of my priority list (many things that may appear to be effects are actually models btw).is there a way to change the character's, basic stance, cuz Sephiroth's basic stance with his left hand raised above his head is much more awesome than Marth's semi-gay, girl pose. Also I think I asked this before but will we be able to edit the models of effect's?
Not really sure about this. Brawl's uvs are flipped on v, so it's possible that could have something to fo with it.Hey Pharrox!
I don't think you know me, but I'm the leader of the 4th texture hacker team, EliteSmashHackers (Is totally not advertising) and I got to know about model hacking. I got to extract my model, put it in 3ds max, I edited it (I'm not saying what I did) and I'm done with it. I wanted to apply a texture on it but it doesn't seem to work.. I know how to apply textures on a model but this time the texture just goes all blue or all brown, depending on the texture. A friend of mine said to put the Modifier to "Normal". That worked but for assist trophies only. It doesn't seem to work for my model. If you could help me on how to apply textures and not have that "T-Pose" if possible, I would like to know.
Also, once I'm done with the dae, I have nothing else to do? I know you're working on a repacker but I was just wondering if I did it correctly.
Thank you very much,
BigSharkZ.
Okay, so I've tested a trophy model that didn't work with at least William's tool before (crashed), and it still crashed.
The model in question was Andross. I'll compile a list later with the log files of models that don't work, but so far, Andross crashes. It's located in toy/fig, with the name Andross.brres.
Oh, and for me, the normals are still flipped.
Is there a difference between ColladaMax and MaxCollada?
tested the rest of the assist trophies using 1.3. I also tested some on 1.2d.. but the still crash. also a few I can remember.. chicorita and customrobo skin weights are bad. like the left bones move the right side of the models verts. O.o
The Following Crash The Converter, but the textures and dAE seem good?
andross
chicorita
customrobo
cyborg
devil
excitebike
hammerbros
kururi
lin
resetsan
***robin (Textures Output Wrong) wrong palette?
stafy
tingle
waluigi
wright
Will take a look at it, thanks. Also, there shouldn't really be a difference between ColladaMax and ColladaMaya. I am aware of the normal problem, but I've kinda been putting off addressing it because I've tried all the obvious solutions and they don't seem to do anything. At least in Maya using normals->flip seems to fix it.I've made a rar file with all the logs of trophies with errors, and some other models which cause trouble.
[Download]
My current guess for people having a problem with the models is that the importer they're using doesn't support multiple types of polygons in a single mesh (triangles and quads in one mesh).anyone know how to fix the broken polygon models yet? also, hows the progress on the importer?
It would probably be easier for me to show you:hmmm, Pharrox, 1 question: Can you tell me where the pointers (bones) are in the hex file.
0x00: Size
0x04: Pointer to MDL0 start
0x08: Pointer to name
0x0C: Number
0x10: Bone ID
0x20: Scale x
0x24: Scale y
0x28: Scale z
0x2C: Rotate x
0x30: Rotate y
0x34: Rotate z
0x38: X position
0x3C: Y position
0x40: Z position
0x5C: Offset to parent
0x60: Offset to child
0x64: Offset to next bone on this level
0x6C: Offset to prev bone on this level
0x70: Bind matrix
0xA0: Inv bind matrix
Shd is the hitboxes.Hmm. I think I'm ******** XD.
I only hacked my FitCharacterShd.dae model and not the FitCharacter.dae.
I noticed the FitCharacter.dae doesn't look as crappy as the Shd one. Do I have to hack both? Also, will it create a problem if both aren't exactly the same?
EDIT: Well, I edited both.
Also, what would happen if I would put like, a giant tree on a character? I made that for fun and wanted to know what would happen, because there's no bones on the tree. Just copy pasta XD.
My other model is cool, though.
Its pretty good (even though all you did was texture and move his hair up), but i have rigged shadow (the assist trophy one) with sonics bones. It will be more accurate.Well, I made this! XD.
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Probably lower-poly, though. But seriously, is Shadow worth the effort? :-PIts pretty good (even though all you did was texture and move his hair up), but i have rigged shadow (the assist trophy one) with sonics bones. It will be more accurate.
I just used sonics.I'm having alot of trouble ripping a sly cooper model, so i'm probably gonna have to model my own or something.
@VILE did you put the sphere for his spinning animations?