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Kirby's Final Smash Texture and combining parts of pcs

Gengar84

Smash Hero
Joined
Dec 9, 2009
Messages
7,503
I'm having a problem with Kirby's Final Smash texture. When he is holding the Smash Ball, his face gets bright white (I just wanted the eyes to be yellow). RandomTBrush helped me out with my Goomba texture that's up on Brawl Vault, but it seems I'm having the same problem again. This time, I took Tbrush's advice and tried to save the final smash eyes as targa, but no matter what I do, they still end up making kirby's face white. Once I get this fixed I can release it on brawlvault. What I need is either for someone to make the yellow eyes for me (I already made them as psd/png) in targa format with the proper alpha channel stuff and apply it to the texture, OR for someone to give me some very simple step by step directions for how to do the eyes properly in photoshop. I've looked for a long time, and I couldn't find out how to do it Sad

Here is the zip file, which includes the .pcs as well as all of the psd and png files I'm using.
http://www.mediafire.com/?s4n76t03qm43sbg


Also, I need to know how to take part of one pcs and replace it with another part from a different pcs of the same character.

For example, if I wanted the Captain America Snake's hair on a different Snake that already had his ammo packs and stuff removed, how would I do this? I tried exporting the polygon and replacing it on said Snake, but that did nothing. If someone could help me out with this, there are many textures I plan to release soon after on Brawl Vault. This could be really helpful for making bald characters over Snake.

Thanks for all your help.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
If you mean mixing and matching vertex groups, you can use Das Donkey Vertex Box. Just do what you do normally, except without the vertexing. If you don't know what I mean, then here's the link to the program.

Just find the vertex group you want in Captain America's model (remember the MDL0 offset), export it as "vertex.ddf," and use DDVB to convert it into a 3DS. Then export Captain Falcon's model as model.mdl0 and use DDVB to import the vertex group from before onto the model, using the MDL0 offset that you remembered before. Then import the model.mdl0 back on Captain Falcon's model in his pcs and it should work!

If the Brawlbox preview shows some crazy stretching or whatnot, you might have to import the 3DS with Anim8or and then export it again.
 

Gengar84

Smash Hero
Joined
Dec 9, 2009
Messages
7,503
Thanks very much. I'll try that out. Can anybody help me out with Kirby's Final Smash texture? I'd imagine that one should be a much easier fix.

Also, would anyone happen to know which of Snake's vertex groups contains polygon43, which is the top of his head?
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
When you click on a polygon, you can scroll down and there'll be something that says VertexSet, and then a number. If you click on a vertex set, you'll see a number that says ID, and the two numbers match up accordingly.
 

Gengar84

Smash Hero
Joined
Dec 9, 2009
Messages
7,503
Thanks. I found the right vertex to edit, but no matter what I do, I can't seem to get rid of that weird stretching stuff. I tried exporting it in anim8tor like you said, but no good. :(

EDIT: nvm, i downloaded an alternate version of vertexbox, and it seems to work now. Thanks.

Everything seems to be in working order, regarding the vertexing.

Expect to see many a bald wrestler in the near future.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Can you link me to the alternate DDVB that you downloaded? I'm annoyed by the stretching, too... =\
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Thanks! Expect to see... well, I'm not very good at vertex hacking.
 
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