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In Progress Stage Model Imports

Which is more important?


  • Total voters
    187

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
Added hooded Marth to the second post. If anyone could figure out how to make his hair support transparency Id be grateful. Hes probably to closest Ive had to a correctly imported model. Still major flaws though which mean I have to reimport him.
 

IndigoSamus

Smash Cadet
Joined
Nov 1, 2015
Messages
27
Location
SoCal
Added hooded Marth to the second post. If anyone could figure out how to make his hair support transparency Id be grateful. Hes probably to closest Ive had to a correctly imported model. Still major flaws though which mean I have to reimport him.
Is he playable though? Either way thank you for this :estatic:
 

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
I dont see why it wouldnt be. Its not like its a smash 4 model with an extremely high poly count. Though I cant test it to confirm.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Hyrule Castle - PeachBTT


Sorry it took so long. I was looking a bit into area tables to see why it was breaking the on so many stages. I thought of a way to trick the game though so I dont have to import everything over battlefield.
Everything is copied straight from the PAC but it still has some some fixing up to do. Not sure if its like this in brawl but the camera angles show the end of the background mesh which bothers me. Ive been considering just increasing the size bone of the background until I think of another solution. Secondly I have no idea why that random red patch and black wall are there. You can only see them in the pause screen but it means somethings not importing right.
Edit: Yep, no idea why its happening. Doesnt look like Im going to be able to fix it soon. Some minor stuff has been updated though.
So we know this stage has some coloring issues.

I was recently looking at the BrawlBox data and mesh attributes from the DAT (for the brown platforms only, as of now) and it looks like you left a few colors out in the color group.

Untitled-1.png


Adding those two more RGB8 color entries fixes the weird black marks on the top of the platforms!

Capture.PNG
 
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zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
So we know this stage has some coloring issues.

I was recently looking at the BrawlBox data and mesh attributes from the DAT (for the brown platforms only, as of now) and it looks like you left a few colors out in the color group.

View attachment 116527

Adding those two more RGB8 color entries fixes the weird black marks on the top of the platforms!

View attachment 116528
Interesting. I dont export the data but read it from the mdl0 file so its possible I confused the length of the data. I remember struggling to determine the lengths at some point though I remember checking this file to make sure.
 

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
Only after someone compares and names the melee bones for falco. Ill get to it a some point in the future. But that could be tomorrow, next month, or later. Depends on how I feel.
 

_Franz

Smash Rookie
Joined
Mar 1, 2015
Messages
16
The marth model keeps freezing for me every time i pick a stage, is there something im doing wrong?
 

oscat

Smash Journeyman
Joined
Apr 29, 2014
Messages
240
Location
So Cal
NNID
drlnklngmars
3DS FC
0318-9801-6641
The marth model keeps freezing for me every time i pick a stage, is there something im doing wrong?
Did you use gcr and make sure to check "Do not use game.toc"? What stage did you select?
 

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
When you say doesnt work for you what do you mean. If you are using 20XX disable rainbox fd.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Z zankyou

Do you know why my platform doesn't look like yours (colors)?? I know there is a lot of variables going on here...

Capture.PNG


Also, in the flag halfword @ 0xc in the mesh struct, what does 0x40 mean? I know 0x80 is used here a lot.
 

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
Z zankyou

Do you know why my platform doesn't look like yours (colors)?? I know there is a lot of variables going on here...

Also, in the flag halfword @ 0xc in the mesh struct, what does 0x40 mean? I know 0x80 is used here a lot.
Its related to the direction the normals face. Ill probably drop a post in the research thread about it at some point. Not fully understood and Im missing a value.
 

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
Would people be interested if I looked into melee vertex editing. I can now export vertex clouds with everything in the right position. So in theory I could look into making it possible to edit verts in their weighted position and put them back in their unweighted position.
 

Anutim

Smash Apprentice
Joined
Oct 22, 2013
Messages
185
Would people be interested if I looked into melee vertex editing. I can now export vertex clouds with everything in the right position. So in theory I could look into making it possible to edit verts in their weighted position and put them back in their unweighted position.
That sounds cool, but I'd personally prefer if you spent that time working on model importing and such instead.

EDIT: On secound thought, this would actually be very useful for positioning models around the bones. Please do!
 
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zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055

Ill fix his hair later. Right now Im being held back by the fact that I cant get the character to stop dipping into the ground. Im not sure what the issue here is but its one of the last things holding me back.
If anyone wants to play with the bones and see if they can fix it look for the wip.
 

Anutim

Smash Apprentice
Joined
Oct 22, 2013
Messages
185

Ill fix his hair later. Right now Im being held back by the fact that I cant get the character to stop dipping into the ground. Im not sure what the issue here is but its one of the last things holding me back.
If anyone wants to play with the bones and see if they can fix it look for the wip.
Well, there's a pretty big size difference between the Melee and Brawl characters, yet the feet bones are very close to the root, so maybe when you're sizing the brawl models down, they get pushed closer to root?
 

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
Should note that you cant change the LRS of the TopN bone. Not sure if that has anything to do with why changing the transN doesnt fix it. Does anyone know the bone used for floor detection?
 

DRGN

Technowizard
Moderator
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Aug 20, 2005
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2,179
Location
Sacramento, CA
Would people be interested if I looked into melee vertex editing. I can now export vertex clouds with everything in the right position. So in theory I could look into making it possible to edit verts in their weighted position and put them back in their unweighted position.
So, you, Achilles, and I (and a few others around here) all know python. Perhaps if we worked together on one we could have an easier time at it (i.e. get away with spending a more reasonable amount of time on it) and come out with something pretty good.

I really need to learn how to use github and start uploading my projects to it. We could use that to collaborate.

I should also ask though: what is the advantage/need of that over using BrawlBox instead to modify verts or models, and then using a script to convert them to Melee's format?


Ill fix his hair later. Right now Im being held back by the fact that I cant get the character to stop dipping into the ground. Im not sure what the issue here is but its one of the last things holding me back.
If anyone wants to play with the bones and see if they can fix it look for the wip.
I have a slight hunch Punkline Punkline might have a lead on this.
 

zankyou

Smash Lord
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Sep 12, 2014
Messages
1,055
So, you, Achilles, and I (and a few others around here) all know python. Perhaps if we worked together on one we could have an easier time at it (i.e. get away with spending a more reasonable amount of time on it) and come out with something pretty good.

I really need to learn how to use github and start uploading my projects to it. We could use that to collaborate.

I should also ask though: what is the advantage/need of that over using BrawlBox instead to modify verts or models, and then using a script to convert them to Melee's format?



I have a slight hunch Punkline Punkline might have a lead on this.
I actually just unbroke the program I was working on. Though its in C++. Though Ive been using py scripts in the mean time to help parse the mdl0 file. And I got pretty far in a script to write stuff into the dat file. The issue with it is that its limited to stages where the displaylist is fairly straightforward and not all objects would be able to be imported with it. Just the main stage and maybe platforms.
I dont use brawlbox to edit things, I use 3ds max. Brawlbox has limited capabilities and doesnt work all of the time, but it can import dae files. Putting vertices in their weighted position from the mdl0 file is actually pretty difficult and I cant see to get it right. I can export melee vertices to an obj file but I cant do the same with
 

zankyou

Smash Lord
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Sep 12, 2014
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1,055
Why not have the best of both worlds


Brawlbox merging capabilities were horrible so I had to implement my own.
 

zankyou

Smash Lord
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Sep 12, 2014
Messages
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I always thought this model was amazing but that itd be wasted on roy. So then I thought, why not just make it over marth.

No idea what going on with the face texture. Im working on it.
Easier to fix than I expected.
 
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zankyou

Smash Lord
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Sep 12, 2014
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btw if I were to expand importing passed just brawl models, what file types should I look into. Are there more options than dae files for weighted models.
 

Anutim

Smash Apprentice
Joined
Oct 22, 2013
Messages
185
btw if I were to expand importing passed just brawl models, what file types should I look into. Are there more options than dae files for weighted models.
For BrawlBox, only .dae works. But I prefer FBX over any other format. Use it for UE4/MD5/SP2/3DO etc. As long as we have 1 functioning format, we don't really need anything else though, I guess.
 

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
Think smaller. Something as robust as fbx is definitely overkill and not worth the effort imo, unless you or someone else wants to create a converter for that into a format I can easily parse. Im curious about dae files though since I read somewhere that blenders dae file is a little different than 3ds max. If possible Id like for people to be able to use blender.
 
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Anutim

Smash Apprentice
Joined
Oct 22, 2013
Messages
185
Think smaller. Something as robust as fbx is definitely overkill and not worth the effort imo, unless you or someone else wants to create a converter for that into a format I can easily parse. Im curious about dae files though since I read somewhere that blenders dae file is a little different than 3ds max. If possible Id like for people to be able to use blender.
Doesn't blender use OpenCollada? If so, it should be compatible with BrawlBox.

EDIT: Btw, have you tried changing bone order? If we could put Marth's cape bones at his hips and head, we could import Lyn.
 
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zankyou

Smash Lord
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Sep 12, 2014
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Doesn't blender use OpenCollada? If so, it should be compatible with BrawlBox.

EDIT: Btw, have you tried changing bone order? If we could put Marth's cape bones at his hips and head, we could import Lyn.
1) You cannot change the bone order in melee.
2) The bone order in the mdl0 file is irrelevant.
 

Punkline

Dr. Frankenstack
Joined
May 15, 2015
Messages
423
Should note that you cant change the LRS of the TopN bone. Not sure if that has anything to do with why changing the transN doesnt fix it. Does anyone know the bone used for floor detection?
I had some luck changing Y-translation for transN (bone1) to 1.0 instead of 0.0.


It isn't perfect because of the way some other animations try to interpolate the default bones; but the ground plane seems to be corrected by this adjustment:

 

zankyou

Smash Lord
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Sep 12, 2014
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1,055
When I tried that I got a minor dip into the ground during certain animations like fsmash and when a bit of a float for animations like landing.
Its minor enough that I dont really care too much about it. I figured it was related to the bones in the character file since the metal box forces the character to switch to the old model. But I dont want to edit that file because then every character would need to share those bones and I dont know how it would effect animations.
 

zankyou

Smash Lord
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Sep 12, 2014
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Im doing one more for marth before I modify the tools Ive made to work for stages as well. Which one should it be.
 
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