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.
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Is he playable though? Either way thank you for thisAdded 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.
So we know this stage has some coloring issues.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.
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.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
Did you use gcr and make sure to check "Do not use game.toc"? What stage did you select?The marth model keeps freezing for me every time i pick a stage, is there something im doing wrong?
Be sure to replace PlMsBkThe marth model keeps freezing for me every time i pick a stage, is there something im doing wrong?
Do you think you can make another FD? Maybe something like Brawl? The sm4sh for one just aint working for me, but its up to you!Stages are winning in the poll. Guess I should do another one soon.
It worked thanks hahah im so dumb when it comes to this ****.When you say doesnt work for you what do you mean. If you are using 20XX disable rainbox fd.
Dont worry, achilles had that same error back when I first imported this stage.It worked thanks hahah im so dumb when it comes to this ****.
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.
That sounds cool, but I'd personally prefer if you spent that time working on model importing and such instead.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.
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?
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.
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.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.
I have a slight hunch Punkline might have a lead on this.
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 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.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 might have a lead on this.
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.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.
Doesn't blender use OpenCollada? If so, it should be compatible with BrawlBox.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.
1) You cannot change the bone order in melee.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.
I had some luck changing Y-translation for transN (bone1) to 1.0 instead of 0.0.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?
The third dude, no idea who it is, but looks cool.
Im doing one more for marth before I modify the tools Ive made to work for stages as well. Which one should it be.