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The Official Super Smash Bros. Brawl Project (Now at Phase 2!)

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The Official Super Smash Bros. Brawl Project (Now at Phase 2!)
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josh98 Offline
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Post: #466
RE: The Official Super Smash Bros. Brawl Project
I can't get torrents. I do Change my mind, I guess. I will keep my Claim until he is the Last Character. If I can't get him then Someone else will.
(This post was last modified: 01-20-2013 09:05 PM by josh98.)
04-04-2012 09:34 PM
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PhillyHicks Offline
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Post: #467
RE: The Official Super Smash Bros. Brawl Project
could you guys do Snake's effects

04-07-2012 03:22 AM
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josh98 Offline
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Post: #468
RE: The Official Super Smash Bros. Brawl Project
I will try to get 3DS max ASAP. and did anyone but me notice my submission thread was updated?
04-07-2012 05:37 PM
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JorisCeoen Offline
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Post: #469
RE: The Official Super Smash Bros. Brawl Project
I'm so happy about this new project, just wanted to say it again! When my map on CS: S will be done, I'll credit EVERYONE who helped into this thread, ripped and rigged models on a giant banner which can be seen at every beginning of a round!

Especially Mighty Jetters for being the one who started this project, Perseus, thegameexplorer, josh98, link101 and all the ones I've not seen until now! If I've forgotten some1 very important, let me know!

On a side note, when are bosses acutally going to be ripped. The final stage of the map will be the Tabuu battle (it's for a max of 64 online players (and really 64, it's not a joke)) and if I don't have him, I cannot finish my map x) but I'm not there yet, it's just that I hope Tabuu won't take too long Wink

Great work guys, really!

EDIT: Peardian, Random Talking Bush
(This post was last modified: 04-08-2012 10:14 AM by JorisCeoen.)
04-08-2012 08:59 AM
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Mighty Jetters (04-08-2012)
thegameexplorer Offline
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Post: #470
RE: The Official Super Smash Bros. Brawl Project
Peardian, Random Talking Bush Tongue
(04-08-2012 08:59 AM)JorisCeoen Wrote:  I'm so happy about this new project, just wanted to say it again! When my map on CS: S will be done, I'll credit EVERYONE who helped into this thread, ripped and rigged models on a giant banner which can be seen at every beginning of a round!

Especially Mighty Jetters for being the one who started this project, Perseus, thegameexplorer, josh98, link101 and all the ones I've not seen until now! If I've forgotten some1 very important, let me know!

On a side note, when are bosses acutally going to be ripped. The final stage of the map will be the Tabuu battle (it's for a max of 64 online players (and really 64, it's not a joke)) and if I don't have him, I cannot finish my map x) but I'm not there yet, it's just that I hope Tabuu won't take too long Wink

Great work guys, really!

* insert wasted space here *
04-08-2012 10:10 AM
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Mighty Jetters (04-08-2012)
Mighty Jetters Offline
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Post: #471
RE: The Official Super Smash Bros. Brawl Project
@Joris: It was my pleasure. I'm very glad that this project has flourished as much as it has so far, and am truly grateful to everyone who has helped and supported it in one way or another and I deeply appreciate your attention and recognition of everyone's work.
Also, we will not be doing bosses for quite a while I'm sorry to say. We will get there though, just have patience please. Wink

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04-08-2012 04:10 PM
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Mighty Jetters Offline
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Post: #472
RE: The Official Super Smash Bros. Brawl Project
Okay with my cousin's help I was finally able to set everything up.
Now I can finally fix Charizard!

(...When I get to it...)

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04-10-2012 02:49 AM
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Tonberry2k (04-10-2012), Perseus (04-10-2012)
Peardian Offline
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Post: #473
RE: The Official Super Smash Bros. Brawl Project
Yikes, what a mess this thread is becoming. I have half a mind to clean out all the nonsense.

@Brandondorf9999: Threatening members to make them fulfill your request is a good way to get yourself banned, so I recommend not doing it. That goes for every community, not just here.


I've added a note to the first post. For the sake of completion, be sure to include the Fit___Fake costumes with your Fighter rips, as the textures are indeed different from normal. Here is a list of Fighters who have Fake costumes.

-Peach
-Bowser
-Diddy Kong
-Zelda
-Samus

-Peardian-
04-10-2012 09:22 PM
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Mighty Jetters (04-10-2012)
Mighty Jetters Offline
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Post: #474
RE: The Official Super Smash Bros. Brawl Project
I told you the textures were different. Tongue

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04-10-2012 11:00 PM
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Perseus Offline
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Post: #475
RE: The Official Super Smash Bros. Brawl Project
Wheee, I'll update Samus tomorrow Tongue

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04-10-2012 11:05 PM
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Mighty Jetters (04-10-2012)
josh98 Offline
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Post: #476
RE: The Official Super Smash Bros. Brawl Project
(03-27-2012 11:11 PM)Random Talking Bush Wrote:  
(03-26-2012 12:02 AM)Peardian Wrote:  @Random Talking Bush: Since it seems we've hit a bit of a slowdown, do you think you could write a tutorial on the process you'd use for dealing with models that have multiple UVs? I'd write it myself, as I know the theory, but I don't know which specific programs would be needed or how to use them. With the tutorial written, we won't have to rely solely on you to rip half the roster. Tongue

Alright. *inhales deeply to speak* (Click to View)

You'll need both 3DS Max 2009 (I can't stress the "2009" enough -- 2010 seems to have a few flaws with importing the rigging) and BrawlBox v0.65c.

First, open the character's PAC files (I'll use Luigi for this), and export the model as a DAE file somewhere (right-click the "FitLuigi00" file with the "MDL0" tag to the left of it and choose "Export", or by pressing CTRL+E on it).

Import the DAE into 3DS Max using the Autodesk DAE (which should be the default anyway, so don't worry about that), and make sure that the root bone (TopN) has a scale of "100.0". If it isn't, re-import it and change the scale to "Centimeters" or whatever, which shouldn't scale it down to 0.3937 (why it does that by default, I may never know). Now, it should be wo--GNRGRGRAGH

[Image: HowIDoFixUVs1.png]

Sorry, just kinda creeped me out a bit. Luigi's only using his upper eyelid textures, which due to the transparency (and the fact that they're hidden) just sees through his head. Let's change that to his pupil textures.

[Image: HowIDoFixUVs2.png]

Hm. That doesn't look right. That's because it's still using his eyelid's UV mapping channel instead the pupils, which is what it's supposed to use. Now, if you go to the Diffuse properties for the material, and change the "Map Channel" to 3...

[Image: HowIDoFixUVs3.png]

Yeaaaaaah, that's how it's supposed to look. But that's not how you fix it, so don't do it that way, and change it back to the first channel. First, check in BrawlBox for the materials which have multiple UV channels. For this, it would be the eyes.

[Image: HowIDoFixUVs4.png]

That tells you which textures to use with which layers. Now, back to 3DS Max. Duplicate the offending polygon groups by the amount of layers (so for 4 for each eye for Luigi). Whatever's on top will not need to be fixed, as it's already using the proper UV channel... Now here's the important part -- click on the hammer tab on the top-right to get to the Utilities tab, then click on the "More..." button, and click on "Channel Info". After doing that, a new button should be at the bottom of the tab, click on that to get to this:

[Image: HowIDoFixUVs5.png]

Now, for the material that uses the second layer (in this case, Luigi's lower eyelids), right-click on the second UV mapping channel (2:map / UVSet1) and click on "Copy". Then click on the first one (1:map / UVSet0) and paste. If done correctly, the UV mapping on the object itself should change.
And then do so for the other layers, copying the third and fourth channels respectively over to the first channel.

(And skip to the pupils for the before-and-after, because obviously there's gonna be nothing visible for the eyelids.)
[Image: HowIDoFixUVs6.png]
[Image: HowIDoFixUVs7.png]

And it should look like this when it's completely done and everything's in working order:

[Image: HowIDoFixUVs8.png]

I just did a simple UV mapping translation to show the eyelids are visible/working. And of course, you might have to modify the mesh a bit to to fix the material layering... Either way, that's how you would go about fixing the UV mapping for those characters with multiple UV mapping channels per polygon.

Either way, the model should be good to export after that. Unless you're like me and you want to make sure the smoothing groups are proper between polygon groups.

((I think I explained it enough... Embarassed ))
(EDIT: Oh, and thanks for putting it in a spoiler tag. I didn't think about doing so. Tongue)

MJ EDIT: No problem. Wink

I have a few Questions.
Okay 1: How do I change my Backround blue like that?
2:When I import mario, he is squished.
3:Um.. Mario's Textures don't show up Sad
4: Could you get me the 3DS max DAE import you use? my hates me. Thank in advance for your reply.
5: and how do I get to the Diffuse properties for the material?
(This post was last modified: 04-12-2012 11:26 PM by josh98.)
04-12-2012 06:01 PM
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thegameexplorer Offline
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Post: #477
RE: The Official Super Smash Bros. Brawl Project
Well, I can atleast give you the plugin. Here it is
Some notes though, this plugin tends to not work at first but it does. If it doesn't you'll need to install 2 things
-Microsoft Visual C++ 2005 Redistributable Package x86 or
Microsoft Visual C++ 2005 Redistributable Package x64 (depends on what type of OS you have)
-Direct X SDK which is huge, you'll still need it. Good luck!
(04-12-2012 06:01 PM)josh98 Wrote:  [snip]
I have a few Questions.
Okay 1: How do I change my Backround blue like that?
2:When I import mario, he is squished.
3:Um.. Mario's Textures don't show up Sad
4: Could you get me the 3DS max DAE import you use? my hates me. Thank in advance for your reply.
5: and how do I get to the Diffuse properties for the material?

* insert wasted space here *
(This post was last modified: 04-13-2012 06:28 AM by thegameexplorer.)
04-13-2012 06:27 AM
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Mighty Jetters (04-13-2012)
Peardian Offline
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Post: #478
RE: The Official Super Smash Bros. Brawl Project
Glad to see things are making (some) progress, but I'm definitely going to clean up this thread later. Tongue

@thegameexplorer: You've had your Effect/FS claims for nearly a month now. Unless you finish them soon, I'm going to free them up again.

Also, to move things along a bit, I'm going to claim...

-R.O.B. Effects
-Diffusion Beam
-Meta Knight Effects

-Peardian-
04-13-2012 09:08 PM
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Mighty Jetters (04-14-2012)
thegameexplorer Offline
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Post: #479
RE: The Official Super Smash Bros. Brawl Project
Oooh... you're pushing me again Tongue I'll do so tommorow, I'm tired.
(04-13-2012 09:08 PM)Peardian Wrote:  @thegameexplorer: You've had your Effect/FS claims for nearly a month now. Unless you finish them soon, I'm going to free them up again.

* insert wasted space here *
04-13-2012 10:02 PM
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Mighty Jetters (04-14-2012)
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Post: #480
RE: The Official Super Smash Bros. Brawl Project
@Pear: Sorry, I WILL do Charizard. I haven't finished my first priority yet, but when I do I will do it.
The thing is, if I just set it aside for later, I'll never finish it, and I want to get it over with, so please wait a little while longer for me.

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04-14-2012 01:24 AM
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