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Recent content by BobHop

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    MDL0 files from Non-Brawl games

    I've got the european version of MH3 ; I guess it doesn't help ? :p Speaking of Monster Hunter Tri, I've just finished auto-hexing all creatures models to use them with BrawlBox, and it does work for almost all of them... For some reason, models named em015 (Lagiacrus) and em019 (Agnaktor)...
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    Tools to build a psuedo model importer

    As a sidenote, have you guys ever heard of "010 Editor" ? It's a hex editor with really interesting features, which basically allows you to automate any kind of manipulation you'd like to do to a file. Like search for a certain type of data / value, delete it / replace it, select from range x to...
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    BrawlBox v0.63d (bug fixes)

    Just out of curiosity : in the model viewer, have you tried hiding some textures or polygons, and made sure the focus wasn't on a visible element of the list ? I'm asking because sometimes, models have additional specular maps that can appear on top of the model's actual texture (Monster Hunter...
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    MDL0 files from Non-Brawl games

    As far as I know, Fortwaffle's resizer - although useful already - lacks floating point accuracy. Maybe it's not a problem with all models from all games though... Kirono, you probably should give it a try with your Cadtlevania Judgement models ; but expect them to come out distorded ! :P
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    BrawlBox v0.63d (bug fixes)

    Yup. Your best bet is probably to try and copy-paste Link's forearm's texture into Ganon's arm's texture. There's a good chance they won't match (different size / shape / layout in the global texture of each character) so I guess you'll have to do the scaling / rotating / placing / warping by...
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    BrawlBox v0.63d (bug fixes)

    That would be the UV coordinates and if I'm correct, BrawlBox knows exactly where they are ("UV points" entry). So I don't know what's possible or not in BrawlBox as of now, but swapping UV coordinates shouldn't be a problem ; in fact UVs are basically embedded in a model's polygons, so they...
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    MDL0 files from Non-Brawl games

    You mean this value works the same for non-MH3 models too ?? That would be nice. :)
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    MDL0 files from Non-Brawl games

    I might just as well say it here, if it can be of use to anyone (and to serve as a memo for myself, should I forget how it works xD ) : to get the exact number of frames for Monster Hunter Tri creatures models, you have to divide by 65536 the second "unknown value" displayed in Brawlbox. Also...
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    MDL0 files from Non-Brawl games

    Done some testing tonight : http://www.youtube.com/watch?v=8lRklRFv_wc I still wonder why the blueish hue that darkens some vertices... In fact I'm thinking, could it be caused by the huge size of the model ? The whole default "floor" plan, as displayed in BrawlBox, isn't bigger than one foot...
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    MDL0 files from Non-Brawl games

    Awesome ! That's just what I wanted to know ! :chuckle: I've been messing with MH3 models lately and succeeded to some extent, but couldn't figure out by myself how to get animations working on the creatures. It seems I was just missing the part you mentioned, alexjol ; now it works perfect...
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    BrawlBox v0.63d (bug fixes)

    Hi everyone, I'm new here and not worth an actual introducing post - but I just wanted to express my gratitude to those few skilled coders, who spend so much of their time making tools to let the rest of us hack game files. :p I've had a lot of fun viewing all models, textures and animations...
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