fortwaffles
Smash Ace
- Joined
- Jan 20, 2009
- Messages
- 514
For a long time, people have ben using partial size mods, and even removing parts. Well, i found a way we can edit verticies!
Here is a small pic of what it can do.
its a fail roy i made. you can see that his hair and face is different, and i moved his tiara to be a headband. this is costume specific too, as you can see regular marth there.
DOWNLOAD THESE(UPDATED: 1234 to 4321.exe runs a LOT faster now):
http://www.mediafire.com/?sharekey=923825a38d1cc4fa931c7453395df025fbf71e74b1fbc142f7e866bfb1230ce0
Video tutorial :D
http://www.youtube.com/watch?v=1Mr1ulk0m20
1. chose the polygon you want to edit, and find it in brawlbox. open the verttemp.obj, and copy the number of verticies, and add to the lines to make the same amount:
2. export the mdl0 of in brawlbox, and export the vertex group as well.
3. rename the vertex group you export, and name it test.bin put it in the same directory as 1234 to 4321.exe.
4. run 1234 to 4321.exe. when the screen turns white, close it, and open out.bin in a hex editor
5. delete the fisrt 4 lines (the ones not colored. should be 64 bytes)
then scroll to the bottom, and delete any groups of 0's that are in 4 byte chuncks. only at the end.
6. copy whats left, and open the vettemp.obj in anim8or, or another 3d modeller (anim8or reccomended)
7. click export, and export it in .3ds format
8. open the .3ds in a new window of a hex editor, and find this spot:
the first highlighted number is where you paste your data. the circled number is equal to the number of verticies in hex. the fist byte after the paste usually reads "11"
9. save and load in anim8or
10 zoom in and change views if necessary, but if point edit mode, and vertex view arent selected, you will not see your model (you cant see vertex points in zoom mode, so you have to guess and check.)
11. DO NOT DELETE OR ADD POINTS. whith this method, you can only alter where they go. keep i mind that face assignments stay the same.
12. after you are done, export the model as a .3ds
13. open the .3ds in a hex editor, and go to the same spot where you paste the data, and highlight the same amount as what was originally pasted.
14.export the selected data, and overwrite test.bin
15. repeat step 4
16. open the mdl0 in a hex editor, and go to the offset of the vertex group
17. move down 64 bytes, and paste everything in out.bin
18. save and replace with the new mdl0
so what do you guys think?
EXTRA STEPS FOR FACES:
Before starting to edit your vertices, extract a copy of the mdl0 and do the same procedure of deleting all the model parts except for the one you are editing.
instead of changing the numbers to 0's, change them to 42F00000. this puts all the vertices for unused parts at 120 120 120 or something.
save the MDL0, convert it with William's converter, and use meshlab to convert it to .3ds
Now, open you vertices model (the one you make in this tut, not the one made with will's converter)
go to model, import, now import the 3ds from meshlab. change the view to Top
next select the model (not in vertex mode) DO NOT MOVE IT, ROTATE IT, OR RESIZE IT.
go to build, mirror. mirror on the X axis.
delete the non mirrored copy, without moving, rotating, or resizing the mirrored one.
now, select the mirroed one, hit control x and go to object, and select the first model there. this should be the vertex one. just paste now.
The william's converted model, should match up with vertices for the model converted through my method. now when moving points, only use the group select too, and not the individual point select, because it wont move the vertices together. follow the rest of the guide after this...
If deleting the model after mirroring is hard, before mirroring it, hit left 10 times, to move it left, then without changing any camera things, or window size, mirror it, delete the origingal, highlight the mirrored one, and hit left 10 times again to move it to the center
Here is a small pic of what it can do.
its a fail roy i made. you can see that his hair and face is different, and i moved his tiara to be a headband. this is costume specific too, as you can see regular marth there.
DOWNLOAD THESE(UPDATED: 1234 to 4321.exe runs a LOT faster now):
http://www.mediafire.com/?sharekey=923825a38d1cc4fa931c7453395df025fbf71e74b1fbc142f7e866bfb1230ce0
Video tutorial :D
http://www.youtube.com/watch?v=1Mr1ulk0m20
1. chose the polygon you want to edit, and find it in brawlbox. open the verttemp.obj, and copy the number of verticies, and add to the lines to make the same amount:
2. export the mdl0 of in brawlbox, and export the vertex group as well.
3. rename the vertex group you export, and name it test.bin put it in the same directory as 1234 to 4321.exe.
4. run 1234 to 4321.exe. when the screen turns white, close it, and open out.bin in a hex editor
5. delete the fisrt 4 lines (the ones not colored. should be 64 bytes)
then scroll to the bottom, and delete any groups of 0's that are in 4 byte chuncks. only at the end.
6. copy whats left, and open the vettemp.obj in anim8or, or another 3d modeller (anim8or reccomended)
7. click export, and export it in .3ds format
8. open the .3ds in a new window of a hex editor, and find this spot:
the first highlighted number is where you paste your data. the circled number is equal to the number of verticies in hex. the fist byte after the paste usually reads "11"
9. save and load in anim8or
10 zoom in and change views if necessary, but if point edit mode, and vertex view arent selected, you will not see your model (you cant see vertex points in zoom mode, so you have to guess and check.)
11. DO NOT DELETE OR ADD POINTS. whith this method, you can only alter where they go. keep i mind that face assignments stay the same.
12. after you are done, export the model as a .3ds
13. open the .3ds in a hex editor, and go to the same spot where you paste the data, and highlight the same amount as what was originally pasted.
14.export the selected data, and overwrite test.bin
15. repeat step 4
16. open the mdl0 in a hex editor, and go to the offset of the vertex group
17. move down 64 bytes, and paste everything in out.bin
18. save and replace with the new mdl0
so what do you guys think?
EXTRA STEPS FOR FACES:
Before starting to edit your vertices, extract a copy of the mdl0 and do the same procedure of deleting all the model parts except for the one you are editing.
instead of changing the numbers to 0's, change them to 42F00000. this puts all the vertices for unused parts at 120 120 120 or something.
save the MDL0, convert it with William's converter, and use meshlab to convert it to .3ds
Now, open you vertices model (the one you make in this tut, not the one made with will's converter)
go to model, import, now import the 3ds from meshlab. change the view to Top
next select the model (not in vertex mode) DO NOT MOVE IT, ROTATE IT, OR RESIZE IT.
go to build, mirror. mirror on the X axis.
delete the non mirrored copy, without moving, rotating, or resizing the mirrored one.
now, select the mirroed one, hit control x and go to object, and select the first model there. this should be the vertex one. just paste now.
The william's converted model, should match up with vertices for the model converted through my method. now when moving points, only use the group select too, and not the individual point select, because it wont move the vertices together. follow the rest of the guide after this...
If deleting the model after mirroring is hard, before mirroring it, hit left 10 times, to move it left, then without changing any camera things, or window size, mirror it, delete the origingal, highlight the mirrored one, and hit left 10 times again to move it to the center