Waaay back on page 7.
@draginite: Yeah, just worth checking, it sounded similar. I haven’t tried ultralight stage mod, so I’m unsure if it changed the reduced stage detail boxes, or just replaced the full detail stages with the reduced stages.
Waaay back on page 7.
@draginite: Yeah, just worth checking, it sounded similar. I haven’t tried ultralight stage mod, so I’m unsure if it changed the reduced stage detail boxes, or just replaced the full detail stages with the reduced stages.
Actually, I just went into the settings on my game after reinstalling it. The stage detail was set to Low, after all! Not sure if it was like this the first time I installed, but the stages work now. Thank you so much!
Now I just need the colors unlocked for my character, haha. Could you perhaps upload your save to mediafire or something, if you have them unlocked?
Tell me if you ever get to the bottom of that aura color thing Trife :< I wanna go back to Oni mods, but that just drove me insane in the end.
@draginite: I didn’t unlock before patching no, probably fastest to just set easiest, 1 round, go through each character spamming cr.hk.
http://img14.imageshack.us/img14/6504/pgslvless.jpg
http://www.gamefront.com/files/20846349/Chun-Purp-Gold-slvless.rar
Ok, so I’m gonna have to ask, how in god’s name is anyone getting anything safely out of Max? Methods I’ve used previously have worked because they were static, original geometry, so could be run through OBJtoEMG and swapped as EMG, and the model would have to shut up and accept. Trying to get anything out of .emo, edited, and returned to .emo is proving a different story.
Even trying as a test literally extract > import to max > export without even doing anything > inject = “Vertex edition (sic) is not allowed blablabla”.
I know what it all means, and I know Max has a long history of being stunningly belligerent about particularly .obj format. What I can’t find is where and how the vert count is being allowed to change, and changed by what. How reliably can you get a mesh back out without having to do the whole OBJtoEMG dance? I don’t want to go that route due to the metric shit ton of bone influence and so forth involved in the object (It’s a head). Can I just go through the OBJtoEMG tool and retain the different bone influences anyway somehow?
Right now I simply can’t find any import+export settings that don’t somehow butcher mesh vert counts, even when Max isn’t being authorised to do anything related (optimising nothing, triangulated mesh, blabla).
No dice, keeping trying stuff but there doesn’t seem to be much in export left to try. I’m gonna take a closer look at Max’s import dialogue.
Thanks much for the suggestion though, I’ll keep experimenting.
Edit: Yeah it is a vertex count problem, which seems to have no cause at all. Opening a test model in MM3D gives me 2577 verts. Importing the exact same model with no alterations in Max gives me 2607 verts.
Le sigh.
Yeah tried and more, it seems to be a problem with Max importing rather than exporting. I’ll get to the bottom of it sooner or later, meanwhile I’m gonna just sidestep the issue and work around it.
Thanks again man.
That Dee Jay Skin is sooooo nice.
Gucci man …Balrog is all about the money,hos and fast cars(before his downfall to Tyrone,lol).
Download: http://www.mediafire.com/?t9ju6yt3179tg
I’ve made and update to my previous battle suit chun’ skin, guys. I know it’s far from perfect but please tell me what you think thanks
link for download :
http://www.sendspace.com/file/05a93s
@Augh
have you tried just using Misfit for that part? I know it’s a steaming turd, but it’s what the Asset Explorer was designed to work with.
To get things into Max, I believe sensibeat recommended exporting, opening in Misfit, saving, then opening in 3DSM. Have you tried doing the reverse to get it back in?
Yeah, eventually I nailed it down to; I was getting a flat out wrong vertex count when going INTO Max, after exporting a correct vertex count from Misfit, that obj itself was even reinjectable before it tried to go into Max. So I was always getting a bad vert count on the export, because the import was being jacked up somehow by Max, wth man. In the end, I just did the edit in Misfit (fml).
Now I’m being owned by adding a .dds to .col and .nml files. It works totally fine, but I get to DDSREFEDIT and the result just doesn’t add up. I end up with some emg’s pointed at the new texture that shouldn’t be and the rest pointed at nothing.
It’s baffling me cause the wiki tut is totally straightforward. Guess it’s just one of those days.
if you’re using my tutorial, it’s sort of a unique situation (and probably shouldn’t have been the basis of a tutorial in the first place…), since I was just able to replace the bag DDS with the donated DDS. In most cases, I believe it’s intended to put the new DDS(es) AFTER the original ones and that will make the normal maps all work out properly.
If all else fails, you could always poke around with DDSREFEDIT until it’s mostly right and then manually reassign the stragglers in hex.
I need to write a new tutorial that covers bone assignment and all that shit anyway, so I’ll be sure to use a more typical swap situation as the basis next time around. I just wanted to appease the Guy’s-head-on-Ryu’s-body crowd while I was at it (trying to avoid another pregnant sakura situation).
Yeah I was going by the Mario Gief tutorial, what I’m trying to do is give Juri (2 texture sheet .emb) a third sheet, which completely contains/is the native texture for the model I’m scalping off Sakura. So we have 3 textures in each of the newly created col and nml .emb’s, that says to me count 0 1 2 - color map is 2, count 3 4 5 - normal map is 5, I input those and tell it “run this shit on emg #20”. And then it all just sortof goes haywire, changes the other objects and ignores #20. Now I did something else that I’m not even sure what it was, and it applied the change to #19 ;D
It’s certainly possible I’m just completely misinterpreting the whole thing though. I’ll probably just fix up things beyond the placeholders I’m using while I ponder on it.
Probably back with more confused whining soon!
Edit: Anything you spam over and over for long enough will work eventually, ask any shoto.
http://img689.imageshack.us/img689/4198/victolyu.jpg
Can get back to actually doing something with this now, thanks hunter as usual.
looks nice, dude. Congrats on getting it to work