Talk:Creating a BRRES with BrawlBox

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I have a problem with creating a BRRES with BrawlBox. I have 3ds Max 2012 and FBX Converter 2010.2. Every time I export a model from 3ds Max, it gives me this error: http://puu.sh/aZGrv/91db4cc419.png. Then I proceed to converting the exported .fbx file to a .dae file using FBX Converter 2010.2. After that, I import the model into BrawlBox with all the correct settings, and in the materials folder, only one material shows up. I really don't know how to fix this problem. If you know the problem, please post below and tell me how to fix it, as much help would be greatly appreciated. --Quajeek99 (a.k.a. ezioma3) (talk) 23:39, 19 August 2014 (UTC)

You have to export directly as dae. If that doesn't work you have to play with the settings a bit, currently I cannot access my computer to show you a screenshot of my settings.
kHacker35000vr (talk) 11:50, 20 August 2014 (UTC)
The same thing happens when I export directly as a .dae. When you have access to your computer, you think you could show me a few screenshots so I can understand what to do? --Quajeek99 (a.k.a. ezioma3) (talk) 14:35, 20 August 2014 (UTC)
First, what is that material that is causing problems in the first place? (And the rest of the objects should be fine, test it in BB). Second, current Brawlbox version sucks at making mkw BRRES files, 0.68_ works the best (at least for me it does). If you can tell me what settings you use I may give you a solution too.
kHacker35000vr (talk) 15:18, 20 August 2014 (UTC)
I use these settings when importing into BrawlBox:
  • Force float vertices
  • Force float normals
  • Force float UV's
  • Remap materials
  • Force triangle primitives only
This is what I get when the model is imported: http://puu.sh/b2D9Q/55a2f4d1a9.png. As for 3ds Max settings, I'll be honest, I have no clue on what settings I should add BEFORE exporting. The isn't really anything on the wiiki that could help with that, either. I'm pretty sure that's the problem... could you possible send me screenshots of proper importing and exporting settings? --Quajeek99 (a.k.a. ezioma3) (talk) 02:17, 22 August 2014 (UTC)

Please, help.

I have made at least one of the colors in each color node to have an alpha value less than 255 in BrawlBox, but the model still doesn't show up in SZS Modifier (and it obviusly frezees in game). Please, help. Thanks. --NewSuperMoiWii (talk) 11:09, 29 November 2014 (UTC)

I already fixed it! But I'm having some scaling problems (I scale my model in 3DS Max but it appears very small in-game...)--NewSuperMoiWii (talk) 18:37, 5 January 2015 (UTC)
Have you tried editing the scale on the root Bone? Look in the Bones section of your model. --Guilmon35249vr (talk) 18:47, 5 January 2015 (UTC)

Model doesn't show up in-game

I imported my CT model with BrawlBox for the first time. The model shows up correctly in the Brawlbox preview and in the SZS Modifier. All the textures were imported correctly and I changed the material settings like the tutorial told me. For some reason the model doesn't show up in-game. I can only see the sky model. --4TLPati (talk) 21:51, 1st March 2015 (UTC)

Is the model the right size? If the model is tiny or huge, you might not see it. --Guilmon35249vr (talk) 22:57, 1 March 2015 (UTC)
Well, it does show up in the perfect size in the SZS Modifier, CTools and BrawlBox. But in 3DS Max the model is very very small. Doesn't BrawlBox set the size automatically? I thought it would as I saw that the size in all the three editors looked perfectly. --4TLPati (talk) 14:35, 2nd March 2015 (UTC)
SZS Modifier and CTools zoom in or out depending on the scale of the model, I think. If it's tiny in 3dsmax, it's probably tiny in-game. What does SZS Modifier say the min and max values are in the model editor? --Guilmon35249vr (talk) 14:49, 2 March 2015 (UTC)
Minimum X: -2977 Maximum X: 1149
Minimum Y: -76 Maximum Y: 516
Minimum Z: -1025 Maximum Z: 1825
I guess those values are way too small xD --4TLPati (talk) 15:14, 2nd March 2015 (UTC)
Yup! Your road should be around 1700-2500 units wide itself, yet your whole track is about 3000 units across.
Also, keep your track above 0 on the Y axis. Anything below 0 is automatically counted as out of bounds. Y is height, by the way. --Guilmon35249vr (talk) 15:40, 2 March 2015 (UTC)