Talk:Pinstripe Potoroo

From Custom Mario Kart
Jump to navigation Jump to search

Shader Issues

This model has the same problem as your previous character, this means it has a really high lighting effect on some courses like Moonview Highway. If you want to fix this, please correct the model size output in BrawlBox from 3ds Max, preventing the 0'3937x scale bug. If you can't, I could try fixing it. —Atlas (talk) 00:12, 8 July 2016 (UTC)

I made sure to import in centimeters and export in inches as you suggested, and under the unit section when importing/exporting it had the scale factor as 1.0 so I'm not sure what's causing the shader issue. --Slawter (talk) 00:37, 8 July 2016 (UTC)
Here is the fixel driver_model: http://www.mediafire.com/?cjr4qibwbo4oxla It's weird it doesn't work for you. Could you try importing this DAE in BrawlBox? http://www.mediafire.com/?ue3wwmu4nrdmj74 It's supposed to be the fixed model I used to make the correct BRRES, if it still has shader issues, it's a BrawlBox problem, not from 3ds Max. PS: It could freeze in Wii. Some of my character models do for an unknown reason. —Atlas (talk) 17:20, 9 July 2016 (UTC)
I managed to import the DAE into BrawlBox fine, however I tried importing it into 3ds Max and when importing it with centimeters selected it had a scale factor of 2.54 (and subsequently 1.0 on inches) however after clicking ok it would force my 3ds Max closed saying an error occured; exporting the model from the BRRES then importing into 3ds Max working but your fixes had the same sized model as mine originally was, though it was a lot shinier. Also the model still appears red from certain angles when imported into driver.szs --Slawter (talk) 20:20, 9 July 2016 (UTC)
With version 4 or older Collada models you'll get an error if importing in newer versions of 3ds Max. This occurs because the main bone exported from BrawlBox is a version 4 node, and when you import the model from BrawlBox to 3ds Max, the whole model also converts to v4. But, if you edit that model with 3ds Max and export it again, the model will be v5, but the bone will still be v4, which makes 3ds Max freeze when opening it (that's why it gives a warning when exported). However, BrawlBox supports both v5 and v4 Collada models even if its bone node has a different version. This problem doesn't happen on older versions of 3ds Max (tested in 2010 and 32-bit and 3ds Max 8). About driver.szs model, I have no idea why it does work different, probably it needs specific color nodes/material settings that are different from in-race models. —Atlas (talk) 10:32, 10 July 2016 (UTC)