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Author Topic: Brawlbox Resources & History  (Read 3858387 times)
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BlackJax96
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    « Reply #1935 on: July 09, 2011, 11:41:51 AM »


    What's all this about the importer not working on 64-bit?

    I imported a model I made just fine using the Feeling Collada exporter for 3ds max 2009. I'm on 64-bit Windows 7.

    Oddly enough neither the Autodesk Collada exporter, nor the OpenCollada exporter worked for me. I get the same exception the people before me mentioned.

    Works great, by the way, I can't wait to actually bring my models into brawl!

    EDIT: Wow, this is kinda odd. I tried to repeat my steps from before, but this time I came up with an exception. I compared the two DAE files and I found the difference near the bottom:

    Working:
    <library_visual_scenes>
        <visual_scene id="village_sign.max" name="village_sign_max">
          <node id="Bone01-node" name="Bone01" sid="Bone1" type="JOINT">
            <matrix>-0.026307 -0.999654 -0.000001 2.96499 -0.000000 0.000001 -1 -0.000000 0.999654 -0.026307 -0.000000 16.1725 0 0 0 1</matrix>
          </node>
          <node id="Box02-node" name="Box02" type="NODE">
            <instance_controller url="#Box02-mesh-skin">
              <skeleton>#Bone01-node</skeleton>
              <bind_material>
                <technique_common>
                  <instance_material symbol="_1_-_Default" target="#_1_-_Default">
                    <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
                  </instance_material>
                </technique_common>
              </bind_material>
            </instance_controller>
          </node>
          <extra>
            <technique profile="FCOLLADA">
              <start_time>0</start_time>
              <end_time>3.33333</end_time>
            </technique>
          </extra>
          <extra>
            <technique profile="MAX3D">
              <frame_rate>30</frame_rate>
            </technique>
          </extra>
        </visual_scene>
      </library_visual_scenes>
      <scene>
        <instance_visual_scene url="#village_sign.max"/>
      </scene>
    </COLLADA>

    Second Broken Attempt:
     <library_visual_scenes>
        <visual_scene id="village_sign.max" name="village_sign_max">
          <node id="Box02-node" name="Box02" type="NODE">
            <instance_controller url="#Box02-mesh-skin">
              <skeleton>#Bone01-node</skeleton>
              <bind_material>
                <technique_common>
                  <instance_material symbol="_1_-_Default" target="#_1_-_Default">
                    <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
                  </instance_material>
                </technique_common>
              </bind_material>
            </instance_controller>
          </node>
          <node id="Bone01-node" name="Bone01" sid="Bone1" type="JOINT">
            <matrix>-0.060495 -0.998168 0.000000 3.50404 0 -0.000000 -1 -0.000000 0.998168 -0.060495 0 18.3288 0 0 0 1</matrix>
          </node>
          <extra>
            <technique profile="FCOLLADA">
              <start_time>0</start_time>
              <end_time>3.33333</end_time>
            </technique>
          </extra>
          <extra>
            <technique profile="MAX3D">
              <frame_rate>30</frame_rate>
            </technique>
          </extra>
        </visual_scene>
      </library_visual_scenes>
      <scene>
        <instance_visual_scene url="#village_sign.max"/>
      </scene>
    </COLLADA>

    In the working one, the bone is listed first, but in the broken one the model itself is listed first followed by the bone. I switched around the two node groups and I was able to import the second attempt to brawl box again just fine.

    EDIT2: You can fix the Autodesk Collada exports in the same way. As for OpenCollada, the node switch didn't fix the exception and I can't seem to successfully import it to brawl box.

    This is the exact error I'm trying to fix! It's really strange, sometimes you can switch the nodes, and sometimes you can't. If a node ever appears before a joint, it doesn't work... I know exactly why it does that in the code, the problem is that every fix I've tried making resulted in an overflow error or bone influences not linking right with the vertices. I'll see if I can do anything else to work around that error.

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    « Reply #1936 on: July 09, 2011, 12:07:19 PM »


    I still wonder why the .pmd importer does work on 64bit...
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    BlackJax96
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    « Reply #1937 on: July 09, 2011, 12:24:38 PM »


    I still wonder why the .pmd importer does work on 64bit...

    Well, PMDs are parsed as a hex file (like MDL0s). DAEs are parsed as xml, with a custom xml parser. Idk why that would make a difference though.
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    « Reply #1938 on: July 09, 2011, 03:24:38 PM »


    Well, PMDs are parsed as a hex file (like MDL0s). DAEs are parsed as xml, with a custom xml parser. Idk why that would make a difference though.
    well, it depens on the way they're programmed...

    obj is parsed differently from dae
    (global vs local vectors)

    this also applies to dat vs mdl0

    I'm not exactly sure how pmd works yet, but I believe it's local vectors...

    OR
    RAW actually has stationary vectors

    stationary vectors are logged in the facepoint...

    or I may be thinking of MvC3 mot files >_>
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    « Reply #1939 on: July 09, 2011, 10:20:01 PM »


    well, it depens on the way they're programmed...

    obj is parsed differently from dae
    (global vs local vectors)

    this also applies to dat vs mdl0

    I'm not exactly sure how pmd works yet, but I believe it's local vectors...

    OR
    RAW actually has stationary vectors

    stationary vectors are logged in the facepoint...

    or I may be thinking of MvC3 mot files >_>

    as far as i know, MvC3's mot files are animations
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    « Reply #1940 on: July 09, 2011, 10:33:32 PM »


    MvC3 doesn't have .mot files...
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    BlackJax96
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    « Reply #1941 on: July 09, 2011, 10:51:22 PM »


    MvC3 doesn't have .mot files...

    I smell the failure of people nearby
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    « Reply #1942 on: July 10, 2011, 02:23:31 AM »


    weren't .mot files TvC animations???
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    « Reply #1943 on: July 10, 2011, 03:41:11 AM »


    weren't .mot files TvC animations???
    yea, TvC is the 1 that has .MOT files, MvC3 doesnt have those at all.
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    « Reply #1944 on: July 10, 2011, 04:54:03 AM »


    OH WOW! I blame Tcll for my failure...i was runnin purley on miuntain dew volyage....Im srs here But thats what i meant. lol....he thought they were modelt. Laugh
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    « Reply #1945 on: July 10, 2011, 07:36:48 AM »


    well it appears I was mis-informed then...
    I blame VILE

    since VILE was doing work on MvC3 and sent me a .mot of Spiderman for me to help him decipher
    (I was under the infleuence it was a model instead of an animation. (if this is true))
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    « Reply #1946 on: July 10, 2011, 08:01:28 AM »


    well it appears I was mis-informed then...
    I blame VILE

    since VILE was doing work on MvC3 and sent me a .mot of Spiderman for me to help him decipher
    (I was under the infleuence it was a model instead of an animation. (if this is true))

    Lmao. Wait, we just said MvC3 didnt HAVE .mot's.......Im srs here
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    DarkPikachu
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    « Reply #1947 on: July 10, 2011, 08:15:45 AM »


    Lmao. Wait, we just said MvC3 didnt HAVE .mot's.......Im srs here
    yea... IK...

    that's what vile sent me and had me under the influence of
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlackJax96
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    « Reply #1948 on: July 10, 2011, 12:36:56 PM »


    I just fixed a saving issue with ported animations.
    Time to update the Brawlvault download yet again Awesome Face
    Edit: Brawlbox is now as stable as flaming hell (that means it's REALLY stable).
    « Last Edit: July 10, 2011, 01:18:04 PM by BlackJax96 » Logged

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    « Reply #1949 on: July 10, 2011, 01:33:46 PM »


    awesome and .dae importing close to be too?
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