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« Reply #6465 on: November 04, 2011, 10:41:12 PM » |
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Would the same apply here? naked waluigi... oh the humanity.. *passes out*
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« Reply #6466 on: November 04, 2011, 11:44:28 PM » |
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naked waluigi...
oh the humanity..
*passes out*
I swear to god it looks like he's wearing a bikini top or a sports bra
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« Reply #6467 on: November 05, 2011, 01:59:58 AM » |
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there might be something more you have to do that I'm forgetting.
Pretty much covers it, just one thing. That problem could also be caused by having the texture set to something else other than CMPR without palettes. If you see that his texture data is set to CI8 or something, then you have to re-import the texture as CMPR. That got rid of the lag but the textures are still glitching out in-game.
See above. @Segtendo You need to set each polygon to their right material. Brawlbox automatically sets them all to the same material at the start, which appears to be his shoes or something in this case. Expand the mdl0, expand objects, go through each polygon and set the material to different ones until he looks right. If he's only got one object then you've got a bigger problem. Also that video will be up by the end of Tuesday, when I'll actually have more time. Sorry
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« Last Edit: November 05, 2011, 02:36:58 AM by Justin712 »
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #6468 on: November 05, 2011, 04:29:29 AM » |
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That model looks really good, who will that be over?
It will cover a female not decided yet :p But I think of Zelda/Sheik (I have two version :3) *Does that model have inverse kinematics?* And how to I know it ? And how to revert it ? ^^ Edit : Okay I have readen some tutorial to make an IK so yeah I confirm that use this methode Does it can be compatible with BrawlBox?^^
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« Last Edit: November 05, 2011, 04:41:18 AM by Baoulettes »
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« Reply #6470 on: November 05, 2011, 08:26:13 AM » |
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-BJ's Mind- BEST.PRESENT.EVER
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« Reply #6471 on: November 05, 2011, 09:11:56 AM » |
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@Segtendo You need to set each polygon to their right material. Brawlbox automatically sets them all to the same material at the start, which appears to be his shoes or something in this case. Expand the mdl0, expand objects, go through each polygon and set the material to different ones until he looks right.
If he's only got one object then you've got a bigger problem.
He's one object. Crap.
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« Reply #6472 on: November 05, 2011, 09:30:48 AM » |
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He's one object. Crap.
is it just one polygon? didnt u separate the model before importing?
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« Reply #6473 on: November 05, 2011, 09:49:02 AM » |
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is it just one polygon?
didnt u separate the model before importing?
... How would I do that?
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« Reply #6474 on: November 05, 2011, 09:53:26 AM » |
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Detach script? /* Detach by Material ID Version: 2 by Jefferson Lim Terabye Inc./ Shirogumi Inc.
[features] Detach Polygons based on its Material ID - works on a selection of objects - Options to name detached objects - material propagation - this will assign a corresponding material by id to the detached object
[usage] 1. select any number of objects 2. set the desired paramteters 3. optional: if you know the maximun number of ids the object has set the Max IDs to help speed up detachment. 4. press detach
[Internal Operations] Procedure: - object[s] is/are copied - then collapsed to an editable poly - faces are finally detached by material ID
Naming: - "Numbered" - will creae numbered names - e.g. 0,1,2,3 - preferable to use with the Prefix option checked - "Bitmap Name" - if not diffuse bitmap found, it will use the material name - if no material applied, it will use the object's name - "Material Name" - if no material applied, it will use the object's name - "Object Name" - will create a unique name based on the object's name */
try(destroyDialog detachByID)catch() rollout detachByID "Detach by ID" width:140 height:250 ( local name_type = 1 local the_polyobj local ran_color = true local the_name local the_mat_arr = #() local id_list = #()
label lbl_maxids "Max IDs:" pos:[10,190] width:55 height:15 GroupBox grp_naming "Naming: " pos:[5,0] width:130 height:125 GroupBox grp_prefix "" pos:[5,75] width:130 height:50 GroupBox grp_ops "Options:" pos:[5,125] width:130 height:90 radiobuttons rb_naming "" pos:[10,15] width:107 height:64 enabled:true labels:#("Object Name", "Material Name", "Bitmap Name", "Numbered") default:1 columns:1 checkbox chk_prefix "Use Prefix" pos:[10,85] width:70 height:15 checked:false edittext edt_prefix "" pos:[5,100] width:125 checkbox chk_prop "Propagate Materials" pos:[10,140] width:120 height:15 checked:true checkbox btn_del "Delete Original" pos:[10,155] width:120 height:15 checked:true checkbox chk_rancolor "Random Wire Colors" pos:[10,170] width:120 height:15 checked:true spinner spn_maxids "" pos:[70,190] width:60 height:16 range:[0,99,99] type:#integer scale:0.05 button detach_bot "DETACH" pos:[5,220] width:130 height:25 fn getMaterialIDs obj = ( id_arr = #() for i in 1 to spn_maxids.value do ( obj.selectByMaterial i the_faces = getFaceSelection obj if (the_faces as array).count != 0 do ( append id_arr i ) ) id_arr ) fn getMatTextureName mat = ( local the_map_name = the_polyobj.name try ( bmp = mat.diffusemap if classof bmp == Bitmaptexture then ( the_mapfile = mat.diffuseMap.bitmap.filename the_map_name = getFileNameFile the_mapfile ) else ( the_map_name = mat.name ) ) catch() the_map_name ) on rb_naming changed val do ( name_type = val the_name = edt_prefix.text ) on edt_prefix entered txt do ( the_name = txt ) on chk_rancolor changed val do ( ran_color = val )
on detach_bot pressed do ( undo "Detach by ID" on ( the_sel = selection as array if the_sel.count != 0 do ( for obj in the_sel where \ superclassof obj == GeometryClass and \ obj.material != undefined do ( try(convertToPoly obj)catch(exit; print "DetacByID: Error Occured on Object Conversion") the_orig = obj the_polyobj = copy the_orig
the_mat = obj.material id_count = the_mat.numSubs id_list = getMaterialIDs the_polyobj -- start detaching for i in id_list do ( the_polyobj.selectByMaterial i the_faces = getFaceSelection the_polyobj case name_type of ( 1: the_name = uniquename (the_polyobj.name) 2: the_name = uniquename (the_mat[i].name) 3: the_name = uniquename (getMatTextureName the_mat[i]) 4: the_name = uniquename the_name ) if chk_prefix.checked do the_name = edt_prefix.text + the_name polyOp.detachFaces the_polyobj the_faces asnode:true name:the_name theDetachedObj = (getnodebyname the_name) if isValidNode theDetachedObj do ( if chk_prop.checked do theDetachedObj.material = the_mat[i] if ran_color do theDetachedObj.wirecolor = random black white ) )-- end detach loop if btn_del.checked do delete the_orig )-- end object check loop )-- end selection loop )-- end Undo )-- end button press ) createDialog detachByID style:#(#style_sysmenu,#style_toolwindow)
/* [2.0] 2008-12-09 - added material propagation - faster detachment procedure - old script was looping through every face to look for IDs - the new procedure will only search thru the <Max IDs> set by the user - cleaned up code - reworked UI
[1.0] 2005-05-24 - initial public release
[to do] - make a more intuitive naming option - save settings to ini file - add progress bar
[notes] - script request by Eye of Hawk (CGTalk) - "Propagate Materials" feature request by titane357 (scriptspot) */
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As you may have noticed, I don't answer PMs with problems anymore.
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« Reply #6475 on: November 05, 2011, 09:58:54 AM » |
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Detach script? /* Detach by Material ID Version: 2 by Jefferson Lim Terabye Inc./ Shirogumi Inc.
[features] Detach Polygons based on its Material ID - works on a selection of objects - Options to name detached objects - material propagation - this will assign a corresponding material by id to the detached object
[usage] 1. select any number of objects 2. set the desired paramteters 3. optional: if you know the maximun number of ids the object has set the Max IDs to help speed up detachment. 4. press detach
[Internal Operations] Procedure: - object[s] is/are copied - then collapsed to an editable poly - faces are finally detached by material ID
Naming: - "Numbered" - will creae numbered names - e.g. 0,1,2,3 - preferable to use with the Prefix option checked - "Bitmap Name" - if not diffuse bitmap found, it will use the material name - if no material applied, it will use the object's name - "Material Name" - if no material applied, it will use the object's name - "Object Name" - will create a unique name based on the object's name */
try(destroyDialog detachByID)catch() rollout detachByID "Detach by ID" width:140 height:250 ( local name_type = 1 local the_polyobj local ran_color = true local the_name local the_mat_arr = #() local id_list = #()
label lbl_maxids "Max IDs:" pos:[10,190] width:55 height:15 GroupBox grp_naming "Naming: " pos:[5,0] width:130 height:125 GroupBox grp_prefix "" pos:[5,75] width:130 height:50 GroupBox grp_ops "Options:" pos:[5,125] width:130 height:90 radiobuttons rb_naming "" pos:[10,15] width:107 height:64 enabled:true labels:#("Object Name", "Material Name", "Bitmap Name", "Numbered") default:1 columns:1 checkbox chk_prefix "Use Prefix" pos:[10,85] width:70 height:15 checked:false edittext edt_prefix "" pos:[5,100] width:125 checkbox chk_prop "Propagate Materials" pos:[10,140] width:120 height:15 checked:true checkbox btn_del "Delete Original" pos:[10,155] width:120 height:15 checked:true checkbox chk_rancolor "Random Wire Colors" pos:[10,170] width:120 height:15 checked:true spinner spn_maxids "" pos:[70,190] width:60 height:16 range:[0,99,99] type:#integer scale:0.05 button detach_bot "DETACH" pos:[5,220] width:130 height:25 fn getMaterialIDs obj = ( id_arr = #() for i in 1 to spn_maxids.value do ( obj.selectByMaterial i the_faces = getFaceSelection obj if (the_faces as array).count != 0 do ( append id_arr i ) ) id_arr ) fn getMatTextureName mat = ( local the_map_name = the_polyobj.name try ( bmp = mat.diffusemap if classof bmp == Bitmaptexture then ( the_mapfile = mat.diffuseMap.bitmap.filename the_map_name = getFileNameFile the_mapfile ) else ( the_map_name = mat.name ) ) catch() the_map_name ) on rb_naming changed val do ( name_type = val the_name = edt_prefix.text ) on edt_prefix entered txt do ( the_name = txt ) on chk_rancolor changed val do ( ran_color = val )
on detach_bot pressed do ( undo "Detach by ID" on ( the_sel = selection as array if the_sel.count != 0 do ( for obj in the_sel where \ superclassof obj == GeometryClass and \ obj.material != undefined do ( try(convertToPoly obj)catch(exit; print "DetacByID: Error Occured on Object Conversion") the_orig = obj the_polyobj = copy the_orig
the_mat = obj.material id_count = the_mat.numSubs id_list = getMaterialIDs the_polyobj -- start detaching for i in id_list do ( the_polyobj.selectByMaterial i the_faces = getFaceSelection the_polyobj case name_type of ( 1: the_name = uniquename (the_polyobj.name) 2: the_name = uniquename (the_mat[i].name) 3: the_name = uniquename (getMatTextureName the_mat[i]) 4: the_name = uniquename the_name ) if chk_prefix.checked do the_name = edt_prefix.text + the_name polyOp.detachFaces the_polyobj the_faces asnode:true name:the_name theDetachedObj = (getnodebyname the_name) if isValidNode theDetachedObj do ( if chk_prop.checked do theDetachedObj.material = the_mat[i] if ran_color do theDetachedObj.wirecolor = random black white ) )-- end detach loop if btn_del.checked do delete the_orig )-- end object check loop )-- end selection loop )-- end Undo )-- end button press ) createDialog detachByID style:#(#style_sysmenu,#style_toolwindow)
/* [2.0] 2008-12-09 - added material propagation - faster detachment procedure - old script was looping through every face to look for IDs - the new procedure will only search thru the <Max IDs> set by the user - cleaned up code - reworked UI
[1.0] 2005-05-24 - initial public release
[to do] - make a more intuitive naming option - save settings to ini file - add progress bar
[notes] - script request by Eye of Hawk (CGTalk) - "Propagate Materials" feature request by titane357 (scriptspot) */ God damn. I forgot about that script. I have it. EDIT: It only made 2 objects, but his textures work now.
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« Last Edit: November 05, 2011, 10:06:01 AM by Segtendo »
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« Reply #6476 on: November 05, 2011, 10:17:30 AM » |
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Oh god that script will come in handy. Thank you!
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« Reply #6477 on: November 05, 2011, 10:39:50 AM » |
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Looks Perfect when I pause but when I don't it has the problems I had before(disappeears when I pause, get lighter or darker shader depending on what's going on). They are all already Lambert. http://www.mediafire.com/?vgr76t27qyrl3yb
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« Last Edit: November 05, 2011, 11:33:52 AM by Eternal Yoshi »
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« Reply #6478 on: November 05, 2011, 11:33:01 AM » |
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BJ, for some reason, I can't add or move bones in this Model: http://www.mediafire.com/?i5ydd4d947e32rqI only get this error: ************** Unntakstekst ************** System.NullReferenceException: Objektreferanse er ikke satt til en objektforekomst. ved BrawlLib.Wii.Models.ModelEncoder.CalcSize(Collada form, ModelLinker linker) ved BrawlLib.SSBB.ResourceNodes.MDL0Node.OnCalculateS ize(Boolean force) ved BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force) ved BrawlLib.SSBB.ResourceNodes.MDL0BoneNode.set_Move d(Boolean value) ved BrawlBox.NodeWrappers.MDL0BoneWrapper.CreateNode() ved BrawlBox.NodeWrappers.MDL0BoneWrapper.CreateActio n(Object sender, EventArgs e) ved System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) ved System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) ved System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) ved System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) ved System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met) ved System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) ved System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) ved System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) ved System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) ved System.Windows.Forms.Control.WndProc(Message& m) ved System.Windows.Forms.ScrollableControl.WndProc(Message& m) ved System.Windows.Forms.ToolStrip.WndProc(Message& m) ved System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) ved System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m) ved System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m) ved System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) It's a model already in brawl, not an import. (using the latest Brawlbox release)
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« Last Edit: November 05, 2011, 11:34:05 AM by Sky Grounder »
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #6479 on: November 05, 2011, 11:57:39 AM » |
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Pretty much covers it, just one thing. That problem could also be caused by having the texture set to something else other than CMPR without palettes. If you see that his texture data is set to CI8 or something, then you have to re-import the texture as CMPR.
What if you set the pallete in the material ref that uses that texture? Has anybody tried doing that? Nice job. Actually, I've got something for you too. I'm still working on how to actually read the data that the offsets link to. -BJ's Mind- BEST.PRESENT.EVER
But I already programmed all that into Brawlbox. D: Looks Perfect when I pause but when I don't it has the problems I had before(disappeears when I pause, get lighter or darker shader depending on what's going on). They are all already Lambert. http://www.mediafire.com/?vgr76t27qyrl3ybThat seems to happen when the shader types don't match up between the material/shader, or if the type just doesn't work with the shader settings. BJ, for some reason, I can't add or move bones in this Model: http://www.mediafire.com/?i5ydd4d947e32rqI only get this error: ************** Unntakstekst ************** System.NullReferenceException: Objektreferanse er ikke satt til en objektforekomst. ved BrawlLib.Wii.Models.ModelEncoder.CalcSize(Collada form, ModelLinker linker) ved BrawlLib.SSBB.ResourceNodes.MDL0Node.OnCalculateS ize(Boolean force) ved BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force) ved BrawlLib.SSBB.ResourceNodes.MDL0BoneNode.set_Move d(Boolean value) ved BrawlBox.NodeWrappers.MDL0BoneWrapper.CreateNode() ved BrawlBox.NodeWrappers.MDL0BoneWrapper.CreateActio n(Object sender, EventArgs e) ved System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) ved System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) ved System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) ved System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) ved System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met) ved System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) ved System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) ved System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) ved System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) ved System.Windows.Forms.Control.WndProc(Message& m) ved System.Windows.Forms.ScrollableControl.WndProc(Message& m) ved System.Windows.Forms.ToolStrip.WndProc(Message& m) ved System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) ved System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m) ved System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m) ved System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) It's a model already in brawl, not an import. (using the latest Brawlbox release) I'll take a look at it. >_> It will cover a female not decided yet :p But I think of Zelda/Sheik (I have two version :3) *Does that model have inverse kinematics?* And how to I know it ? And how to revert it ? ^^ Edit : Okay I have readen some tutorial to make an IK so yeah I confirm that use this methode Does it can be compatible with BrawlBox?^^ It's not compatible. D: Justin712 knows more about it than me. :/ Btw, good news people. I got the tristripper to work! Now I have to group the tristrips and the remaining triangles together in groups under 10 node ids for all the facepoints they contain.
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« Last Edit: November 05, 2011, 12:11:59 PM by BlackJax96 »
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