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Messages - jimbo1qaz

#1
What versions of 3ds are confirmed to import successfully to BrawlBox? I tried making BRRESes several times and they crashed in-game each time when I tried to run them in MKWii.
#2
Better DAE support?
<shot>

Will the tristripper interfere with Mario Kart Wii?
#3
I was going to give you a {img src="burger.jpg"}, until I realized Sketchup DAEs didn't work.
So here:

How hard will it be to get them to work?
I can stop bugging you if this is too annoying or if you don't think you can finish soon.

But now CTools BRRESes work. Yay! Here's a burger: (]I/[)
#4
Any advice on how to bug Chadderz to fix CTools? He didn't release the source code, despite "releasing" CTools under the GPL, which requires source to be publicly available. Or should I just hate him for being a hypocrite?
#5
yaaaaawnn...
CTools brres'es still don't work.
New link: http://bayfiles.net/file/Rr75/pAZivJ/course_model.brres
#6
Interesting!
I'll just have to 3to2-ify my code (IronPython doesn't support 3) and make a script that automates a DAE import, if it's even possible and if I can learn the .NET BS API. But configuring the materials... that'll be tough.
And BJ, you forgot the mandatory <fakereply /> tag. Oh wait, I also forgot.
<edit />
Does this count as post count inflation? I'm perfectly willing to put in some extra time to spam this forum with exponentially growing spam.
#7
Uh no, my script doesn't really work.
3texture still doesn't work. It only has one instanceGeometry, so that's definitely not the only problem. I'd say it's a texture related crash. So far, my script doesn't do anything but node-ify all instance_geometry-ies.
The reason I want to automate everything is so that I can create a batch file that runs several commands in sequence, automatically generating BRRES files that aren't corrupt without having to spend 10 minutes every time.
But even without a working brawlcmd, it's still a big step forward. Does Material Tool support autoscripting? (I doubt it.)
Adding textures is one of the most tedious steps, but there already exists a command-line tool to add textures into a BRRES file. Configuring it? I don't think so.

e. I spent days learning how to use and texture in Sketchup. I don't want to spend weeks learning to do the same thing in 3ds Max. And having to export, import, export... is just a hassle and runs against automation. "Let the computer do the boring work."

Fake-reply: I'm not mad or anything, just trying to figure out the problem. I'm also working on it myself without looking at the source code. I don't need Sketchup imports, but I'm trying to help with development and also benefit MKWii hacking and myself in a way. Am I being annoying?
#8
Yeah the zip is broken (again). It has the wrong textures for skp8.
I fixed skp8 but removed skpMake, as I assume they're somewhere near identical. It'll also be easier to maintain this way.
http://bayfiles.net/file/QE9t/pqdsaH/Sketchup8test.zip
It also includes a sample four-square file (asdf.dae) and the output of my (alpha) script (asdf2.dae).
If I have to reupload this one more time...

Link: daeFixer needs Python 3.x to run. Drag a file onto the script or pass in a (relative or absolute) path, and it will (hopefully) produce a file with an "extension" of .output.dae (assuming it doesn't overwrite your entire hard drive). It will screw up if the complete filename (with extension) is three or less characters.

Edit: Textures no longer crash...

Edit2: I'm thinking of packing a future version of the script into an exe file, along with an installation of Python. Will it be any use to BrawlBox?

Edit3: Does BB support command-line arguments?
#9
OK the newest version works with some untextured models but possibly not all.
And works as in "not crashes", not as in "looks correct".  :-\
This file imports without a crash: asdf.dae, despite having multiple instance_geometry-ies.
I'm working on a XML hack to node-ify all GeometryInstances. Will it help? (because the program doesn't crash with untextured models but does crash with textures)
As in a script.
#10
Or you could hack the source yourself...
Or maybe you can't. I don't know if the Google Code is updated to 0.68c whichever subrelease, but maybe you can hack the source and merge the changes and bug the author to include it instead of making him do it himself. I don't know any C# myself.
#11
Where are the updated versions of BrawlBox?
The one linked on the main page was "Last Updated May 27" or something.
#12
Quote from: BlackJax-sama on May 29, 2013, 11:26:18 PM
From looking at the DAE, I can already see the problem.
Brawlbox's importer reads each node as either a bone or an object with a single geometry instance, like this:
Sorry but you are not allowed to view spoiler contents.


But your sketchup models have only one object with many geometry instances.
Sorry but you are not allowed to view spoiler contents.


There isn't even a node matrix (implying it's just the identity matrix).

The only way I can think of fixing this would be to create a new object for every geometry instance in a mesh node.
...
So which way is the "right" way, or is there any?
I assume this means we still have to use 3ds Max to generate the DAEs, unless you you completely redo the DAE importer? And what qualifies as a geometry instance, a polygon, a triangle, or just a triangle /edge? Or is it some other unit of classification that I just don't understand?
#13
I used Sketchup 8 and Make.
I don't know if there's any file-structural difference, but only the 0 files import properly. All the rest crash with an error, generally an "object reference not set to instance..." error.
And I can't find the Dropbox download.
Edit: Download the files here. I didn't zip one of the files.
Edit2: Aaaaand... skpMake/2rect.dae works when I put the rectangle into a group. I really think it's a group-handling problem. And does 3ds Max always put everything into a group? (e: it's skpMake, not that it should matter)
Edit3: I don't know if 3ds Max exports have groups, as Sketchup automatically makes groups out of all imports but seems to remove all groups already present?. But it makes sense that grouping's the reason for the broken import. Is that intentional?
#14
Because my old post got lost some 4 pages back...
Quote from: jimbo1qaz on May 28, 2013, 02:54:36 AM
It still crashes when I import anything but the default.
The default has all polygons in a group, and when I explode everything, it doesn't work.
I tested the skpMake/1explode which is simply the default person exploded, and it fails with an OutOfMemory error, despite me having more than 13GB free.
Here are the test files: http://bayfiles.net/file/QpiT/BoKi3d/brawlBoxTestFiles.zip
I did all tests with "Force Float [all]" on and "Add Color Nodes..." off and type set to Stage/Item, and it crashes with all files but the 0's.
Are you planning on fixing it any time soon, or am I just rushing you right after a release?
And also the 0 files are probably invalid for MKWii purposes, as they contain groups. It doesn't really matter if they work or not, as long as the rest work. And if you can get all files to work, it would be even better.
#15
It still crashes when I import anything but the default.
The default has all polygons in a group, and when I explode everything, it doesn't work.
I tested the skpMake/1explode which is simply the default person exploded, and it fails with an OutOfMemory error, despite me having more than 13GB free.
Here are the test files: http://bayfiles.net/file/QpiT/BoKi3d/brawlBoxTestFiles.zip
I did all tests with "Force Float [all]" on and "Add Color Nodes..." off and type set to Stage/Item, and it crashes with all files but the 0's.