I've wondered why editing a material causes BrawlBox to recalculate other things it could possibly skip. I changed a material to have a different texture and changes some properties on that texture (to have its uv map set to Normals) and now the model has a flickering texture problem that wasn't there before, almost like it isn't culling the other side and then rendering them both in the same direction. The texture appears properly at random moments, but only lasts a brief moment.
I managed to import a model that had some of its bones seemingly corrupted.
It's NaN cat!
I don't know what caused this, but I think it was caused by me moving bones in 3dsmax before importing them. Also strange is that any vertices affected by these bones don't appear in the model at all (meaning Lugia's wings are missing completely). Strangely enough, the bones don't even appear, but you can see them if you click an animation (the affected vertices are still missing though).
With the new thought-processing feature, I'll finally be able to make Hooktail playable with an extremely overpowered moveset and 900 different colors to choose from. You're in trouble if you want the 352nd color and you're playing on wifi, though I could also change that time limit while we're at it.
Bad shader? Incorrect texture coordinate settings? And the normals being inverted has to do with bone matrices, which are used to multiply normals only on weighted objects. It's probably because MKW models don't have NodeMix (no weighted objects), like you said.
I copied the shader from a working model, and I made the materials as close as possible aside from texture names. I could try importing again without changing the shader and see if it loads then.
Edit: The one thing that's different is that my UV and vertices aren't in Float, but I don't think that'd change anything. I re-imported with them forced to Float to see if it works then.
Edit2: It worked without modifying the shader, and it looks much brighter too. However, I think that it's ignoring the in-game light effects now.
Having the model previewer able to display textures that are mapped to normals would be nice. It currently just displays it white (as if there were no textures at all).
I would assume this is being worked on already, if you're re-coding the entire model editor.
I also see interpolation errors with CHR0s in Mario Kart Wii. If the first and last frames are identical, you get a single frame where the character takes up the whole screen in-game, but BrawlBox doesn't display the error so it's difficult to fix. It also seems to only happen on certain animations.
I'm glad it worked! But next time, export the MDL0 using Brawlbox. It creates a string pool for all the MDL0's strings so they aren't lost. Unless the MDL0 is in a SZS file. Dunno bout that lol
SZS files are kind of like ARC files, but with a different compression format. It's just a container for other files, like BRRES and BREFT files. So the MDL0 did come from a BRRES, SZS Mod just doesn't grab strings when it exports.
SZS Modifier's "Export All Data" function. It just rips the MDL0 data without the string data from the BRRES itself.
You'll be glad to hear that I was able to successfully import a model into Mario Kart Wii with the latest update though! Thanks a lot! We'll finally have animated characters in the MKW hacking community once we start getting things figured out
I haven't done anything to that MDL0. It's ripped from Mario Kart Wii (it's N64 Bowser Castle's course model). I'll open it and see what comes up in a hex editor, but I swear I haven't done anything.
Edit: The MDL0 has no 'strings' section at the end.
BrawlBox 0.65c seems to have a bit of trouble when it comes to finding strings for standalone mdl0 files. It appears to.. grab a web page, or an xml file instead.
Even if opening mdl0s alone isn't that useful, it could become a bigger problem later.
today marks the death of my video card ;_; (and I do mean death as I know what's wrong)
the chip on my card has overheated due to it having a fanless heatsink...
no this doesn't mean I don't have a compy... it just means I'm back down to 1 monitor
That'll take some getting used to.
On another note, I can't find what's wrong with my model in a hex editor, and all 'unknown' values match up with the originals (though I don't think it needs to).
Though BrawlBox does seem to have trouble handling models that are v11, sometimes. It crashes when loading a Mario Kart Wii character model until I delete PAT0 files using another editor. It also saves some pointers wrong in the MDL0, at 0x28, 0x2C, 0x40, and 0x44. It saves them as "FE******" instead of "00000000" for non-existant sections.
I just made a little test model. When a model only has one bone, BrawlBox doesn't make a NodeMix. Either way, SZS Modifier won't load it, or my other model.