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« Reply #6270 on: October 27, 2011, 01:59:40 PM » |
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hey bj hope ya dont mind buuuut... im kinda trying to help you out with the kinect tracking. and if you are wondering "how the heck is he going to do that???" well this is how i pm'd brekel 4 src of a program to help u 
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« Reply #6271 on: October 27, 2011, 02:20:33 PM » |
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You probably should have asked him first, but I don't mean to speak for BlackJax.
Also I'll look into that 3ds max error when I'm off work. Pm me your max files and DAEs.
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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 #6272 on: October 27, 2011, 02:25:47 PM » |
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@Pikazz: texture formatting shouldn't matter... I've tried all different sorts of texture formats on Pika's textures... they all display ingame.
what you have appears to be a shader error... the shader appears to reference incorrectly in brbx as described... but the no display ingame may be due to a script reference error on the shader...
meaning what you need to do is fix the texture ID's in the shader... (not sure how to do yet)
and that's not possible to do yet, since shader editing isn't possible yet...
note: brbx edits material nodes, not shaders. the shader is located w/in the material. (not referenced to the material)
so how exactly are the shading the texture problem O.o didn't thought the shaders using texture aswell, would it was only shading
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Stupid Tinypic :C
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« Reply #6273 on: October 27, 2011, 02:48:37 PM » |
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so how exactly are the shading the texture problem O.o didn't thought the shaders using texture aswell, would it was only shading
well... Nintendo doesn't map the UV's directly to the texture...
they use a texture referenced through the shader so they can reposition, invert, and remap it to the UV's.
they also use dual textures in shaders... eg: Pachirisu uses a reflective texture for specularity on top of his original textures...
I'm not sure if the wii shaders follow the 10 texture slot standard like Blender's shaders... but both are capable of the same thing...
just look at my Pichu trophy texture map: http://picasaweb.google.com/Tcll5850/UMC#
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« Reply #6274 on: October 27, 2011, 05:16:51 PM » |
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If anyone has problems exporting dae's from BB where it exports a file that's like less than 1KB, try expanding the mdl0 first, and previewing it, and then exporting as dae.
Nice find. I'll populate the MDL0 before you actually expand it then. hey bj hope ya dont mind buuuut... im kinda trying to help you out with the kinect tracking. and if you are wondering "how the heck is he going to do that???" well this is how i pm'd brekel 4 src of a program to help u  wut
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« Last Edit: October 27, 2011, 05:20:03 PM by BlackJax96 »
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« Reply #6275 on: October 27, 2011, 07:13:36 PM » |
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wut
sry i was rushing, there is a program, brekel kinect, that does track motion and streams it to motion builder (autodesk) i asked jasper brekelmans / brekelmens 4 source code 2 help w/ kinect skeleton tracking u can check it out at http://www.brekel.com/
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« Reply #6276 on: October 27, 2011, 07:48:17 PM » |
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Is Real-time PSA editing up next? That thing sounds kick-awesome. 
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« Reply #6277 on: October 27, 2011, 08:02:53 PM » |
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It can add support for Items PSA..?
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« Reply #6278 on: October 27, 2011, 08:50:13 PM » |
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hey um... i just got an error ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at BrawlLib.Wii.Models.ModelEncoder.WriteAssets(Collada form, ModelLinker linker, Byte*& pGroup, Byte*& pData) at BrawlLib.Wii.Models.ModelEncoder.Build(Collada form, ModelLinker linker, MDL0Header* header, Int32 length, Boolean force) at BrawlLib.SSBB.ResourceNodes.MDL0Node.BuildFromScr atch(Collada form) at BrawlLib.Modeling.Collada.ImportModel(String filePath) at BrawlLib.Modeling.Collada.ShowDialog(String filePath) at BrawlLib.SSBB.ResourceNodes.MDL0Node.FromFile(String path) at BrawlBox.BRESWrapper.ImportModel() at BrawlBox.BRESWrapper.ImportModelAction(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- BrawlBox Assembly Version: 0.65.4314.30725 Win32 Version: 0.65.0.0 CodeBase: file:///C:/Users/Sam/Desktop/Brawl%20Box/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.11.4314.30719 Win32 Version: 0.11.3.0 CodeBase: file:///C:/Users/Sam/Desktop/Brawl%20Box/BrawlLib.DLL ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.235 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.236 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
a translation would be appreciated 
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« Reply #6279 on: October 27, 2011, 08:52:32 PM » |
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hey um... i just got an error ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at BrawlLib.Wii.Models.ModelEncoder.WriteAssets(Collada form, ModelLinker linker, Byte*& pGroup, Byte*& pData) at BrawlLib.Wii.Models.ModelEncoder.Build(Collada form, ModelLinker linker, MDL0Header* header, Int32 length, Boolean force) at BrawlLib.SSBB.ResourceNodes.MDL0Node.BuildFromScr atch(Collada form) at BrawlLib.Modeling.Collada.ImportModel(String filePath) at BrawlLib.Modeling.Collada.ShowDialog(String filePath) at BrawlLib.SSBB.ResourceNodes.MDL0Node.FromFile(String path) at BrawlBox.BRESWrapper.ImportModel() at BrawlBox.BRESWrapper.ImportModelAction(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- BrawlBox Assembly Version: 0.65.4314.30725 Win32 Version: 0.65.0.0 CodeBase: file:///C:/Users/Sam/Desktop/Brawl%20Box/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.11.4314.30719 Win32 Version: 0.11.3.0 CodeBase: file:///C:/Users/Sam/Desktop/Brawl%20Box/BrawlLib.DLL ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.235 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.236 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
a translation would be appreciated  Send meh teh dae
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« Reply #6280 on: October 27, 2011, 09:01:17 PM » |
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If you see <authoring_tool>3dsMax 8 - Feeling ColladaMax v3.05B.</authoring_tool> then problem found. Unless you want to add support for that atrocious format to Brawlbox 
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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 #6281 on: October 27, 2011, 09:02:47 PM » |
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DAE sent
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« Reply #6282 on: October 27, 2011, 09:03:37 PM » |
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If you see <authoring_tool>3dsMax 8 - Feeling ColladaMax v3.05B.</authoring_tool> then problem found. Unless you want to add support for that atrocious format to Brawlbox  I'm working on making all formats as compatible as possible, actually.  If somebody could find the differences between 1.4.1 and 1.4.0 daes, you would save me a lot of time  DAE sent
k
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« Reply #6283 on: October 27, 2011, 09:15:28 PM » |
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it might not have been sent because my mom has the timer set so i remeber to get off of teh lappy (i have Windows 7) and i was locked out right when i clicked send so now i bid u farewell 4 my mom has caught me using my PS3
Goodnight you guyz
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« Reply #6284 on: October 27, 2011, 09:19:52 PM » |
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I've still got xxgbcxx's feeling collada export if you need it, although I'm not sure how many of the other users are using that same plugin. I've also got an OpenCollada export, and as far as I know those two and Autodesk are the 3 main ones. If somebody could find the differences between 1.4.1 and 1.4.0 daes, you would save me a lot of time
They officially have 1.4.1 marked only as a "bug patch", and since 1.4.0 was the version they first added bone support it's probably related to rigging. I doubt that's very helpful, so I'll look a bit more into it though. 
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« Last Edit: October 27, 2011, 09:38:09 PM 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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