Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 446 447 448 [449] 450 451 452 ... 1046
Author Topic: Brawlbox Resources & History  (Read 4508043 times)
0 Members and 2 Guests are viewing this topic.
Gamma Ridley
~Mercenary~
Boss Kitten
****
Offline Offline

Posts: 4606


  • Awards Featured Super Saiyan Topic Heart Container Famous Hacker

  • View Profile WWW Awards
    « Reply #6720 on: November 12, 2011, 01:45:22 PM »


    ... when is the TopN bone ever animated?

    Oh wait. Never. That's right.

    Stop clicking 1 when rigging. Stick to 0.9 or something.
    Logged


    Naruto200Man
    Badace Kitten
    *****
    Offline Offline

    Posts: 5100

    Guy: Go fourth and Brawl! Lee: Yes Guy Sensei!

  • Awards Hot Topic Heart Container Dedicated Hacker KCMM Veteran

  • View Profile WWW Awards
    « Reply #6721 on: November 12, 2011, 02:29:24 PM »


    .9 huh? Kay

    Also I guess the trans N was the only critical one, but meh, who knows XP
    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6722 on: November 12, 2011, 02:39:35 PM »


    There was an issue with the material layer flags building in reverse, so I fixed it. I haven't uploaded the update yet, because I'm currently looking into the texture flashing problems people have had and some other unk values.
    Logged

    Spex130
    Holy Kitten
    *
    Offline Offline

    Posts: 1958


    So very Spexcellent.

  • Awards Super Saiyan Topic Starstormer Hyperactive Contributor Renowned Hacker

  • View Profile Awards
    « Reply #6723 on: November 12, 2011, 04:18:22 PM »


    @ BJ: I got some progress! Not much though, I've only rigged the Top N and Trans N in max so far =-= BUT the bones work properly, even if I scale/rotate them. It's not much of an improvement, but considering what I went through getting to this point... Happy Face What I need to know now is why Max won't let me give X Rot N and Y Rot N Absolute control over ALL vertexes of each polygon. If I give 100% on one the other goes back down to 0%  I see what you did there ...

    Naru. DON'T RIG the XRotN, YRotN, HipN, TransN, EyeYellowM, .etc....

    They already control all of the bones under them in the bone heiarchy.

    Each vertice can only be rigged to ONE bone. If you set control to 1 on the ENTIRE model for one bone, there won't be any bone besides that one that controls the model.

    Set the ShoulderJ to the whole arm. Then the ArmJ to the elbow. Then HandN to the hand.

    When you look back, the ShoulderJ will only control vertices up to the vertices the ArmJ controls. But if you rotate ShoulderJ, you'll rotate the vertices controlled by ShoulderJ along with ArmJ and the vertices it controls (And so on).

    You get it?
    Logged


    Naruto200Man
    Badace Kitten
    *****
    Offline Offline

    Posts: 5100

    Guy: Go fourth and Brawl! Lee: Yes Guy Sensei!

  • Awards Hot Topic Heart Container Dedicated Hacker KCMM Veteran

  • View Profile WWW Awards
    « Reply #6724 on: November 12, 2011, 04:27:13 PM »


    Okay I think I get it now *shrug*
    Now to just put what I understand from this into progress if any at all =_=;
    That could take a while *sigh*
    Logged


    PAVGN
    Holy Kitten
    *
    Offline Offline

    Posts: 1170


    The bitter old man everybody hates.

  • Awards Stack Smash Team Fiery Topic Favorite'd Pin Collector

  • View Profile WWW Awards
    « Reply #6725 on: November 12, 2011, 04:44:29 PM »


    Ok, I wasn't going to report this here, but now I think It's worth mention. When I import a Brawlbox dae It has no textures even If they are in the same directory as the dae. Well looking at a polygon in shows that It's trying to get the textures from a directory that doesn't exists. And when I use the detach by id script I get this error:
    /*
    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.name)
                         3: the_name = uniquename (getMatTextureName the_mat)
                         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
                         if ran_color do theDetachedObj.wirecolor = random black white
    Logged

    http://filesmelt.com/dl/[censored]y.png
    [PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6726 on: November 12, 2011, 05:18:39 PM »


    Ok, I wasn't going to report this here, but now I think It's worth mention. When I import a Brawlbox dae It has no textures even If they are in the same directory as the dae. Well looking at a polygon in shows that It's trying to get the textures from a directory that doesn't exists. And when I use the detach by id script I get this error:
    /*
    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.name)
                         3: the_name = uniquename (getMatTextureName the_mat)
                         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
                         if ran_color do theDetachedObj.wirecolor = random black white

    >_> That's not an error, that's the maxscript code...
    Logged

    PAVGN
    Holy Kitten
    *
    Offline Offline

    Posts: 1170


    The bitter old man everybody hates.

  • Awards Stack Smash Team Fiery Topic Favorite'd Pin Collector

  • View Profile WWW Awards
    « Reply #6727 on: November 12, 2011, 05:24:16 PM »


    >_> That's not an error, that's the maxscript code...

    Well It comes up when I get an error that says "--Unable to convert: ReferenceTarget:ReferenceTarget to type: Material"
    Logged

    http://filesmelt.com/dl/[censored]y.png
    [PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]


    DSX8
    Stage/Character Importer
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9288


    meow~

  • Awards Good Citizen >9000 King for a Day Heart Container

  • View Profile Awards
    « Reply #6728 on: November 12, 2011, 05:26:30 PM »


    Well It comes up when I get an error that says "--Unable to convert: ReferenceTarget:ReferenceTarget to type: Material"
    separate by Bitmap or Object name
    Logged

    Follow me on facebook and Twitter!!!
    https://www.facebook.com/DMNSLYRX8              https://twitter.com/Demonslayerx8

    3DS Friend Code: 0705-6436-8834              NNID: Demonslayerx8              PSN: Demonslayerx8



    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6729 on: November 12, 2011, 05:26:50 PM »


    Well It comes up when I get an error that says "--Unable to convert: ReferenceTarget:ReferenceTarget to type: Material"

    Maybe the object has no material.
    If the texture paths in the dae don't go anywhere that exists, just edit them in notepad++.
    Logged

    Enigmatic
    Lol Kitten
    *********
    Offline Offline

    Posts: 787


    Just keeping it cool...

  • Awards Heart Container

  • View Profile Awards
    « Reply #6730 on: November 12, 2011, 05:41:21 PM »


    Hey before I start, I want to make sure of something. You said a while back that Miku Miku Dance models don't have textures? How exactly would that work with importing, since you are doing Flondre.
    Logged


    Import Thread | Music Thread

    I am trying to sell all my old pokemon and Yugioh cards; I had a hell of a collection of the latter especially. Message me if you are interested in purchasing any.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6731 on: November 12, 2011, 05:46:57 PM »


    Hey before I start, I want to make sure of something. You said a while back that Miku Miku Dance models don't have textures? How exactly would that work with importing, since you are doing Flondre.

    Well Flandre has two textures mostly everything and no textures for her eyelashes, the spear thingy and some other stuff (they're solid colors). When you import the PMD into 3ds Max, you have to create a solid 50x50 texture that's that color. You can figure out the diffuse colors by importing the model into Brawlbox and then reading the diffuse colors in the materials, or you can just guess by looking at the color lol. Then you use the detach by id script and then simply drag those new textures onto the model where they belong. That's all I did.
    « Last Edit: November 12, 2011, 05:48:23 PM by BlackJax96 » Logged

    SonicBrawler
    Magical Girl
    Overlord Kitten
    ******
    Offline Offline

    Posts: 6977


    Bae

  • Awards Star Hacker Renowned Hacker Active Contributor Heart Container

  • View Profile WWW Awards
    « Reply #6732 on: November 12, 2011, 05:49:15 PM »


    Im srs here i cant figure out how to get the model viewer to have more than 1 model
    Logged

    Quotes:
    Not all people have the luxury of being able to buy things whenever they want.

    Some people are barely scraping by in the economy.
    Modding has made you guys so spoiled.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6733 on: November 12, 2011, 05:50:32 PM »


    Im srs here i cant figure out how to get the model viewer to have more than 1 model


    Go to file - open in the model viewer and then open a file.
    You used to be able to drag and drop files into the viewer, but I think I broke it cuz it doesn't work for me anymore. Im srs here
    Logged

    SonicBrawler
    Magical Girl
    Overlord Kitten
    ******
    Offline Offline

    Posts: 6977


    Bae

  • Awards Star Hacker Renowned Hacker Active Contributor Heart Container

  • View Profile WWW Awards
    « Reply #6734 on: November 12, 2011, 05:51:40 PM »


    wow. i fail. thanks
    Logged

    Quotes:
    Not all people have the luxury of being able to buy things whenever they want.

    Some people are barely scraping by in the economy.
    Modding has made you guys so spoiled.

    Pages:  1 ... 446 447 448 [449] 450 451 452 ... 1046
    Print
    Jump to: