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« Reply #6735 on: November 12, 2011, 05:57:46 PM » |
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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 Uncheck "Propagate materials"
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 FC: 2191-7379-6272
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« Reply #6736 on: November 13, 2011, 01:05:11 PM » |
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i have trouble importing some twilight princess models, they go all well except some polygons refuse to import... u want me to send u the dae and .max scene, or u already know what the problem is?
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« Reply #6737 on: November 13, 2011, 06:24:19 PM » |
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So is Brawlbox still buggy? Using the updated brawlbox: I added a shader, imported one and saved. When I opened my model with brawlbox after I saved, the shader i added wasnt there. Yet my model worked flawlessly in game with no lag or light or shade problems. Or do some models only need one shader?
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« Reply #6738 on: November 13, 2011, 06:24:32 PM » |
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So is Brawlbox still buggy? Using the updated brawlbox: I added a shader, imported one and saved. When I opened my model with brawlbox after I saved, the shader i added wasnt there. Yet my model worked flawlessly in game with no lag or light or shade problems.
You didn't attach the shader to any materials.
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« Reply #6739 on: November 13, 2011, 07:55:02 PM » |
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I can't seem to import ZSS' DAE into 3DS to get her skeleton... anyone got her skeleton for the import I'm working on?
Or everyone's skeletons, for that matter?
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« Last Edit: November 13, 2011, 08:13:09 PM by Tabuu Forte Akugun »
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« Reply #6740 on: November 13, 2011, 08:01:48 PM » |
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Heads Up for CON importers other than me (if any): If you use the latest brawlbox to export DAE's of your Character you will get the microscopic Texture Mapping issue -_- When I imported a test DAE into max the polygons were there but they were all white, no other problems besides that though :l and yes, I did have all of the characters textures exported as a JPG or PNG file. I also previewed the model in BB before I exported it as DAE.
Use the previous version for exporting the DAE's of Clash of Ninja characters from brawlbox and the newer update for importing.
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« Reply #6741 on: November 13, 2011, 08:16:53 PM » |
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So do we still need to replace materials and shaders? I know i can figure this out myself by testing but just curious. Also, Thanx BlackJax for your "sexy beast" program, without this i couldnt have ported Jason and he works perfect yo
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« Reply #6742 on: November 13, 2011, 10:13:06 PM » |
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*insert responses to stuff here*
Good news! I got the texture matrices to work (perfect metal textures!) and I've almost got the object importer finished.
It can import an object node, weighted or not, all of its linked nodes (including the material and its shader), and all the bones that influence it, or even completely merge the two models and save flawlessly.
The only problem with it is that the primitive manager for the imported object sometimes disposes itself randomly and pretty much screws everything up. I think it has to do with Brawlbox thinking that it's still in the external model, and deletes the manager when the external model is closed.
I've also been doing tests to Mario by changing unknown material and shader values around to obnoxiously different numbers, and I've made some pretty odd discoveries lol. I plan on making a thread sometime soon for material/shader research and tips/tricks.
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« Reply #6743 on: November 13, 2011, 10:21:35 PM » |
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*insert responses to stuff here*
Good news! I got the texture matrices to work (perfect metal textures!) and I've almost got the object importer finished.
It can import an object node, weighted or not, all of its linked nodes (including the material and its shader), and all the bones that influence it, or even completely merge the two models and save flawlessly.
The only problem with it is that the primitive manager for the imported object sometimes disposes itself randomly and pretty much screws everything up. I think it has to do with Brawlbox thinking that it's still in the external model, and deletes the manager when the external model is closed.
I've also been doing tests to Mario by changing unknown material and shader values around to obnoxiously different numbers, and I've made some pretty odd discoveries lol. I plan on making a thread sometime soon for material/shader research and tips/tricks.
could you dumb that down for me??? I have no clue what any of that meant (serious)...execpt the thread part
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« Reply #6744 on: November 13, 2011, 10:24:40 PM » |
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could you dumb that down for me??? I have no clue what any of that meant (serious)...execpt the thread part
You will be able to put Marth's sword in Ike's left hand so Ike dual wields swords without 3ds Max and you can put perfect metal textures on imports.
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« Reply #6745 on: November 13, 2011, 10:26:31 PM » |
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« Reply #6746 on: November 13, 2011, 10:30:31 PM » |
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You will be able to put Marth's sword in Ike's left hand so Ike dual wields swords without 3ds Max and you can put perfect metal textures on imports.
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« Reply #6747 on: November 13, 2011, 10:48:50 PM » |
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*insert responses to stuff here*
Good news! I got the texture matrices to work (perfect metal textures!) and I've almost got the object importer finished.
It can import an object node, weighted or not, all of its linked nodes (including the material and its shader), and all the bones that influence it, or even completely merge the two models and save flawlessly.
The only problem with it is that the primitive manager for the imported object sometimes disposes itself randomly and pretty much screws everything up. I think it has to do with Brawlbox thinking that it's still in the external model, and deletes the manager when the external model is closed.
I've also been doing tests to Mario by changing unknown material and shader values around to obnoxiously different numbers, and I've made some pretty odd discoveries lol. I plan on making a thread sometime soon for material/shader research and tips/tricks.
So wait. Metal textures are automatically added now, or they work like other brawl characters, or both o-o
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« Reply #6748 on: November 13, 2011, 10:50:37 PM » |
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So wait. Metal textures are automatically added now, or they work like other brawl characters, or both o-o
Only the second one atm but I can do the first 
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