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Author Topic: Brawlbox Resources & History  (Read 3858762 times)
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BlackJax96
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    « Reply #14535 on: May 25, 2013, 11:22:15 PM »


    I'm pretty sure I fixed that problem with the UVs in dae exports.
    Also fixed importing that blank sketchup dae.

    The blender dae was weird and threw an error on render, then rendered incorrectly. Bad primitive indices?



    Oh and did I mention that I made it so you can drag and drop nodes in the file tree?
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    DarkPikachu
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    complexity == fun

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    « Reply #14536 on: May 26, 2013, 04:59:27 AM »


    wellI've managed to get a somewhat working (about 30% working) import into blender24 via the 140 importer.
    (no more 141 like with AIS)

    though all I get for the mesh is just verts with about 1 or 2 triangles...
    the verts aren't even weighted Im srs here


    anyways... to get it working, I followed some examples from a 140 DAE I DL'd a long while back...

    1 - <matrix> -> <matrix sid="matrix">
    2 - added this just under <visual_scene ... >:
    <node id="polygon0_Node" name=%2526quot%253Bpolygon0_Node%2526quot%253B type="NODE">
      <instance_controller url="#polygon0_Controller">
        <skeleton>#TopN</skeleton>
        ...
        <skeleton>#ThrowN</skeleton>
      </instance_controller>
    </node>

    that's all I did so far... Tongue
    there is also a problem where each object's skeleton lists every bone in it's controller...
    AIS only listed the bones used by the object.
    for Pikachu, objects 1-4 only listed and used the bone "NeckN"

    but in the brbx export, every bone was listed...


    anyways...
    doing those 2 things above has gotten me a centered rig and somewhat of a mesh...

    had to remove the invalid material effects... Tongue

    EDIT:
    BJ, blender26 imports wierd because of the normals...
    my last attempt in 26 after the edits above, gave me a model with a solid shade.
    however, selecting the object gave me that wierd shade again...
    but it's easily fixed by tabbing into edit mode and then tabbing out.
    (I think blender auto-corrects the normals when you do that)

    EDIT:
    next stop is to figure out DAE animations Tongue
    « Last Edit: May 26, 2013, 05:11:07 AM by DarkPika » Logged


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    BlackJax96
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    « Reply #14537 on: May 26, 2013, 10:09:22 AM »


    Bueno news!!!

    I figured out why non-weighted objects and all normals were rotated forward 90 degrees on model imports and fixed it.
    No more need to send to max and back again to fix them.

    Thank beanz.
    « Last Edit: May 26, 2013, 10:10:44 AM by BlackJax96 » Logged

    Don Jon Bravo
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    « Reply #14538 on: May 26, 2013, 01:51:18 PM »


    in other words
    you fixed normals?
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    DSX8
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    « Reply #14539 on: May 26, 2013, 02:56:04 PM »


    so no more exporting as a dae to 3ds max then back to bb? that is indeed awesome news there sir. "Wherever Vyse goes, cool follows."
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    DarkPikachu
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    « Reply #14540 on: May 26, 2013, 03:11:08 PM »


    so no more exporting as a dae to 3ds max then back to bb? that is indeed awesome news there sir. "Wherever Vyse goes, cool follows."
    I hate it when people counter-quote a quote to themselves -.-*

    in any case, nice job Smiley
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #14541 on: May 26, 2013, 10:45:22 PM »


    How often do you release?
    (yes, I shouldn't be making this many posts. Undecided)
    And it's really annoying how it kicks you back to the forum after every post, instead of going to your new post. Really.
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    BlackJax96
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    « Reply #14542 on: May 26, 2013, 10:47:46 PM »


    in other words
    you fixed normals?

    yeah

    so no more exporting as a dae to 3ds max then back to bb? that is indeed awesome news there sir. "Wherever Vyse goes, cool follows."

    yeah

    I hate it when people counter-quote a quote to themselves -.-*

    in any case, nice job Smiley

    yeah

    How often do you release?
    (yes, I shouldn't be making this many posts. Undecided)
    And it's really annoying how it kicks you back to the forum after every post, instead of going to your new post. Really.

    ye- I mean
    There's a setting for that. Go to your user preferences somewhere in your profile and set it to go to your post after you make it.

    Look and Layout Preferences -> Return to topics after posting by default.
    that should be it

    Anyway I release at random, ranging from a week to even a year.

    « Last Edit: May 26, 2013, 10:49:09 PM by BlackJax96 » Logged

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    « Reply #14543 on: May 26, 2013, 11:01:27 PM »


    Bueno news!!!

    I figured out why non-weighted objects and all normals were rotated forward 90 degrees on model imports and fixed it.
    No more need to send to max and back again to fix them.

    Thank beanz.
    That is indeed some great news.  I was just having normals troubles.  I'll wait until next Brawlbox comes out then.  Cheesy
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    thegameexplorer
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    « Reply #14544 on: May 27, 2013, 10:23:18 AM »


    http://forums.kc-mm.com/index.php?topic=51862.0

    thank me later


    also what randomizer said about the pcs bug, it was exactly the same one i was getting.



    Well I thank you for giving me that page, but that doesn't help my problem on all of the other games that use the same format which I'm more into anyways.
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    jimbo1qaz
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    « Reply #14545 on: May 27, 2013, 04:27:23 PM »


    Bigger DAE file, not sure about the Material1/2 stuff. Exported from Sketchup Make, not sure if there's a difference or not. http://bayfiles.net/file/QoUd/utUrMK/sketchupMake.dae , if it helps at all.
    EDIT: BrawlBox 0.68c crashes.
    « Last Edit: May 27, 2013, 08:04:52 PM by jimbo1qaz » Logged

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    « Reply #14546 on: May 27, 2013, 04:53:05 PM »


    Bueno news!!!

    I figured out why non-weighted objects and all normals were rotated forward 90 degrees on model imports and fixed it.
    No more need to send to max and back again to fix them.

    Thank beanz.
    <3
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    SmashClash
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    « Reply #14547 on: May 27, 2013, 07:20:19 PM »


    new bb wat
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32211&Moderated=All&facebook=true
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    BlackJax96
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    « Reply #14548 on: May 27, 2013, 07:26:52 PM »


    BJ, I found a huge bug -

    what did you expect to be in here

     Oh shi~
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    Segtendo
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    « Reply #14549 on: May 27, 2013, 07:30:28 PM »


    Launch latest version: says it isn't a valid application.
    Try installing Framework 4.5: "The .NET Framework 4.5 is not supported on this operating system."
    I'm on XP.
    « Last Edit: May 27, 2013, 07:31:19 PM by Segtendo » Logged

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