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Eternal Yoshi
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Boss? Is that you?

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    « Reply #5895 on: October 23, 2011, 10:00:55 PM »


    Umm... will this excerpt of log help you all help me find a solution?
    This is what happens when I use Ais on a brres that has Simon's model from Judgement unmodified/not fixed for Brawl yet.

    Code:

    Data read
    Identifying file
    .brres detected
    MDL0 identified
    MDL0 start: 416
    Sections: b
    Name offset: 1a0

    Setting default weight
    Block 0 Pointer 1652
    Block 1 Pointer 1724
    Block 2 Pointer 3828
    Block 3 Pointer 4332
    Block 4 Pointer 0
    Block 5 Pointer 4836
    Block 6 Pointer 0
    Block 7 Pointer 0
    Block 8 Pointer 5356
    Block 9 Pointer 5508
    Block 10 Pointer 5660
    Adjusting inaccurate pointers
    Block 6 Pointer 5356
    Adjusting inaccurate pointers
    Block 7 Pointer 5508
    Adjusting inaccurate pointers
    Block 8 Pointer 5660
    Adjusting inaccurate pointers
    Block 9 Pointer 6164
    Adjusting inaccurate pointers
    Block 10 Pointer 0

    Block 0 Section count 3
    Bone group created
    Read pointer: 838  Section: 0 Offset: 13c0
    Loading node tree block
    Parent node set
    Bone 1's parent has an ID of 13c
    Bone 2's parent has an ID of 13d
    Bone 3's parent has an ID of 13e
    Bone 4's parent has an ID of 13f
    Bone 5's parent has an ID of 0
    Bone 6's parent has an ID of 1
    Bone 7's parent has an ID of 2
    Bone 8's parent has an ID of 3
    Bone 9's parent has an ID of 0
    Bone 10's parent has an ID of 0
    Bone 11's parent has an ID of 6
    Bone 12's parent has an ID of 7
    Bone 13's parent has an ID of 8
    Bone 14's parent has an ID of 0
    Bone 15's parent has an ID of 0
    Bone 16's parent has an ID of 0
    Bone 17's parent has an ID of c
    Bone 18's parent has an ID of d
    Bone 19's parent has an ID of 140
    Bone 20's parent has an ID of e
    Bone 21's parent has an ID of f
    Bone 22's parent has an ID of 10
    Bone 23's parent has an ID of 11
    Bone 24's parent has an ID of 12
    Bone 25's parent has an ID of 10
    Bone 26's parent has an ID of 14
    Bone 27's parent has an ID of 15
    Bone 28's parent has an ID of 10
    Bone 29's parent has an ID of 17
    Bone 30's parent has an ID of 18
    Bone 31's parent has an ID of 10
    Bone 32's parent has an ID of 1a
    Bone 33's parent has an ID of 1b
    Bone 34's parent has an ID of 10
    Bone 35's parent has an ID of 1d
    Bone 36's parent has an ID of 1e
    Bone 37's parent has an ID of 10
    Bone 38's parent has an ID of e
    Bone 39's parent has an ID of 20
    Bone 40's parent has an ID of 21
    Bone 41's parent has an ID of 22
    Bone 42's parent has an ID of 140
    Bone 43's parent has an ID of d
    Bone 44's parent has an ID of 143
    Bone 45's parent has an ID of 24
    Bone 46's parent has an ID of 25
    Bone 47's parent has an ID of 26
    Bone 48's parent has an ID of 144
    Bone 49's parent has an ID of 27
    Bone 50's parent has an ID of 26
    Bone 51's parent has an ID of 29
    Bone 52's parent has an ID of 2a
    Bone 53's parent has an ID of 26
    Bone 54's parent has an ID of 145
    Bone 55's parent has an ID of 2c
    Bone 56's parent has an ID of 26
    Bone 57's parent has an ID of 2e
    Bone 58's parent has an ID of 2f
    Bone 59's parent has an ID of 26
    Bone 60's parent has an ID of 146
    Bone 61's parent has an ID of 31
    Bone 62's parent has an ID of 26
    Bone 63's parent has an ID of 26
    Bone 64's parent has an ID of 33
    Bone 65's parent has an ID of 148
    Bone 66's parent has an ID of 149
    Bone 67's parent has an ID of 14a
    Bone 68's parent has an ID of 14b
    Bone 69's parent has an ID of 14c
    Bone 70's parent has an ID of 14d
    Bone 71's parent has an ID of 14e
    Bone 72's parent has an ID of 14f
    Bone 73's parent has an ID of 150
    Bone 74's parent has an ID of 151
    Bone 75's parent has an ID of 152
    Bone 76's parent has an ID of 153
    Bone 77's parent has an ID of 154
    Bone 78's parent has an ID of 155
    Bone 79's parent has an ID of 156
    Bone 80's parent has an ID of 157
    Bone 81's parent has an ID of 158
    Bone 82's parent has an ID of 159
    Bone 83's parent has an ID of 34
    Bone 84's parent has an ID of 24
    Bone 85's parent has an ID of 35
    Bone 86's parent has an ID of 36
    Bone 87's parent has an ID of 37
    Bone 88's parent has an ID of 143
    Bone 89's parent has an ID of d
    Bone 90's parent has an ID of 39
    Bone 91's parent has an ID of 3a
    Bone 92's parent has an ID of 3b
    Bone 93's parent has an ID of 3a
    Bone 94's parent has an ID of 3a
    Bone 95's parent has an ID of 3a
    Bone 96's parent has an ID of 3a
    Bone 97's parent has an ID of 3a
    Bone 98's parent has an ID of 3a
    Bone 99's parent has an ID of 3a
    Bone 100's parent has an ID of 3a
    Bone 101's parent has an ID of 3a
    Bone 102's parent has an ID of 3a
    Bone 103's parent has an ID of 3a
    Bone 104's parent has an ID of 3a
    Bone 105's parent has an ID of 13c
    Bone 106's parent has an ID of 160
    Bone 107's parent has an ID of 160
    Bone 108's parent has an ID of 160
    Bone 109's parent has an ID of 160
    Bone 110's parent has an ID of 160
    Bone 111's parent has an ID of 160
    Bone 112's parent has an ID of 160
    Bone 113's parent has an ID of 160
    Bone 114's parent has an ID of 160
    Bone 115's parent has an ID of 160
    Bone 116's parent has an ID of 160
    Bone 117's parent has an ID of 160
    Bone 118's parent has an ID of 160
    Bone 119's parent has an ID of 160
    Bone 120's parent has an ID of 160
    Bone 121's parent has an ID of 160
    Bone 122's parent has an ID of 160
    Bone 123's parent has an ID of 160
    Bone 124's parent has an ID of 160
    Bone 125's parent has an ID of 160
    Bone 126's parent has an ID of 160
    Bone 127's parent has an ID of 160
    Bone 128's parent has an ID of 160
    Bone 129's parent has an ID of 160
    Node tree block loaded
    Read pointer: 848  Section: 1 Offset: 164b
    Loading weights
    Type: 3 Weight number: 0 Weight ID: 45 Weights: 2
        Bone ID: 0 Weight: 0.500000
        Bone ID: 6 Weight: 0.500000
    Type: 3 Weight number: 1 Weight ID: 46 Weights: 2
        Bone ID: 6 Weight: 0.500000
        Bone ID: a Weight: 0.500000
    Type: 3 Weight number: 2 Weight ID: 47 Weights: 2
        Bone ID: 0 Weight: 0.500000
        Bone ID: 1 Weight: 0.500000
    Type: 3 Weight number: 3 Weight ID: 48 Weights: 2
        Bone ID: 5 Weight: 0.750000
        Bone ID: 1 Weight: 0.250000
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        Bone ID: 1 Weight: 0.500000
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    Type: 3 Weight number: 11 Weight ID: 50 Weights: 2
        Bone ID: d Weight: 0.500000
        Bone ID: 143 Weight: 0.500000
    Type: 3 Weight number: 12 Weight ID: 51 Weights: 2
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        Bone ID: f Weight: 0.300000
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        Bone ID: a Weight: 0.250000
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        Bone ID: d Weight: 0.250000
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    « Last Edit: October 23, 2011, 10:01:54 PM by Eternal Yoshi » Logged


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    « Reply #5896 on: October 23, 2011, 10:01:23 PM »


    Code:

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    Block 5 Section count 31
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    The second part of the log since it didn't fit in 1 post.

    I'm gonna look over my MGS2 areas and models for the time being.
    « Last Edit: October 23, 2011, 10:04:51 PM by Eternal Yoshi » Logged


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    « Reply #5897 on: October 23, 2011, 10:04:31 PM »


    one thing i dont understand so many was so Hyped to convert they´s .dae to mdl0 files and got them ready and etc. but still only one model import
    so does the .dae importer working for anyone?
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    « Reply #5898 on: October 23, 2011, 10:10:49 PM »


    one thing i dont understand so many was so Hyped to convert they´s .dae to mdl0 files and got them ready and etc. but still only one model import
    so does the .dae importer working for anyone?

    Oh, it works quite fine. The reason RTB's is out is because he had a head start! Nobody's gonna just finish an import and then crap it out. They're gonna put some QUALITY into it! If I released MY model right now, it'd just run around in a T-Stance without any animations. And I don't want that. So if everyone is anything like me, It'll be at least a day or two before anything comes out.


    .....Or they just can't figure out how it works. Laugh
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    « Reply #5899 on: October 23, 2011, 10:10:53 PM »


    one thing i dont understand so many was so Hyped to convert they´s .dae to mdl0 files and got them ready and etc. but still only one model import
    so does the .dae importer working for anyone?
    its working fine for me with my stage models!
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    « Reply #5900 on: October 23, 2011, 10:12:56 PM »


    I haven't gotten anything into BrawlBox since I DON'T UNDERSTAND THE EXPORTING PROCESS.
    I don't even see the options he has in the OP in my version of 3DS Max (I use 9).
    « Last Edit: October 23, 2011, 10:37:17 PM by Segtendo » Logged

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    « Reply #5901 on: October 23, 2011, 10:14:40 PM »


    Oh, it works quite fine. The reason RTB's is out is because he had a head start! Nobody's gonna just finish an import and then crap it out. They're gonna put some QUALITY into it! If I released MY model right now, it'd just run around in a T-Stance without any animations. And I don't want that. So if everyone is anything like me, It'll be at least a day or two before anything comes out. .....Or they just can't figure out how it works. Laugh
    i know you need to workon the model imports but still ppl said they got models ready with bonesets and etc. just needed .dae importer like Ds22 got his Naruto ready
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    « Reply #5902 on: October 23, 2011, 10:22:42 PM »


    your OP linked to these plugins:
    http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10204944
    Which you said comes with 2010 3ds max....are you sure this is the one?


    You actually just need to go up one page. That one's for all the old versions of max. Here, 2010 is on this one: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855

    Sorry if I'm a bit late on that one.

    Sorry if this is a dumb question, or a bad time, is it possible for this to work with 3DS Max 9?


    Yes, use this one: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10204944

    And Segtendo, it's like half way down the page. Ya gotta make sure you're using this one, otherwise you'll see a whole lot less options.

    3ds max 9 32 bit: http://images.autodesk.com/adsk/files/fbx200611_2_3dsmax90_win_enu.exe
    3ds max 9 64 bit: http://images.autodesk.com/adsk/files/fbx200611_2_3dsmax90_win64_enu.exe
    « Last Edit: October 23, 2011, 10:44:05 PM by Justin712 » Logged

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    « Reply #5903 on: October 23, 2011, 10:25:41 PM »


    RTB, this message will probably be lost somewhere once you come back online but I think the reason that the metal textures don't work the way you want them to is because they don't have a texture matrix. I've told you this before, but texture matrices are used when a texture is referenced more than once.

    I can't really add them in after the model has been built for the first time because that would mean I would have to re-write all the primitives, and that would make normal models grow greatly in size because tristrips aren't supported yet. I might be able to find a work around for that though.

    That's what I think the problem with the metal textures is.
    Ah, I figured as much. Well, at least the current metal appearance doesn't look as bad as my first attempts at getting it working...



    instead of this or that.
    « Last Edit: October 23, 2011, 10:28:07 PM by RandomTBush » Logged


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    « Reply #5904 on: October 23, 2011, 10:29:18 PM »


    Ah, I figured as much. Well, at least the current metal appearance doesn't look as bad as my first attempts at getting it working...



    instead of this or that.


    Lol I did something like "this" to Nel too :X
    « Last Edit: October 23, 2011, 10:30:14 PM by BlackJax96 » Logged

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    « Reply #5905 on: October 23, 2011, 10:32:51 PM »


    Ah, I figured as much. Well, at least the current metal appearance doesn't look as bad as my first attempts at getting it working...


    EDIT : White metal image got replaced, so comments are deleted. But anyways, after KitBallard as Samus is done, will my Flandre model would be next, or it's already been tested?
    « Last Edit: October 23, 2011, 10:43:06 PM by TokoyamiTheDark » Logged

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    « Reply #5906 on: October 23, 2011, 10:36:14 PM »


    You actually just need to go up one page. That one's for all the old versions of max. Here, 2010 is on this one: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855

    Sorry if I'm a bit late on that one.

    Yes, use this one: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10204944

    And Segtendo, it's like half way down the page.

    3ds max 9 32 bit: http://images.autodesk.com/adsk/files/fbx200611_2_3dsmax90_win_enu.exe
    3ds max 9 64 bit: http://images.autodesk.com/adsk/files/fbx200611_2_3dsmax90_win64_enu.exe


    Lol yea, i had already found the latest ones and installed them, and they worked!. I appreciate the help though anyways! ^_^
    « Last Edit: October 23, 2011, 10:48:10 PM by Ls777 » Logged

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    « Reply #5907 on: October 23, 2011, 10:42:44 PM »


    Cool, glad ya got it working! Smiley
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    « Reply #5908 on: October 23, 2011, 10:45:50 PM »


    I was all hyped up to extract sounds from PokéPark Wii, but it turned out to be a total disappointment in so many levels!  :'(

    This image should clarify some things up, like what that "0/0" -thingy is even suppose to represent, anyway? Does it represent the length of the voice sample?

    Another thing, I can't even play voice samples from the original SSBB sound archive! I hope that within next version this issue is finally solved!
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    « Reply #5909 on: October 23, 2011, 10:47:50 PM »


    I was all hyped up to extract sounds from PokéPark Wii, but it turned out to be a total disappointment in so many levels!  :'(

    This image should clarify some things up, like what that "0/0" -thingy is even suppose to represent, anyway? Does it represent the length of the voice sample?

    Another thing, I can't even play voice samples from the original SSBB sound archive! I hope that within next version this issue is finally solved!


    I didn't do anything to BRSAR. It will take just as much, if not more work than MDL0 did.
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