Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 475 476 477 [478] 479 480 481 ... 1046
Author Topic: Brawlbox Resources & History  (Read 4511248 times)
0 Members and 1 Guest are viewing this topic.
BlackJax96
Brawl Mod God
Moderator
****
Offline Offline

Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #7155 on: November 30, 2011, 09:13:09 PM »


    Yo BJ, brawl box has suddenly started not letting me do imports. Now matter how I right it I get an error thats says "object reference not set to an instance of an object"

    Post the error.
    Logged

    Pervyman Trigger
    The Perverted Protagonist
    Special Access
    *****
    Offline Offline

    Posts: 3346


    HO HEY

  • Awards B Famous Hacker Super Saiyan Topic Cookie Clicker!?

  • View Profile WWW Awards
    « Reply #7156 on: November 30, 2011, 09:21:11 PM »


    Here it is

    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #7157 on: November 30, 2011, 09:37:53 PM »


    Here it is




    Did you remove a bone from the skin bone list?
    Are there any unweighted vertices?
    Are all the weights valid? (I've seen weights with like, the # symbol and letters in them Im srs here)

    Something is definitely wrong with your rig, so if you can't find out the problem then you'll have to restart.
    Logged

    Pervyman Trigger
    The Perverted Protagonist
    Special Access
    *****
    Offline Offline

    Posts: 3346


    HO HEY

  • Awards B Famous Hacker Super Saiyan Topic Cookie Clicker!?

  • View Profile WWW Awards
    « Reply #7158 on: November 30, 2011, 09:47:03 PM »


    Did you remove a bone from the skin bone list?
    Are there any unweighted vertices?
    Are all the weights valid? (I've seen weights with like, the # symbol and letters in them Im srs here)

    Something is definitely wrong with your rig, so if you can't find out the problem then you'll have to restart.

    Lol, sounds like crazy weights. I'll go though this list and check though everything, and if it doesn't work restart, and if THAT doesn't work, I'll come back <.<

    EDIT: MAYBE! It's just my computer, I didn't do anything yet and it started working again. Honestly this problem has been on and off alot >.>
    Logged


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #7159 on: November 30, 2011, 09:56:31 PM »


    I only just caught up on half the 1st page...
    but I've got a few bamf's for brbx for you BJ Wink

    - only the primary model is animated (multi-model viewing)
    - animation coords are messed up (inverse transformation isn't possible)
    - brbx doesn't add a set bone to all animations (I wanted to add 'HipN00' to my custom model)
    - Pachirisu's animations didn't port properly (was expecting a keyframe rescale)
    - brbx doesn't rebuild a v9 MDL0 from a v11 MDL0 (and vice-versa)

    a little more on the messed up coords...
    the coords still don't translate to quaternion properly >_>
    but I have an img of what I've figured out that comes close to the correct proportions of what I need
    (if I can just UL it) DX

    those aside, I was a little disappointed you didn't add a REFT handler <:\
    (just copy the REFF handler and read the "TEX0" data)

    EDIT: and I see we have yet another famous 3DS bug in the works XDD
    (lol sry... had to comment after being reminded of 3DS destroying my one compy) ):>
    « Last Edit: November 30, 2011, 10:04:30 PM by Tcll » Logged


    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.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #7160 on: November 30, 2011, 10:02:47 PM »


    I only just caught up on half the 1st page...
    but I've got a few bamf's for brbx for you BJ Wink

    - only the primary model is animated (multi-model viewing)
    - animation coords are messed up (inverse transformation isn't possible)
    - brbx doesn't add a set bone to all animations (I wanted to add 'HipN00' to my custom model)
    - Pachirisu's animations didn't port properly (was expecting a keyframe rescale)
    - brbx doesn't rebuild a v9 MDL0 from a v11 MDL0 (and vice-versa)

    a little more on the messed up coords...
    the coords still don't translate to quaternion properly >_>
    but I have an img of what I've figured out that comes close to the correct proportions of what I need
    (if I can just UL it) DX

    those aside, I was a little disappointed you didn't add a REFT handler <:\
    (just copy the REFF handler and read the "TEX0" data)

    YOU'RE ALIVE! Im srs here

    - who do you think I am; Kamina?
    - wat
    - wat
    - ok, I'll just add in scale porting in the next version, no big deal
    - yeah it does, I did it myself. Im srs here

    And Brawlbox uses euler rotations, not quaternions. I don't really know much about the rotation handling stuff, blame Kryal >_>

    And the REFT header and offsets are the same as REFF? Im srs here






















    Im srs here
    « Last Edit: November 30, 2011, 10:05:09 PM by BlackJax96 » Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #7161 on: November 30, 2011, 10:37:26 PM »


    YOU&#039;RE ALIVE! Im srs here

    - who do you think I am; Kamina?
    - wat
    - wat
    - ok, I&#039;ll just add in scale porting in the next version, no big deal
    - yeah it does, I did it myself. Im srs here

    And Brawlbox uses euler rotations, not quaternions. I don&#039;t really know much about the rotation handling stuff, blame Kryal >_>

    And the REFT header and offsets are the same as REFF? Im srs here
    why so srs bro  AWESOME 2.0!

    lol anyways,
    1. can't be on too long (have to work tomorrow) (I hate it)
    2. this net connection sux ballz DX (took 3 hrs to get on this site's home page)

    anyways...
    - was just expecting all the models, or the selected models to animate
    - the XYZ coords are not the actual coords (subtract the bone XYZ coords from them)(*)
    - see 2nd (*)
    - thanx ^_^
    - I had to do it by hand (Pachi was COMPLETELY messed up) D:

    (*): X = AnimX-BoneX
    (*): for Pachi, I wanted to add the bone 'Origin' with a set scale of 1.5 to all the animations

    and yes, they're basically the same file... Im srs here
    Logged


    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.

    Velen
    Resident Lucario
    Boss Kitten
    ****
    Offline Offline

    Posts: 4261


    Insert totally self gratifying [censored] here. ; )

  • Awards Famous Hacker Sniper Heart Container Ceiling Cat

  • View Profile Awards
    « Reply #7162 on: December 01, 2011, 03:28:39 PM »


    Any idea what I do with a .mtl file for a OBJ? O.o
    Logged


    3DS Friend Code: 2895-6640-9302

    Anonymous
    Supreme Kitten
    ********
    Offline Offline

    Posts: 500


    l...

  • Awards Ninja Super Saiyan Topic Sniper Pin Collector

  • View Profile WWW Awards
    « Reply #7163 on: December 01, 2011, 03:50:41 PM »


    ^ if memory serves, it contains UV and material data
    Logged


    Velen
    Resident Lucario
    Boss Kitten
    ****
    Offline Offline

    Posts: 4261


    Insert totally self gratifying [censored] here. ; )

  • Awards Famous Hacker Sniper Heart Container Ceiling Cat

  • View Profile Awards
    « Reply #7164 on: December 01, 2011, 05:14:31 PM »


    ^ if memory serves, it contains UV and material data

    That helps me how?
    Logged


    3DS Friend Code: 2895-6640-9302

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #7165 on: December 01, 2011, 05:16:33 PM »


    why so srs bro  AWESOME 2.0!

    lol anyways,
    1. can't be on too long (have to work tomorrow) (I hate it)
    2. this net connection sux ballz DX (took 3 hrs to get on this site's home page)

    anyways...
    - was just expecting all the models, or the selected models to animate
    - the XYZ coords are not the actual coords (subtract the bone XYZ coords from them)(*)
    - see 2nd (*)
    - thanx ^_^
    - I had to do it by hand (Pachi was COMPLETELY messed up) D:

    (*): X = AnimX-BoneX
    (*): for Pachi, I wanted to add the bone 'Origin' with a set scale of 1.5 to all the animations

    and yes, they're basically the same file... Im srs here

    what TEH

    Any idea what I do with a .mtl file for a OBJ? O.o

    You do nothing with it, just keep it in the same directory as the obj. Im srs here
    Logged

    Velen
    Resident Lucario
    Boss Kitten
    ****
    Offline Offline

    Posts: 4261


    Insert totally self gratifying [censored] here. ; )

  • Awards Famous Hacker Sniper Heart Container Ceiling Cat

  • View Profile Awards
    « Reply #7166 on: December 01, 2011, 05:42:58 PM »


    what TEH

    You do nothing with it, just keep it in the same directory as the obj. Im srs here

    I'm supposed to know this, HOW?
    Logged


    3DS Friend Code: 2895-6640-9302

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #7167 on: December 01, 2011, 05:46:47 PM »


    I'm supposed to know this, HOW?

    Know what?
    You don't need to know anything. Im srs here
    Logged

    Xiggah
    Supreme Kitten
    ********
    Offline Offline

    Posts: 648

  • Awards Super Saiyan Topic Heart Container

  • View Profile WWW Awards
    « Reply #7168 on: December 01, 2011, 06:01:43 PM »


    I'm supposed to know this, HOW?

    When additional files don't have specifications, it's best to leave them alone.
    Logged


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #7169 on: December 01, 2011, 08:55:10 PM »


    0_o
    ...
    -1 for the ponies

    anyways...
    .obj == object
    .mtl == material

    hopefully that helps solve some issues ^_^

    I'm working on an additional format for obj for my converter...

    since the obj format alone can have weight groups, but not bones,
    I've decided to append the .bne format to it,
    which will hold weights for each group with a base on the primitive index...

    what that means is the weights will be based on the vert index,
    but not until after the indexed bone...


    BJ, feel free to add support for the bne format to brbx Wink
    ---
    b loc rot sca mtx

    w boneIdx vertIdx
    ---


    due to obj format specs and to prevent errors in other programs,
    the link to the bne file will be in a comment-type format


    EDIT:
    well...
    I just found out some stuff I didn't know about the obj format:
    http://www.martinreddy.net/gfx/3d/OBJ.spec

    I may have to reconsider my format >_>
    Logged


    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.

    Pages:  1 ... 475 476 477 [478] 479 480 481 ... 1046
    Print
    Jump to: