How to import Blender .dae to PMEX?

Started by bro289, April 09, 2020, 06:07:29 PM

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I have a model successfully imported to BrawlBox but when I choose a stage in PMEX and have the import selected, it crashes.
Is there a way to import Blender models that have been exported to a .dae into PMEX? I want to know so I can see if I've been doing it right.

Did you check these 3 things?

1) Filesize: It must be below filesize of the original file; best ways to lower filesize are lowering texture resolution, reducing textures to compressed types such as CMPR, and lowering polycount
2) Bone Count: It must have at least the same number of bones as the original character, if not more; it's very good practice to match the bone hierarchies anyways
3) Compression Type: Double-check if it should be LZ77, or Extended LZ77, this one's less common, but the incorrect compression type (Because .pcs files are compressed and .pacs are not) will in fact cause a crash

April 21, 2020, 03:50:54 PM #2 Last Edit: April 22, 2020, 02:59:48 PM by bro289
I will see if this works later and I will reply with the result.

Post Merge: April 22, 2020, 02:59:48 PM

when it touches the ground it zips out of bounds, and it's invisible.

Glad that you finally got it to not crash! :)

As for this problem of zipping and becoming invisible, that sounds to me like a TransN problem, i.e.  check the bone hierarchy and make sure that it's exactly identical to the vBrawl one, because if any of the bone IDs are out of place, that causes glitches like that

so in-game it's all red, and when I walk it moves a little bit then zips back to where it was.

Yeah, that's definitely the exact problem I was mentioning, do the fix I mentioned; expand the MDL0, expand the Bones folder, and then expand every bone; then compare with the vBrawl one, and if anything whatsoever is not where it should be in terms of this hierarchy, move it to the proper spot

Ok, did that, my model is still red and zips back after walking...

Can you upload the .pac here? I could take a look at it and see what's wrong with it

May 13, 2020, 04:32:39 PM #8 Last Edit: May 13, 2020, 05:53:00 PM by bro289
Found out the TransN, XRot, YRot, and HipN had the wrong bone IDs.
It now moves properly, but the model is still all red.

Is it all red constantly, or only sometimes?

From entrance to winning animation, it's all red.

May 25, 2020, 02:11:27 PM #11 Last Edit: May 25, 2020, 02:12:43 PM by windhunter7
Ok, that sounds to me like a corrupt material/shader then; have you tried using my material copier (Using Brawlbox 0.71 only) with it?

Post Merge: May 25, 2020, 02:12:43 PM

It's basically like Brawlbox's "replace" functionality, but 100% stable instead of only partially, allowing you to fix any broken materials, and the cool thing is, it auto-does the shaders, and all you have to do is change the texture references, which it shows how in the included tutorial

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=217540

Unable to do the material copier, due to the 'plane.mdl0' messing up the model.

Oh, sorry, that's due to a typo in the tutorial/readme, I forgot to make the tutorial and such with Brawlbox 0.71, use that version with it, it prevents all the exploding

I tried a different model and it works. Well, i'll try fixing the model I was importing in the first place. Thanks for the help!