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ohana3ds-rebirth's Introduction

Ohana3DS Rebirth

What is Ohana3DS?

Ohana3DS is a work in progress tool used to view, extract, and ultimately replace data from decrypted 3DS roms.

Examples of such are the ability to view Models, Textures, even some animations.

Ohana3DS aims to be a one stop shop for all 3DS rom viewing, extracting, editing needs.

What's this whole "Rebirth" deal?

Originally written in Visual Basic, The Rebirth edition is a reboot of the tool in C#, which is more powerful, flexible, and stricter than the Visual Basic langage.

This allows the Programmer more horsepower with fewer issues, as the strictness of the langage helps prevent common errors.

C# tends to be an "It either works or it doesn't" kind of language.

Currently, Rebirth does NOT support decrypting roms, so other sources are needed for such.

However, Rebirth boasts more features and support than it's original counterpart.

Where can I get this tool?

Recent updated builds as well as depreciated (legacy) builds, are provided at:

https://gbatemp.net/threads/wip-ohana3ds-tool.392576/

But... I want BLEEDING EDGE!

Your in luck. Getting bleeding edge is simple with a small bit of tech know how.

You will need Visual Studio Community 2015 (free with Microsoft account) Simply follow the steps outlined at:

https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx

to get started.

After the IDE (Integrated Developer Environment) is installed, you can simply visit

https://github.com/gdkchan/Ohana3DS-Rebirth

to view the source.

For those code saavy, you can obtain this source using GIT tools, or for those not so tech saavy, do not explore the contents, but look for the "Dowload ZIP" button and download the source.

If you downloaded the Zip, you need to extract it to a folder somewhere on your computer.

Make sure you can easily access it for the next step. If you used Git, simply proceed.

After the folder is extracted, look for the "Ohana3DS Rebirth.sln" file, and open it.

This should automatically bring up Visual Studio Community.

From here, you will be presented with a weird interface.

If you get an error about opening solutions from trusted source, this is fine and a good thing.

Simply uncheck the box that says "warn me for every project" (might be differently worded, as mine no longer warns me), and click ok.

Now the solution is loaded.

Don't worry if you don't see anything, you have made progress.

Next, we will be using the menu.

If you are unfamiliar with Visual Studio, follow these directions explicitly.

First, you will click the dropdown box that says "debug".

Do NOT confuse this with the menu version of "debug".

This will have another dropdown box next to it that says "Any CPU".

Change "debug" to "release".

All this does from what I can tell, is prevent extra annoying debugging crap if the program runs into an error.

As a user, "release" is preferred anyhow.

This should be noted as optional though, as either way works.

Next, in the actual menu, you will see a "build" option.

Clicking this will present you with another menu.

You want to click on "Build Ohana3DS Rebirth".

Simply wait for the compiler to work it's magic, and you will see:

========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

From here, simply navigate to the ohana project folder you downloaded and extracted, find the "bin" folder, and copy the "release" folder located inside the "x86" folder.

Here is an example on my computer:

C:\gdkchan\Ohana3DS-Rebirth\Ohana3DS Rebirth\bin\x86\Release

You want to copy the release folder itself, not the contents inside.

Paste this folder where you see fit, as it now contains a built version of the latest Ohana.

You can safely rename the folder as you see fit, but leave the files inside alone.

Ohana can be ran at anytime by opening "Ohana3DS Rebirth.exe".

For future builds, simply delete the old folders, and repeat this process.

This is confusing. Is there an easier way?

Probably.

I am barely fluent with the IDE as my expertise lies with Unity 3D + Monodevelop as my IDE, though I am having to learn the VS IDE with the latest Unity update replacing Monodevelop with Visual Studio.

This solution simply works, and for now is shared here to simply get you going until a better readme is made.

What's with the extra files when I compile it myself?

Honestly I have no clue.

I follow the rule: "If it ain't broke, dont delete it."

I do know that gdkchan's releases only contain:

Microsoft.DirectX.Direct3D.dll

Microsoft.DirectX.Direct3DX.dll

Microsoft.DirectX.dll

and Ohana3DS Rebirth.exe

Deleting the extra files doesn't seem to break anything, but delete the extra files at your own risk.

Off topic, but who are you, what is "Unity", What is "Monodevelop" and why did you write this $^%& readme?

The name's Fallenleader, I am learning as an Indie Game Developer, currently working on a 3D Pokemon PC/Android remake for the original Pokemon games Red/Blue that heavily depends on Ohana to rip models and hopefully animations soon (those are actually critical).

Unity 3D is a 3D engine and is unrelated to this project.

Info on Unity can be found easily by searching on Google.

Monodevelop is another IDE like Visual Studio, but is not needed and is useless for this project.

As for this readme I wanted to contribute any way I could.

Right now, as should be, gdkchan is focusing on making this epic beast of a program.

So until he makes a better readme, this is what I am able to contribute for now.

Unifortuantely, I am not the best at making readme's without pictures, and couldn't figure out how to embed them.

Hopefully he won't mind the footnote XD

ohana3ds-rebirth's People

Contributors

danielectra avatar fallenleader avatar gdkchan avatar igniscitrinus avatar kwsch avatar reisyukaku avatar waielal avatar

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ohana3ds-rebirth's Issues

Please add .fbx export

Please add .fbx export. It's impossible to import these models in a game engine because of the formats proposed. If I could find a way to convert them, I would have problemes with the textures, rigging and animations, it's not viable.

Rebirth needs the ability to open containers!

There is currently a dependency on old Ohana to open container formats not supported with Rebirth.

Unfortunately, old Ohana is so unstable, it crashes constantly (to be more specific, it simply closes without any warning or error message), which makes extracting containers inside containers impossible.

A good example is Pokemon Y a/0/2/4, which contains map objects.
These objects are stored in .bin containers, inside of the regular garc.

Pokemon Sun & Moon: Exception on certain .CMs

One of the newer commits has made some overworld model files fail to load for various reasons, some examples:

  • a/1/9/6/file_00122.cm: Throws System.OutOfMemoryException
  • a/1/9/6/file_00094.cm: Throws System.OutOfMemoryException
  • a/1/9/6/file_00117.cm: Throws Unable to read beyond end of stream
  • a/1/9/6/file_00072.cm: Throws Unable to read beyond end of stream
  • a/1/8/4/file_00000.cm: Throws Unable to read beyond end of stream
  • a/1/8/4/file_00001.cm: Throws Unable to read beyond end of stream
  • a/1/7/2/file_00000.cm: Throws Unable to read beyond end of stream
  • a/1/7/2/file_00001.cm: Throws Unable to read beyond end of stream

How to save?

I don't know how to save the Pokemon importing models and there is no save option...

Tabs?

So, in every tutorial it talks about the tabs. I only have a toolbar. So, are the tabs an old thing or a new thing that hasn't been put into an official build yet?

Add "Export All" function for models

Since we have an Export All function when exporting textures, looking into having an Export All function on models would probably be a worthwhile enhancement.

Sun Moon Dae Export Error

On building models in Pokemon Sun and Moon, when exporting as a dae, I get this error.

`See

the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at System.Collections.Generic.List`1.get_Item(Int32 index)
at Ohana3DS_Rebirth.Ohana.Models.GenericFormats.DAE.export(OModelGroup model, String fileName, Int32 modelIndex, Int32 skeletalAnimationIndex) in \Mac\Home\Downloads\Ohana3DS-Rebirth-master-5\Ohana3DS Rebirth\Ohana\Models\GenericFormats\DAE.cs:line 974
at Ohana3DS_Rebirth.GUI.Forms.OModelExportForm.ok() in \Mac\Home\Downloads\Ohana3DS-Rebirth-master-5\Ohana3DS Rebirth\GUI\Forms\OModelExportForm.cs:line 102
at Ohana3DS_Rebirth.GUI.Forms.OModelExportForm.BtnOk_Click(Object sender, EventArgs e) in \Mac\Home\Downloads\Ohana3DS-Rebirth-master-5\Ohana3DS Rebirth\GUI\Forms\OModelExportForm.cs:line 55
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8009 (FX35W81RTMGDR.050727-8000)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll

Ohana3DS Rebirth
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file://Mac/Home/Downloads/Ohana3DS-Rebirth-master-5/Ohana3DS%20Rebirth/bin/x86/Debug/Ohana3DS%20Rebirth.exe

System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8015 (FX35W81RTMGDR.050727-8000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll

System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8686 (QFE.050727-8600)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll

System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8019 (FX35W81RTMGDR.050727-8000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll

System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8007 (FX35W81RTMGDR.050727-8000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll

System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8018 (FX35W81RTMGDR.050727-8000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll

System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.7903 built by: Win9Rel
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll

Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll

Microsoft.DirectX.Direct3D
Assembly Version: 1.0.2902.0
Win32 Version: 9.05.132.0000
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll

Microsoft.DirectX.Direct3DX
Assembly Version: 1.0.2909.0
Win32 Version: 9.10.455.0000
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2909.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll

Microsoft.VisualC
Assembly Version: 8.0.0.0
Win32 Version: 8.00.50727.8428
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
`

Unhandled Exception

image

Not sure what's going on here...
Yes, I have disabled f.lux, which was causing an issue with texture rendering with the fragment shader.
And some models are still using the "Always use first texture" when some actually require the other option. "Use last texture when present".

Texture colour errors...

image

It appears that this character has some issues in regards to colours.

For example, they don't match the texture sheet colours, for example, the character's eyes are blue instead of white and the eye texture isn't there, but it does appear when you put on "Always show first texture". Another issue is that the hair colour should be red, and not black, although the texture shows up black, it's shown as red in the game. His jacket is green instead of red, and there's shading on his top that shouldn't be there, including the bottom of his jeans.

Here's a screenshot for comparison.

image

Batch extraction

Something I'm really missing right now is the ability to mass extract data from files.

Crashes on launch?

Is there a way for it to run on Windows 7?

I try to open it and it crashes on launchโ€”I open it and it says Ohana3DS Rebirth has stopped working then immediately closes. I've asked around in the GBAtemp thread, but I didn't want to clog it by spamming it with questions. So, my main question is this; is it possible to even run on Windows 7?

I've tried it on my laptop which has Windows 8 and it opens just fine. So, is there something that Windows 8 has that Windows 7 doesn't? I'm curious in digging through some textures for OR/AS, but will I need to possibly update my computer?

Error with Fragment Shader???

Ohana3DS shows this without the fragment shader:

image

Ohana3DS shows this with the fragment shader:

image

This is what Blender shows when exporting the model as .DAE.

image

(I already know about the vertex colours :P)

It appears Ohana3DS is exporting the file with the fragment shader on, even if it's disabled. Not sure what's going on here? :S

Etrian Odyssey 2 Untold model issues

I've run into a few issues with models from Etrian Odyssey 2 Untold using a version of Ohana I built today, but the most noticeable one I've seen so far is that Juggernaut's model improperly maps its textures to the mesh. This applies to both his FOE (in-Labyrinth) and boss (in-battle) models.

jugg_tex_ohana
(Boss model)
jugg_tex_foe
(FOE model)
jugg_tex_mc
(In-game)

Model link for the boss model: https://dl.dropboxusercontent.com/u/8974580/juggernaut.zip

I also don't think this is an issue with Ohana so much as it is how Overlord's model is constructed, but the model in Ohana has an extra flat constantly attached to his sword flats that I can't get rid of. It's used for when Overlord attacks or uses a skill in-game, but it's not always visible.

overlord_ohana
(Ohana)
overlord_mc
(In-game)

No PB, PK, PT support!

PB files seems to contains BCHs with material animations.
PK files seems to contains BCHs with visibility animations and also has some unknown data at the beginning that appears to be skeletal animation with a custom format.
While the skeletal format eventually needs to be supported, Ohana should have the ability to open these files as a container for a temporary workaround for the BCH flies inside them. This would add further compatibility to pokemon games, until the bone structure is worked out.

Also, I have had no luck using the pt textures for pokemon (PC), unlike in the previous Ohana. This could be something I am doing wrong however, and if so, should be ignored.

Broken shaders/3D Viewport when Windows Aero is turned off on Windows 7 x64...

Model viewport is still broken with Ohana-Rebirth. It's really disappointing since this program is going to have a lot more useful features then original Ohana.

I'm not sure what other graphics cards this issue might arise on, but on my machine with Windows 7 64bit with Nvidia GTX 650, the 3D view port doesn't show anything. I can load BCH files just fine. But I can't see anything. I can view the textures in the texture section, but that's about it. I'm on latest drivers and I know for sure I'm not missing any DirectX components.

Perhaps provide a way of using older shaders? The latest build finally will compile for me. I might have had a few .NET installations missing so that might have been why Ohana wasn't compiling for me. :P

Well it is now. :D

EDIT: I've narrowed down the issue. The viewport works if Windows Aero is turned on. I normally have it off. Not sure if this problem is just something odd with my OS configuration or an issue that could be effecting more users. Investigate if anyone else on Windows 7 64bit (specifically Windows 7 Ultimate edition on a Nvidia graphics card with DX11 support)

Import Button doesn't work on Pokemon Overworld BCHs

Pokemon Overworld models can't be imported through the Import dialog, but they can be dragged and dropped and loaded from the Open dialog just fine.
My guess is that they're not being properly autodetected since their magic bytes are MM, as opposed to BCH.

Possible Code Cleanup

http://pastebin.com/QS9uRBkh

I have provided a paste-bin of the possible issue commented out with a note, and the possible solution proposed.

Issue: at https://github.com/gdkchan/Ohana3DS-Rebirth/blob/c2371351b03dcf1d15b635b122ad27ef9e612c68/Ohana3DS%20Rebirth/FrmSettings.cs on lines 41 - 64, a function that could possibly be shrunk into a single function is split into two functions.
The reasoning behind this is not clear, and the code makes no sense. Is this required due to Visual Studio?

Latest build breaks model exporting

I REALLY didn't wanna post this as an issue, but after extensive testing, it's unavoidable.
The latest build completely breaks model exporting.

At first, I figured it was because I was trying to export new content that we weren't able to before. The biggest issues I had were exporting as DAE, and I figured it was simply an issue with that.

After exporting many more models, some of which exported fine in the past, I can say with solid certainty that the latest build definitely breaks models on exporting. 3DS Max, Maya, and Unity all hiccup and cannot import OBJ or DAE, though I cannot test SMD or that other format.

The few models that will import into these tools without causing them to crash, are no longer exported as WYSIWYG from Ohana. One good example is this roselia statue: http://snag.gy/idePR.jpg which imports as a solid mesh rather than properly having the materials split like you see in this screenshot, resulting in the model only accepting one texture for the entire model. Granted this is fixable in an editor with proper know how, but the fact remains that it breaks down even further from here.

OW models that would rip properly are affected in a similar manner causing issues trying to animate them due to the skeleton getting messed up (that's if I can even import the model to edit).

There are simply too many models affected to even bother providing samples, as I am sure you will be able to replicate this issue quickly and easily. If you absolutely need a few samples, please let me know.

Smash 3DS Animation Exporting (issue kind of)

Previewing the model and animation (which can do animation swaps but only preview) works on Ohana3ds Rebirth but if you chose export you can only do one and it saves as a SMD. Any idea if it is possible to export all the individual files (not sure what file extension) in the .bch (motion folder one) and then be able to rebuild it once again to work? That'd be a cool feature, but I don't know if it is a thing yet.

If there is any other way to do what I wanted could you tell me?

Pokemon Sun & Moon: Skinning issues on submodels

Some models seem to have issues wherein certain parts of them aren't skinned to any bones, ex. Celesteela (a/0/9/4/file_10351.pc)
2016-11-24_05-52-23_06a5b15e

Additionally, upon exporting, the unskinned sections are improperly skinned to seemingly random bones:

2016-11-24_05-59-00_36d747a8
2016-11-24_06-16-35_ff18b6fd
2016-11-24_06-16-54_c99695f8

Licensing

Hi.

I've taken your LZSS code for a little project of mine. Since there's no license here, may I have permission to use it (so I can release it at some point in the future)?

UI feature requests

Hi, I have some UI requests.

If possible, I'd like drag and drop support for models and the import function.

I'd also like it if the default "open new file" was set to "all files" instead of only files the program recognized, as certain models, like Fire: Emblem: Awakening's models, are viewable with the program but have no extension.

The "Import" function for models and animations doesn't allow me to import files of any type, either.

These UI improvements would make the program much more usable. I tried to add them myself by copying the "drag and drop" code from Every File Explorer, but I really don't know what I'm doing.

Also, when you "open with" program on a model, and use Ohana as the program, it doesn't work correctly. I'm assuming this is related to the drag and drop issue?

Thank you!

-Robotortoise

Cant replace textures

I've tried to use the "BCH texture replacer" or just importing textures, both with png and bch files, and its not working at all...

Doesn't build properly in 64 bit.

image

Here is a pic of the debugger when I attempt to import a model into a 64 bit build. It is required to have 64 bit to batch rip a whole folder of models without manually finding the texture files for every single file. because I have to load ALL of the texture files. All of them load fine separately, but having both all of the models and all of the textures causes ohana to run out of memory.

Incomplete texture

I'm sorry I'm not good at English.
Probably,Textures "ps_Zprism_BF01" and "s20_Lift01" in "\stage\end\Prism\model\Z20_Prism_BF\normal.bch" in Super Smash Bros for 3DS are incomplete.
These have unnatural blank.

prism

prism_tower_omega

Interesting exception thrown on any build

First off, I have never posted issues or exceptions thrown from modified source. I should note that this was discovered after merging @Quibilia 's alterations to a working copy of latest Ohana.
His alterations fix the importing of the PB and PK animations, and I will be submitting a pull request of the modified merged changes since his copy is horribly broken.

I have found a new issue that as mentioned before, plauges any variations, including vanilla. (System.IO.EndOfStreamException - various *.PC files)

I should mention that if that exception is thrown, that there may be a valid reason. maybe some PC's have skeletal animations!?!?!? This would explain why there are over 8067 files in ORAS.
doing the math:
All Pokemon including megas
include gender forms
Include unique forms
this totals to ~865 pokemon MODELS, give or take a few (some gender alterations may simply be texture)
Multiply all the file formats with 2 extra for shiny texture and being generous as with the models for texture only gender changes (multiply by 6. Still being generous here. by this time, take a few away)
5190 total.

Grab random pc files. If it throws an exception, RE it. It might just be skeletal animations.
This could also hold true for MM and (I forgot the format for in battle models).

Going on a limb here, multiplying it by 7(doubling PC count again for assumed animations) is 6055 which still shy of 8067 files. Yea, I think we might have found our animations that were missing. If not,, we have something going squirrely here.

Code line responsible:
Root\Ohana\Models\BCH.cs

      if (header.backwardCompatibility > 7)
        {
            header.flags = input.ReadUInt16();      // This line is the exception

Exception details:

System.IO.EndOfStreamException was unhandled
Message=Unable to read beyond the end of the stream.
Source=mscorlib
StackTrace:
at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
at System.IO.BinaryReader.ReadUInt16()
at Ohana3DS_Rebirth.Ohana.Models.BCH.load(MemoryStream data) in C:\Users\Fallenleader\Desktop\Ohana3DS-Rebirth-master\Ohana3DS Rebirth\Ohana\Models\BCH.cs:line 196
at Ohana3DS_Rebirth.Ohana.Models.PocketMonsters.PC.load(Stream data) in C:\Users\Fallenleader\Desktop\Ohana3DS-Rebirth-master\Ohana3DS Rebirth\Ohana\Models\PocketMonsters\PC.cs:line 28
at Ohana3DS_Rebirth.Ohana.FileIO.load(Stream data) in C:\Users\Fallenleader\Desktop\Ohana3DS-Rebirth-master\Ohana3DS Rebirth\Ohana\FileIO.cs:line 127
at Ohana3DS_Rebirth.Ohana.FileIO.load(Stream data) in C:\Users\Fallenleader\Desktop\Ohana3DS-Rebirth-master\Ohana3DS Rebirth\Ohana\FileIO.cs:line 140
at Ohana3DS_Rebirth.Ohana.FileIO.load(String fileName) in C:\Users\Fallenleader\Desktop\Ohana3DS-Rebirth-master\Ohana3DS Rebirth\Ohana\FileIO.cs:line 50
at Ohana3DS_Rebirth.Ohana.FileIO.import(fileType type) in C:\Users\Fallenleader\Desktop\Ohana3DS-Rebirth-master\Ohana3DS Rebirth\Ohana\FileIO.cs:line 236
at Ohana3DS_Rebirth.GUI.OModelsPanel.BtnImport_Click(Object sender, EventArgs e) in C:\Users\Fallenleader\Desktop\Ohana3DS-Rebirth-master\Ohana3DS Rebirth\GUI\Panels\OModelsPanel.cs:line 44
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.DebuggableCallback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Ohana3DS_Rebirth.Program.Main(String[] args) in C:\Users\Fallenleader\Desktop\Ohana3DS-Rebirth-master\Ohana3DS Rebirth\Program.cs:line 19
at System.AppDomain._nExecuteAssembly(Assembly assembly, String[] args)
at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args)
at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
InnerException:

Wine 1.9.24 - Crashes when trying to load a .bin

When trying to load a bin, program creates a mwf_config file and then crashes with the following:

System.InvalidProgramException: Invalid IL code in Microsoft.DirectX.Direct3D.Manager:CheckDeviceMultiSampleType (int,Microsoft.DirectX.Direct3D.DeviceType,Microsoft.DirectX.Direct3D.Format,bool,Microsoft.DirectX.Direct3D.MultiSampleType): IL_0008: call      0x060005ab


  at Ohana3DS_Rebirth.Ohana.RenderEngine.initialize (IntPtr handle, Int32 width, Int32 height) <0xb9ef2a8 + 0x000e3> in <filename unknown>:0 
  at Ohana3DS_Rebirth.GUI.OViewportPanel.launch (System.Object data) <0xb9eeea8 + 0x00107> in <filename unknown>:0 
  at Ohana3DS_Rebirth.FrmMain.open (System.String fileName) <0xb9c7638 + 0x004e5> in <filename unknown>:0 
  at Ohana3DS_Rebirth.FrmMain.MenuOpen_Click (System.Object sender, System.EventArgs e) <0xb93aaa8 + 0x0007b> in <filename unknown>:0 
  at System.Windows.Forms.ToolStripItem.OnClick (System.EventArgs e) <0xb9388e0 + 0x00056> in <filename unknown>:0 
  at System.Windows.Forms.ToolStripMenuItem.OnClick (System.EventArgs e) <0xb9385d0 + 0x00287> in <filename unknown>:0 
  at System.Windows.Forms.ToolStripMenuItem.HandleClick (Int32 mouse_clicks, System.EventArgs e) <0xb938588 + 0x0001b> in <filename unknown>:0 
  at System.Windows.Forms.ToolStripItem.FireEvent (System.EventArgs e, ToolStripItemEventType met) <0xb923e38 + 0x000b5> in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.ToolStripItem:FireEvent (System.EventArgs,System.Windows.Forms.ToolStripItemEventType)
  at System.Windows.Forms.ToolStrip.OnMouseUp (System.Windows.Forms.MouseEventArgs mea) <0xb938320 + 0x00167> in <filename unknown>:0 
  at System.Windows.Forms.ToolStripDropDown.OnMouseUp (System.Windows.Forms.MouseEventArgs mea) <0xb939888 + 0x00017> in <filename unknown>:0 
  at System.Windows.Forms.Control.WmLButtonUp (System.Windows.Forms.Message& m) <0xb938018 + 0x00124> in <filename unknown>:0 
  at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) <0x1d4d0c0 + 0x001c3> in <filename unknown>:0 
  at System.Windows.Forms.ScrollableControl.WndProc (System.Windows.Forms.Message& m) <0x1dc9c00 + 0x00017> in <filename unknown>:0 
  at System.Windows.Forms.ToolStrip.WndProc (System.Windows.Forms.Message& m) <0x1dcfc70 + 0x00017> in <filename unknown>:0 
  at System.Windows.Forms.ToolStripDropDown.WndProc (System.Windows.Forms.Message& m) <0xb9311e8 + 0x0003f> in <filename unknown>:0 
  at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) <0x1d4d0a0 + 0x0001d> in <filename unknown>:0 
  at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) <0x1d4d070 + 0x0002b> in <filename unknown>:0 
  at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) <0x1d4b770 + 0x0037f> in <filename unknown>:0 

Unhandled Exception:
System.NullReferenceException: Object reference not set to an instance of an object
  at Ohana3DS_Rebirth.Ohana.RenderEngine.Dispose (Boolean disposing) <0xba000f0 + 0x00156> in <filename unknown>:0 
  at Ohana3DS_Rebirth.Ohana.RenderEngine.Dispose () <0xba000c8 + 0x00018> in <filename unknown>:0 
  at Ohana3DS_Rebirth.GUI.OViewportPanel.finalize () <0xb9ffdb0 + 0x0002f> in <filename unknown>:0 
  at Ohana3DS_Rebirth.FrmMain.FrmMain_FormClosing (System.Object sender, System.Windows.Forms.FormClosingEventArgs e) <0xb9ffd68 + 0x00028> in <filename unknown>:0 
  at System.Windows.Forms.Form.OnFormClosing (System.Windows.Forms.FormClosingEventArgs e) <0xb9c68b8 + 0x00056> in <filename unknown>:0 
  at System.Windows.Forms.Form.FireClosingEvents (CloseReason reason, Boolean cancel) <0xb9c67b8 + 0x0007b> in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.Form:FireClosingEvents (System.Windows.Forms.CloseReason,bool)
  at System.Windows.Forms.Application.Exit (System.ComponentModel.CancelEventArgs e) <0xb9ff740 + 0x001c7> in <filename unknown>:0 
  at System.Windows.Forms.Application.Exit () <0xb9ff708 + 0x00027> in <filename unknown>:0 
  at System.Windows.Forms.Application.OnThreadException (System.Exception t) <0xb9f1730 + 0x0010b> in <filename unknown>:0 
  at System.Windows.Forms.NativeWindow.OnThreadException (System.Exception e) <0xb9f1718 + 0x00013> in <filename unknown>:0 
  at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) <0x1d4b770 + 0x00b67> in <filename unknown>:0 
  at System.Windows.Forms.XplatUIWin32.InternalWndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) <0x1d4b530 + 0x00063> in <filename unknown>:0 
  at (wrapper native-to-managed) System.Windows.Forms.XplatUIWin32:InternalWndProc (intptr,System.Windows.Forms.Msg,intptr,intptr)
  at (wrapper managed-to-native) System.Windows.Forms.XplatUIWin32:Win32DispatchMessage (System.Windows.Forms.MSG&)
  at System.Windows.Forms.XplatUIWin32.DispatchMessage (System.Windows.Forms.MSG& msg) <0x1e2f438 + 0x00013> in <filename unknown>:0 
  at System.Windows.Forms.XplatUI.DispatchMessage (System.Windows.Forms.MSG& msg) <0x1e2f418 + 0x0001d> in <filename unknown>:0 
  at System.Windows.Forms.Application.RunLoop (Boolean Modal, System.Windows.Forms.ApplicationContext context) <0x1dc6f80 + 0x00a1f> in <filename unknown>:0 
  at System.Windows.Forms.Application.Run (System.Windows.Forms.ApplicationContext context) <0x1dc6ef0 + 0x00043> in <filename unknown>:0 
  at System.Windows.Forms.Application.Run (System.Windows.Forms.Form mainForm) <0x1dc6c70 + 0x00033> in <filename unknown>:0 
  at Ohana3DS_Rebirth.Program.Main (System.String[] args) <0x1d30fa8 + 0x00083> in <filename unknown>:0 
[ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
  at Ohana3DS_Rebirth.Ohana.RenderEngine.Dispose (Boolean disposing) <0xba000f0 + 0x00156> in <filename unknown>:0 
  at Ohana3DS_Rebirth.Ohana.RenderEngine.Dispose () <0xba000c8 + 0x00018> in <filename unknown>:0 
  at Ohana3DS_Rebirth.GUI.OViewportPanel.finalize () <0xb9ffdb0 + 0x0002f> in <filename unknown>:0 
  at Ohana3DS_Rebirth.FrmMain.FrmMain_FormClosing (System.Object sender, System.Windows.Forms.FormClosingEventArgs e) <0xb9ffd68 + 0x00028> in <filename unknown>:0 
  at System.Windows.Forms.Form.OnFormClosing (System.Windows.Forms.FormClosingEventArgs e) <0xb9c68b8 + 0x00056> in <filename unknown>:0 
  at System.Windows.Forms.Form.FireClosingEvents (CloseReason reason, Boolean cancel) <0xb9c67b8 + 0x0007b> in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.Form:FireClosingEvents (System.Windows.Forms.CloseReason,bool)
  at System.Windows.Forms.Application.Exit (System.ComponentModel.CancelEventArgs e) <0xb9ff740 + 0x001c7> in <filename unknown>:0 
  at System.Windows.Forms.Application.Exit () <0xb9ff708 + 0x00027> in <filename unknown>:0 
  at System.Windows.Forms.Application.OnThreadException (System.Exception t) <0xb9f1730 + 0x0010b> in <filename unknown>:0 
  at System.Windows.Forms.NativeWindow.OnThreadException (System.Exception e) <0xb9f1718 + 0x00013> in <filename unknown>:0 
  at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) <0x1d4b770 + 0x00b67> in <filename unknown>:0 
  at System.Windows.Forms.XplatUIWin32.InternalWndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) <0x1d4b530 + 0x00063> in <filename unknown>:0 
  at (wrapper native-to-managed) System.Windows.Forms.XplatUIWin32:InternalWndProc (intptr,System.Windows.Forms.Msg,intptr,intptr)
  at (wrapper managed-to-native) System.Windows.Forms.XplatUIWin32:Win32DispatchMessage (System.Windows.Forms.MSG&)
  at System.Windows.Forms.XplatUIWin32.DispatchMessage (System.Windows.Forms.MSG& msg) <0x1e2f438 + 0x00013> in <filename unknown>:0 
  at System.Windows.Forms.XplatUI.DispatchMessage (System.Windows.Forms.MSG& msg) <0x1e2f418 + 0x0001d> in <filename unknown>:0 
  at System.Windows.Forms.Application.RunLoop (Boolean Modal, System.Windows.Forms.ApplicationContext context) <0x1dc6f80 + 0x00a1f> in <filename unknown>:0 
  at System.Windows.Forms.Application.Run (System.Windows.Forms.ApplicationContext context) <0x1dc6ef0 + 0x00043> in <filename unknown>:0 
  at System.Windows.Forms.Application.Run (System.Windows.Forms.Form mainForm) <0x1dc6c70 + 0x00033> in <filename unknown>:0 
  at Ohana3DS_Rebirth.Program.Main (System.String[] args) <0x1d30fa8 + 0x00083> in <filename unknown>:0 

MacOSX El Capitan, build from KazoWAR's distribution.

Xenoblade 3DS BRRES support?

Xenoblade Chronicles 3D uses a weird variety of BRRES and MCA animations. It'd be really cool if we could open them up in a model viewer, especially because there seems to be a lot of stuff that wasn't in the 3DS version. (i.e. unused stuff)

I'd like to document it, but I'd first need to open it. Do you think you could maybe please take a look, see if it's truly a BRRES variant?

I've uploaded shulk's sweater from both games.
Xenoblade3D_vs_Xenoblade_Wii_models.zip

using Microsoft.DirectX; using Microsoft.DirectX.Direct3D; is obsolete. Causes Visual Studio to go bonkers and fails to build

http://stackoverflow.com/questions/26855181/the-type-or-namespace-name-directx-does-not-exist-in-the-namespace-microsoft
As note here, managed DX is obsolete. Unfortunately, I am not fluent enough in C# or VS development to address this myself. Not sure if I am missing something needed or what, but this tool is now unbuildable for me.
This also includes other variants such as Transfigured, which yield a DX error trying to load anything 3d related (there are actual builds available for transfigured)

SMD animation export is broken.

When you export an SMD animation, it just sets every frame to the same value. For example:

skeleton
time 0
0 0 0 0 0 0 0
1 0 0 0 0 0 0
2 0 2 0 0 0 1.5708
3 1.93 -1.7 0 0 0 -1.5708
4 1.3 0 0 0 0 0
5 1.58 0 0 0 0 0
6 1.93 1.7 0 -3.14159 0 1.5708
7 1.3 0 0 0 0 0
8 1.58 0 0 0 0 0
9 2.74 0 0 0 -1.5708 0
10 0 0 -1.7 -1.5708 -0.532325 0
11 0 1.25 0 0 -1.5708 0
time 1
0 0 0 0 0 0 0
1 0 0 0 0 0 0
2 0 2 0 0 0 1.5708
3 1.93 -1.7 0 0 0 -1.5708
4 1.3 0 0 0 0 0
5 1.58 0 0 0 0 0
6 1.93 1.7 0 -3.14159 0 1.5708
7 1.3 0 0 0 0 0
8 1.58 0 0 0 0 0
9 2.74 0 0 0 -1.5708 0
10 0 0 -1.7 -1.5708 -0.532325 0
11 0 1.25 0 0 -1.5708 0

And continues the same until the animation ends

Proper texture importing

Add png to the import table because there isnt a valid png to bch converter texture swapping impossible

Import crash help

Is it possible to import models? I can export them fine but importing .OBJ,SMD or DAE seems to give me an unhandled exception "object reference not set to an instance of an object".

No readme!

Repository should have a readme for those who havent visited the forums for instructions to build.
This can contain anything from a simple link to the forum, or even detailed instructions for build requirements.

Texture errors when opening Dragon Ball Heroes Ultimate Mission X models

When opening the bch files from DB Heroes Ultimate Mission X, some models are imported fine, with all of their Textures, including Shader Ramps and Reflection Maps, however most models will import with either fully are partially transparent Textures, or white with outlines.

As far as I can tell, there seems to be some similarities with the type of model:

  • White with Outlines: Skin of Humanoid Models( e.g. Goku, Kuririn), Hair of Super Saiyans and Skin of Golden Frieza
  • Partially transparent: facial textures of several humanoid models, showing only the eyes( commonly in the lower right corner)
  • Wrong colored Reflection Texture: the reflecting Parts on the Skin of Frieza, Cooler, Frost, etc
  • Entirely transparent Textures: no clue; haven't found any similarity where it occurs
  • Fully functional Textures: several models with only one shared texture, like Cabba( not Super Saiyan), Gowasu, Zamasu and Great Ape Baby Vegeta

It doesn't matter if the models are compressed( with removed 3ds-lz header) or not.

Some Rune Factory 4 models cause an error

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Ohana3DS_Rebirth.Ohana.TextureCodec.decode(Byte[] data, Int32 width, Int32 height, OTextureFormat format)
   at Ohana3DS_Rebirth.Ohana.Models.CGFX.load(Stream data)
   at Ohana3DS_Rebirth.FrmMain.open(Stream data, String name)
   at Ohana3DS_Rebirth.FrmMain.open(String fileName)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8000 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Ohana3DS Rebirth
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Reza/Downloads/o3ds_09_12_2015/Ohana3DS%20Rebirth.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.7905 (win9rel.050727-7900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.7905 (win9rel.050727-7900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.7905 (win9rel.050727-7900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Core
    Assembly Version: 3.5.0.0
    Win32 Version: 3.5.30729.7903 built by: Win9Rel
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

calendar.zip

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