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ssbhlib's Issues

Fails to launch, latest release

Just as the title says, it just fails to launch now. Happens to TNN too.

I'm using Win10 Pro, version 1809

for TNN, Win10 Home, version 1903

Camera controls

Camera controls to control x, y, z, yaw, pitch, roll, and zoom would be useful, especially for stage models that are generally very far away from the origin.

ANIM export rotation

I actually have found a manual fix for these issues, but it would be better to implement without me needing the manual fix regardless. The main issue is rotation values in an export ANIM use radians instead of degrees, so I multiply all the rotation values by (180 / pi) in Brawlbox. Secondly, for specifically Yoshi, his Snout and Cheek bones are inverted (I either had to multiply one of the rotation axes values by -1 or add 180 degrees. I forgot.)

Feature proposal : screenshot saving

Hello !

I’m a Studio SB user and as a graphic design, I love so much your software !
I have discover Cross Mod, seems to be a same software (but better?) and I was surprised than « save screenshot » was unavailable

It would be possible to add him? :)

Exported models have wrong UV maps

Hi, after I have successfully imported both smd and dae models exported from CrossMod into both Blender and Cinema 4D, I have noticed that the UV maps are broken.

Here's an example with Incineroar (gaogaen), where I have only applied the main body texture :

uv

I have tried both SMD and DAE, but both yield the same results. Just in case, I tried the SMD file with Cinema 4D, and had the same problem.

AnimationBar Timer doesn't fire the Tick event in some situations

First test I can confirm is on Game & Watch, there are two issues immediately presented:

  1. Animations can't play. When pressing the start/stop button, the click events are fired and the layout of the buttons are updated, but the timer itself seems to not run.
  2. The AnimationBar buttons show an incorrect color on their inside for some reason.

I assume the amount of processing needed to render the fighter blocks up the thread and doesn't present an opportunity for the Tick event to fire, but can't confirm. I don't know what's wrong with the button color.
image

add support for selecting different render passes for a shader

  • Get valid render passes from the shader database
  • Add the render pass to the material editor UI
  • Update the render material when the shader label changes
  • Resort the meshes when the shader label changes
  • Test updating shader label strings

It might be ok to just resort the meshes every frame to avoid having to reorder everything in the model container.

Limbs are not properly scaled

For some moves where their limbs enlarge (Most notably Mario FAir / Wario UAir.) CrossMod does not take into account the model scaling.

image

image

CrossMod exception upon loading models

Upon loading a folder with the latest commit of CrossMod to view a model, I am getting this exception. Occurs with both vanilla and modded models.
I am using an NVIDIA GeForce GTX 970 GPU. I can provide more information if necessary.

Error Loop without Terminating when Opening Character without Material File

When trying to open a character without a material file, the program will keep throwing errors without closing unless terminated via task manager.

This only occurs when the program is opening a specific character model file whose material file hasn't been previously loaded. If the material file for the character has been loaded previously, but then deleted and then reopened again, it will show the model albeit with visual errors.

The program will throw the usual errors without terminating if it opens a different model file, even if it's for the same character.

MatLab doesn't rebuild NUMATB 1:1 (missing BlendState padding)

Converting a .numatb file to .xml and back with no changes results in different binary data compared to the source file. Converting this new .numatb to .xml and comparing the two .xml files shows they are identical. Unsure of the specific commit where this started occurring, though MatLab compiled from source from Cross Mod's 0.14 release does not have this issue. Example files are provided below.
matl_issue.zip

CrossMod does not load models on my new PC

For some reason the application does not load models anymore on my new PC (same applies to StudioSB). It gives off errors which are shown below. Tried deleting the shaders folder and reloading, didn't work.

Screenshot

With more details, the error gives this (in a txt file for convenience):
message.txt

My new PC is meant to be a significant upgrade over the old one which could load models perfectly fine.

Nested project

Currently when you open a model folder, it lists only that folder and its immediate descendants in the filetree. Personally, it'd be much more user friendly if importing a root folder recursively imported sub-directories.

This is something that I was tempted on working on but I wanted to get it in writing first.

My current idea is to introduce a new node type for "projects", which are parent nodes that are renderable that proxy to the first available renderable model. That way, clicking on a folder would allow you to "preview" the model. Other than that it'd be the usual recursive tree.

Current concerns

  • Should it remove one layer of indentation if the root folder is a "non-model folder"?
  • What happens if someone does something like make a root drive the loaded folder? Lazy loading and unloading (refreshing) might be necessary for nested import to work out in any reasonable way.

Exporting to dae generates unhandled exception, smd export creates corrupt model

I've tried exporting two different characters : Inceneroar (gaogaen) and Corrin (kamui).

Exporting a model to dae generates the following unhandled exception :

>	CrossMod.exe!CrossMod.IO.IO_DAE.ExportIOModelAsDAE(string FileName, CrossMod.IO.IOModel m) Line 299
System.Collections.Generic.KeyNotFoundException : 'La clé donnée était absente du dictionnaire.'

The french part translates into "The given key didn't exist in the dictionary".

Exporting a model to smd seems to work fine, but I get the following error when importing into blender using Source Tools :

blender

I might be doing something wrong, but I can't export models (with UVs and rigging) because of that.

show descriptions for shader label and mesh attribute errors in material editor

This should show if the shader label is invalid and what required attributes are missing. Placing a red/yellow checkerboard icon next to the errors could make the errors more intuitive. This also requires knowing what meshes are assigned to the given material and what attributes are missing for each mesh.

  • show if shader label is invalid
  • show missing required attributes

Can't change ink color

I know this would be a very low priority enhancement, but is there a chance the ink color could match more than just the default inkling?

material presets

  • col,nor,prm,spec (mario def)
  • col,nor,prm,spec,emi (samus)
  • shadeless (emi)
  • diffuse cube (rosetta)
  • transparent no alpha test (fairy bottle)
  • glass (olimar helmet)
  • CustomVector47 no PRM (dedede)
  • metal box
  • ditto
  • little mac cel shaded
  • skin (CustomVector11/CustomVector30)
  • hair (anisotropic)

SSBH export not always 1:1

Some files have different alignment/padding after export.
Example output for SSBHBatchProcess:

Files root\fighter\captain\model\body\c00\dark_model.numatb and root\fighter\captain\model\body\c00\dark_model.numatb_out do not match
Files root\fighter\captain\model\body\c00\light_model.numatb and root\fighter\captain\model\body\c00\light_model.numatb_out do not match
1:1 Export for type Matl
1:1 Export for type Hlpb
1:1 Export for type Matl
Files root\fighter\captain\model\body\c00\model.numdlb and root\fighter\captain\model\body\c00\model.numdlb_out do not match
1:1 Export for type Mesh
1:1 Export for type Skel

add missing default textures

It should be possible to access all the textures from the default textures folder. These can be hardcoded rather than loaded from images for simplicity.

  • add missing textures
  • generate textures at runtime

Post processing too bright for some stages

CrossModGui_BrightEmission
Playing with the main render settings doesn't help at all with the problem, but it appears as though the shaded mode is what factors into the issue as the emission mode renders it at a proper brightness. Unsure of the precise commit this issue started occurring in, but more information can be provided if necessary.

Recent SSBHLib changes in StudioSB lead to pascal casing on vertex attributes with camel casing when saving NUMSHB

Wasn't sure if I should have created an issue here or the StudioSB repository, but since this is related to recent SSBHLib changes (as noted in the commit message) I thought I should post the issue here. If I need to move this issue to the StudioSB repository this can be closed and I can resubmit it there.

Commit b4f2f07 in StudioSB causes vertex attributes with camel casing (map1, uvSet, colorSet1) to use pascal casing (Map1, UvSet, ColorSet1). The game cannot parse these vertex attributes correctly and causes the meshes to use the yellow checkerboard dummy texture to note missing vertex attributes expected in the material.

Create a Matl utility library

Add a MatlTools class and associated tests. This will replace most of the code for MatLab. Creating a new entry from existing attributes and shader label allows for intelligently assigning material presets.

  • void SerializeXml(TextWriter writer, Matl matl)
  • Matl DeserializeXml(TextReader reader)
  • MatlEntry FromShaderAndAttributes(MatlEntry source, bool preserveTextureNames)
  • Add tests for serialize
  • Add tests for deserialize
  • Define default values for texture parameters

Cannot Open Bayonetta's Default Costume

As the title says, for some reason, I can't open Bayo's default costume in Crossmod. Whenever I do, the program just closes itself but every other costume, including Bayo's alt, works just fine. I'm not sure if it's a problem with the program and my computers or just my computers' settings because this happened on two different computers.

Add option for batch export

I'm grateful that I can even export the nutexb and numdlb files, but going through multiple models becomes very tiring.

I'm more concerned about the numdlb files, rather than the nutexb files, where I already used Switch-Toolbox to convert the majority of textures.

How do I export models?

I'm trying to export the models but it's not letting me.
Back in Crossmod, I would just right-click the nutdlb, save it as an SMD, and then work from there.
I would just go back to Crossmod but for whatever reason, I can't seem to find a .zip on here that includes the .exe file.

Add yellow checkerboard for missing required mesh attributes

This will require checking what mesh object is assigned to the material. If any of the attributes required by the shader, including Position0, Normal0, and Tangent0 are missing from the mesh object, the mesh object should render as the yellow checkerboard. Additional attributes don't trigger the yellow checkerboard.

  • Add rendering support for yellow checkerboard
  • Update the shader attribute validation to enforce Position0, Normal0, Tangent0 and ignore extra attributes
  • Update the RMaterial's HasRequiredAttributes based on the current mesh without negatively impacting performance
  • Use a more accurate validation check based on attribute usage and subindex if names are incorrect

scaling parsed or read improperly on certain animations

it seems that scaling is being read wrong on certain animations when imported into the viewer.

note this animation & model pair below -- this is boss/darz/model/body/model.numdlb with the animation boss/darz/motion/body/entry.nuanmb
image

exporting the animation to any format obviously uses these values and maintains the issue. however, if i disable scaling on export:
image

then the issue disappears--so something seems to be invalid with the scaling when reading this animation.

Missing "ink_color_set" attribute for ink meshes

When previewing any ink meshes, ones with or without any color set attributes, Cross Mod's yellow checkerboard will override the material of the mesh as if it were missing a vertex attribute. Opening the ink material in the material editor will result in Cross Mod claiming that the ink meshes are missing a vertex attribute named "ink_color_set" when no such vertex attribute exists to my knowledge. The material editor properly lists each vertex attribute tied with the mesh, but the addendum of this seemingly non-existent attribute causes issues.

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