Author Topic: Download link and main info! [latest ver 0.0.76 -- 2 Mar 2012]  (Read 96360 times)

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Tul

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Re: Open-BRF (a new brfEdit)
« Reply #30 on: August 11, 2009, 03:38:24 PM »
I'm looking forward to this. Maybe I'll be able to help and write some components after it get more stable. For now it can't load even one of my brfs.

mtarini

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Re: Open-BRF (a new brfEdit)
« Reply #31 on: August 11, 2009, 06:20:24 PM »
For now it can't load even one of my brfs.

It doesn't? Oops. I expected it to load any BRFs...
What does it say? Does it crash? Or is it a DLL problem maybe?

I've just put online a new version (0.0.7), minutes ago (I'm about to update the page, but the download links are already working).
It understands collision meshes a little better (there were a few cases, before, that made the prev version assert out -- i.e. crash).
If it still doesn't work fro you, I would really like to have a look at a BRF file that it doesn't like. You know, it was reverse eng. and I made it work with all BRF files that I had, but that's no guarantee that there are no valid BRF files out there that it does not understand.

Please let me know, Tul (and thanks for the help offer in any case)

Tul

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Re: Open-BRF (a new brfEdit) [updated 11 Ago 2009]
« Reply #32 on: August 11, 2009, 07:47:37 PM »
There were two problems, one with collision meshes which is already fixed by the new version and a second which regards to rigging : 'brfmesh.cpp', line 631. I sent you brf with model that causes the crash.

amade

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Re: Open-BRF (a new brfEdit) [updated 11 Ago 2009]
« Reply #33 on: August 12, 2009, 12:44:54 AM »
- Exporting-importing: 
[be able to export stuff, so that they can be modified uunother apps and reimported]
  •     Skeletons: export/import as SMD [done] (new)
                                   also, export as a control mesh [done]. Import: [to do]
  •     Skeletal-Animations : export/import as SMD [done] (new)
Whoa... I mean... WHOA!


Unfortunately, importing even native SMDs caused them to look like this:
(click to show/hide)
(SMD was exported from native BRF using BRFedit before importing using openBRF)

Exporting valid SMDs from existing BRF messes up its skeleton in Blender:
(click to show/hide)
(SMD exported from BRF using openBRF)


Somehow import/exporting causes the skeletons get messed up.

BUT

If I export using openBRF and then import it back using openBRF it all looks OK. So I assume that when it exports it messes up the skeleton, and reimporting it unmesses the skeleton. I hope that makes sense!


I haven't tested import/exportinging skeletons yet, since I don't know how to make skeletons from scratch to know if anything would go wrong :'P
But I assume it means that if it's working properly I can import new skeletons and make new animations? (just noticed that this question is already listed under open questions)
« Last Edit: August 12, 2009, 01:08:51 AM by amade »

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mtarini

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Re: Open-BRF (a new brfEdit) [updated 11 Ago 2009]
« Reply #34 on: August 12, 2009, 01:23:54 AM »
Thanks amade, testing is just what I needed.

However, results are puzzling. To test that I was exporting/importing correct SMD (to represent skeletons, skel-aniamtions, and rigged meshes) I looked in the web for some tool that would let me load/save SMD and I found
FragMotion (http://www.fragmosoft.com/fragMOTION/).

After a short struggling with euler angles, matrices and quaterions, I managed to make openBrf understand correctly Fragmotion SMD output, and produce SMD that FragMotion understood correctly.

But now you tell me that OpenBrf does not understand SMD from other sources, and produce SMD files that confuse blender.

I need to have a closer look. Can I have a SMD produced by blender and the one by BRFedit you tested?

Thanks!

amade

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Re: Open-BRF (a new brfEdit) [updated 11 Ago 2009]
« Reply #35 on: August 12, 2009, 02:25:36 AM »
PM'ed you the files :-)

edit: Cut/Copy/Paste between BRF files seem to work properly even though import/export between the programs doesn't.
« Last Edit: August 12, 2009, 02:29:23 AM by amade »

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Highelf

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Re: Open-BRF (a new brfEdit) [updated 11 Ago 2009]
« Reply #36 on: August 12, 2009, 02:27:11 AM »
I'm getting max up to date so I can work with some SMD import/export plugins, at the moment. I'll see how max likes the SMD's and then let you know. :)


EDIT: Nope. Max doesn't like the SMD skeleton either. I'm getting huge illogically placed bones.
« Last Edit: August 12, 2009, 03:51:22 AM by Highelf »

cdvader

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Re: Open-BRF (a new brfEdit) [updated 11 Ago 2009]
« Reply #37 on: August 12, 2009, 03:21:58 PM »
Awesome stuff, mtarini! Your openBRF thingy is, really, the best. The only thing it lacks is the Material and Collision tab like BRFEdit had. If it would have these, I would use this over BRFEdit any day. Currently I use this to deal with mesh & skeleton stuff, and then BRFEdit for the material & collision tab.

cdvader

EDIT.
BUG 1: If I try to Export something as a Rigged Mesh, then a error comes up, saying: "Cannot export animation without a proper skeleton!".
BUG 2: The new version no longer seems to have a 'View Skin'. Nothing at all shows up in 'Reference Data'.
BUG 3: If I set a mesh to Skin Set A and try to view a animation with it, nothing at all shows up.
« Last Edit: August 12, 2009, 03:38:03 PM by cdvader »

guspav

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Re: Open-BRF (a new brfEdit) [updated 11 Ago 2009]
« Reply #38 on: August 12, 2009, 03:42:27 PM »
Awesome! I'll test this for sure and hope it replaces all BRFedit functionality soon.
Thanks a lot ;)
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Dain Ironfoot

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Re: Open-BRF (a new brfEdit) [updated 11 Ago 2009]
« Reply #39 on: August 12, 2009, 05:02:18 PM »
I'm getting max up to date so I can work with some SMD import/export plugins, at the moment. I'll see how max likes the SMD's and then let you know. :)


EDIT: Nope. Max doesn't like the SMD skeleton either. I'm getting huge illogically placed bones.
My max refuses to import any SMDs exported by this at all "Improper file format" it tells me. We've succesfully got some new animations ingame by using old modified skeleton BRFs though.

cdvader, redownload, that bug has just been fixed.
Ry'n ni yma o hyd

cdvader

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Re: Open-BRF (a new brfEdit) [updated 11 Ago 2009]
« Reply #40 on: August 12, 2009, 06:06:55 PM »
Yeah, all of those bugs are fixed now. Also, the bug what Highelf meant is described in this video I made. It basically works... It just seems that the bones seem to rotate like 45 degrees to the right.

I'm using 3ds Max 2009.
http://www.megaupload.com/?f=Z2V0P42C

EDIT: Odd bug. I downloaded an add-on for Firefox and then when it asked me to restart Firefox, I pressed yes and then Open BRF crashed.
« Last Edit: August 12, 2009, 06:15:48 PM by cdvader »

mtarini

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Re: Open-BRF (a new brfEdit) [updated 12 Ago 2009]
« Reply #41 on: August 12, 2009, 09:51:46 PM »
Update!!! From the first page:

Quote
ver 0.0.8 (12 Aug):
   Added back compatibility with M&B 0.808 materials and skeletons.
   Export/import of rigged meshes (SMD):
         - added a x10/x0.1 scale factor for coherency with what old BrfEdit exported.
         - (also, now if a vertex is connected to >4 bones it tries to fix it, instead of complain and die.)
   Export of animations (SMD):
         - changed stuff a bit, to see if now 3DSMax likes them better.
         - added a file format option to correctly import SMD files that were originally produced by old BrfEdit (or their derivatives)
   Bug fixes on load, GUI improvements...

So, now I expect that most (all?) valid BRF files are accepted by OpenBRF.
The other main improvements concern import of rigged-meshes and animations as SMD files...


amade: the new version should load the rigged mesh correctly. The "problem" was just a scaling problem that BrfEdit added
for some reason on export. Anyway, now I add it too, so OpenBrf will happily inherit SMD rigged meshes left by BrfEdit.
Niiiiice rigged armor, btw. Impressive!  And thanks for the test data.


Tul: problem with the import of rigged mesh "kind of" fixed. It was related to that >4 bones per vertex. But, even if now it load them, it is a bad idea to allow >4 bone per vertices as M&B will not use them. Thanks for the data!


cdvader: thanks for the reports. You must have downloaded a version I mistakenly put up and left up for a short time. As you know, fixed now. (the problem was that it just did not load "reference models" on startup).

Dain I.F. and HighElf and cdvader: 3DS is being worked on. I don't know yet if I managed to make OpenBRF export SMD files that it likes... It could be. A test? (Dain: a lot more info in the other forum, as you know).


That's all.
Oh, if you import an SMD animation and it looks all garbled, try improting it as a "old brf-style animation instead".

cdvader

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Re: Open-BRF (a new brfEdit) [updated 12 Ago 2009]
« Reply #42 on: August 12, 2009, 10:01:59 PM »
Excellent news! I will start testing immediately. By the way, I made a tutorial about adding new animations in using your OpenBRF. It's in my signature.

EDIT:
Bug 1 - I opened uni_throws.brf and added in my own animation, saved it and it all worked, however, when I closed OpenBRF and later tried to reopen uni_throws.brf, it crashed on me with this error. (The error started from the previous version, I hoped this would fix it but doesn't seem like so.)



Bug 2 - Not sure if it's really a bug, but I don't have skel_horse or something like that in my skeletons.brf when viewing it with OpenBRF. I do have skel_human. If I recall correctly, skeletons.brf used to have a skel_horse.

Status update 1: OpenBRF still doesn't export the .SMD file 3ds Max likes. Here's a video of the bug. http://www.megaupload.com/?f=Z2V0P42C
« Last Edit: August 12, 2009, 10:31:45 PM by cdvader »

mtarini

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Re: Open-BRF (a new brfEdit) [updated 12 Ago 2009]
« Reply #43 on: August 12, 2009, 10:29:49 PM »
thanks for the detailed report!

I would need the SMD animation file you imported...
unless... I suspect I know the problem: maybe the SMD file you imported had all frames timestamped at 0?


Try redownloading openBrf and repeat the sequence of operations.
Now openBrf enforces strict increasing timestamp order on import, so, if that was the problem, this time it should work.

PS: the BRF file you saved might be compromised already... in case you don't have a copy, I temporarily put a replacement here:
uni_throws.brf

cdvader

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Re: Open-BRF (a new brfEdit) [updated 12 Ago 2009]
« Reply #44 on: August 12, 2009, 10:40:27 PM »
Okay. The crash with the exactly same error happens again, even when I re-downloaded the new version.

This is what I do: I open 'uni_throws.brf', select 'throw_javelin.smd', Export it as Skeletal Animation. I then rename it to 'throw_braveheart.smd' and re-import it to OpenBRF. All is fine, it seems to work. I Save the .brf file, close OpenBRF and when I come back to OpenBRF and try to open 'uni_throws.brf' once again, I get that error.

It happens with every .brf file where I import a custom Skeletal Animation file. And the SMD file you requested is at my MegaUpload folder - http://www.megaupload.com/?f=Z2V0P42C as 'throw_braveheart.smd'.

By the way, thanks for re-uploading the uni_throws.brf for me.
cdvader

EDIT: Also, a note, the game can read the new animation (Added it in with the Module System), but it seems I simply can't open it in OpenBRF.
« Last Edit: August 12, 2009, 10:47:41 PM by cdvader »