It was on 5 of august, yea. Curious about what is wrong with the hands through, can you be a bit more specific on this?
Yeah,the hand should looked more like on this screenshot:
While it shows multiple finger here:
It was on 5 of august, yea. Curious about what is wrong with the hands through, can you be a bit more specific on this?
Well, first this is a very old version of the tool, download the one I linked on the first post and it should display alright. Some models have more than one hand, but only one have mesh visibility enabled, while the others may be used on animations for different expressions. The version you have atm didnt supported visibility changes yet.Yeah,the hand should looked more like on this screenshot:
While it shows multiple finger here:
It don't thought. Hand and face would not be attached on August version,only this old version worked with closest texture placement.Well, first this is a very old version of the tool, download the one I linked on the first post and it should display alright. Some models have more than one hand, but only one have mesh visibility enabled, while the others may be used on animations for different expressions. The version you have atm didnt supported visibility changes yet.
you can always pop it open in a hex editor and see if there's any swathes of bytes that look like they're texture data.Any chance of taking a look at Triforce Heroes/A Link Between Worlds .bch's? Been trying to figure out if the model itself is colored or if it's something with a shader, as you can use Ohana to change the textures (Rebirth even shows the model but theres no way to edit in that one...) but they don't fully change the model and looking into it is beyond my knowledge.
you can always pop it open in a hex editor and see if there's any swathes of bytes that look like they're texture data.
Well... send me the model please so I can make it work properly.It don't thought. Hand and face would not be attached on August version,only this old version worked with closest texture placement.
Textures are color (often argb), and are stored together. So, a 100x100 32bit texture would occupy 40000 bytes. Quite a lot of bytes. For textures, it's quite obvious when you look at them; they're sometimes repeating sequences.You see that's all well and good, and I have looked into the files with a hex editor, but aside from having no idea what to look for in the texture department (no file names in the data that aren't accounted for) I find a few spots pointing to a couple of shaders and that's about the extent of what I know to look for. I don't really get how people just look at hex and go "OH well there's your problem!" but if you have any tips what to look for maybe it can help me actually contribute something to the scene.
Textures are color (often argb), and are stored together. So, a 100x100 32bit texture would occupy 40000 bytes. Quite a lot of bytes. For textures, it's quite obvious when you look at them; they're sometimes repeating sequences.
example (continues onwards)
Already added support for Fossil Fighters models, will be available on the next update. Codename STEAM will be a bit more tricky since it relies on some weird effect using the 3DS GPU.https://imgur.com/a/yrvaS The first two are how Code Name S.T.E.A.M models/textures show up in Ohana3ds Rebirth UVs are broken on export most of the rigging is fine, the final image is from the old ohana3ds since the new one can't open Fossil Fighters Frontier bch files, but the textures(test03_1 just doesn't load) are all broken like that. My last post in this thread has the models for both if you need them.
Already added support for Fossil Fighters models, will be available on the next update. Codename STEAM will be a bit more tricky since it relies on some weird effect using the 3DS GPU.
Try clicking the top, I think? That's how it goes on whatever version I have.When I try to open ohana3ds, this happens
and keeps like this forever...
Any idea?
I had an idea that can help with modding. Old Ohana3DS supported model mesh insertion, but it was limited to the number of vertices of the original mesh, without mentioning the several bugs it had. The idea I have atm is adding separate tools on Ohana3DS Rebirth, that would allow to replace BCH Meshes without the vertices limit, and without the rigging bug (because it would create a entirely new vertices buffer). The only limitation would be the number of meshes, materials, and the skeleton would need to remain the same (through this isn't a big problem since changing the skeleton would break animations). Replace textures with textures of any size with any format would also be possible. But I would like to hear you guys on that, there are a bunch of issues to fix, some formats I want to add support, improve the Fragment Shader, support animations on cgfx...
I had an idea that can help with modding. Old Ohana3DS supported model mesh insertion, but it was limited to the number of vertices of the original mesh, without mentioning the several bugs it had. The idea I have atm is adding separate tools on Ohana3DS Rebirth, that would allow to replace BCH Meshes without the vertices limit, and without the rigging bug (because it would create a entirely new vertices buffer). The only limitation would be the number of meshes, materials, and the skeleton would need to remain the same (through this isn't a big problem since changing the skeleton would break animations). Replace textures with textures of any size with any format would also be possible. But I would like to hear you guys on that, there are a bunch of issues to fix, some formats I want to add support, improve the Fragment Shader, support animations on cgfx...
Fixing edge cases for games that not everyone has (or cares about) is not really a priority in comparison to the many new features that could be used by many.Really,fix the bug first,modding can come later.