mapstudioproject / ctr-studio Goto Github PK
View Code? Open in Web Editor NEWAn editor for 3DS formats including BCH and BCRES.
License: MIT License
An editor for 3DS formats including BCH and BCRES.
License: MIT License
hi! this is a very cool program and certainly very useful, basically replaces all prior needed programs.
sadly, i wish i could say the same thing about the program on linux, since it doesnt properly function there. on windows of course its fine, as its designed for that.
here is some screenshots and text from someone with a similar experience:
I have a similar issue with CTR Studio like I do in EveryFileExplorer; some plugins just don't load under Linux but I don't get an error in the console
Tried to build it myself but it errors on C# scripts it has automatically generated, wtf (even when trying to build from a release commit)
i dont know how difficult it is since idk how to code but adding linux/wine support would be very very appreciated, thanks!
Hi there,
let me preface by saying I'm a complete n00b in 3d.
I made a model that works using the old version of spica and I can import in game with no problem but I wanted to use CRT studio to possibly learn to do it with better tools.
I made the following .DAE file using maya and when I try to "replace" the model in the bch file, I get the following error message.
The given key 'SPICA.PICA.Converters.PICAVertex' was not present in the dictionary. at CtrLibrary.Bch.BchModelImporter.<GenerateSubMeshes>g__UpdateVertex|5_2(Int32 ind, PICAVertex[]& vertices, <>c__DisplayClass5_0& , <>c__DisplayClass5_1& ) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\BchModelImporter.cs:line 479 at CtrLibrary.Bch.BchModelImporter.GenerateSubMeshes(H3DModel gfxModel, IOMesh mesh, IOPolygon poly, Int32 skinningCount, Int32 singleBindIndex, PICAVertex[]& vertices, Int32 max_bones) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\BchModelImporter.cs:line 499 at CtrLibrary.Bch.BchModelImporter.ConvertMesh(IOScene scene, IOMesh iomesh, H3DModel h3dModel, Matrix4x4[] skinningMatrices, CtrImportSettings settings) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\BchModelImporter.cs:line 263 at CtrLibrary.Bch.BchModelImporter.Import(String filePath, BCH bchWrapper, H3DModel parent, CtrImportSettings settings) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\BchModelImporter.cs:line 173 at CtrLibrary.Bch.CMDL.ImportFile(String filePath, CtrImportSettings settings) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\ModelWrapper.cs:line 331 at CtrLibrary.Bch.CMDL.<>c__DisplayClass20_0.<Replace>b__1(Boolean o) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\ModelWrapper.cs:line 300
I was wondering if that was an error with the software since it mentions a missing dictionary.
thank you in advance for your help
making this as an issue for posterity
replacing a link between worlds silhouette (_sl) models results in a crash no matter what settings are used
Trying to Change Kirby's texture in Triple Deluxe and it works fine when in the level map and title but the moment it loads into a level it crashes the game.
The program when I try to open it the CMD comes out for a few seconds and then disappears and CTR Studio does not start. Could you explain the problem to me? Because I have CTGP-7 and I would like to create new characters but with this problem I can't. A thousand thanks
The file in question: https://drive.google.com/file/d/1xQ3pZAY8vp2BnNgPg1RBFT77ZhtEIvWb/view?usp=share_link
I've been trying to change textures on a BCH file with textures and models. However I've noticed that, whether I'm replacing any textures or even just saving it without any changes, the filesize goes up a KB, and suddenly the game does not load anything from the file. It might just be a flaw in the game (I'm trying to mod The Denpa men 3, EU version) but I think it's noteworthy to bring up the increase in filesize.
Hi! While attempting to document every model used in Rhythm Thief and the Emperor's Treasure, I came across some files that were unable to be opened. These files do not open in SPICA, Ohana 3DS, or Ohana Rebirth. I was wondering if support would be able to be added. I've attached a link to all the files. The file types in the ZIP are: BCMDL, BCSKLA, BCCAM, BCENV, BCMATA, BCLGT, CRES.
https://drive.google.com/file/d/1OOc51kGKuXCZb_oJnkU_0990ZtN34ha1/view
SPICA is able to open a bcres file and save as a bch file, but only up to v33, so trying to import the SPICA-saved bch file into CTR-Studio, changing the version to the correct version (v34-v35, in this case), saving, and importing into the game, it's unable to display the file. It seems SPICA is somehow not save the file correctly.
An alternative without SPICA is exporting the bcres model as dae and then importing into a new bch file, which works, but then features such as layering and others would need to be fixed manually to match the original bcres file, which is a tedious process. Animations are not imported as well.
Because of all that, I would like to see a feature where after opening a bcres, it can be saved as a bch file for the games which only support them (and vice-versa).
There are a couple of bcres files that fails to open. All of them are located in romfs/letterpaper/effect.
Below is one sample and the log containing the error.
The .bcmdl I am trying to open in CTR-Studio is for a MarioKart 7 custom track and it has no issues opening in Every File Explorer and running on 3DS hardware. However trying to open the file in CTR-Studio to modify textures and animations results in a crash:
Crash Log:
Value must be non-negative and less than or equal to Int32.MaxValue. (Parameter 'dstOffset')
at System.Buffer.BlockCopy(Array src, Int32 srcOffset, Array dst, Int32 dstOffset, Int32 count)
at SPICA.PICA.Converters.TextureCompression.ETC1Decompress(Byte[] Input, Int32 Width, Int32 Height, Boolean Alpha) in C:\Users\Nathan\source\repos\SPICA\SPICA\PICA\Converters\TextureCompression.cs:line 44
at SPICA.PICA.Converters.TextureConverter.DecodeBuffer(Byte[] Input, Int32 Width, Int32 Height, PICATextureFormat Format) in C:\Users\Nathan\source\repos\SPICA\SPICA\PICA\Converters\TextureConverter.cs:line 32
at SPICA.Formats.CtrH3D.Texture.H3DTexture.ToMipRGBA(Int32 level, Int32 Face) in C:\Users\Nathan\source\repos\SPICA\SPICA\Formats\CtrH3D\Texture\H3DTexture.cs:line 135
at SPICA.Rendering.Texture..ctor(H3DTexture Texture) in C:\Users\Nathan\source\repos\SPICA\SPICA.Rendering\Texture.cs:line 66
at SPICA.Rendering.Renderer.Merge(H3DDict`1 Textures) in C:\Users\Nathan\source\repos\SPICA\SPICA.Rendering\Renderer.cs:line 152
at SPICA.Rendering.Renderer.Merge(H3D Scene) in C:\Users\Nathan\source\repos\SPICA\SPICA.Rendering\Renderer.cs:line 104
at CtrLibrary.Rendering.H3DRender.Load(H3D h3d)
at CtrLibrary.Rendering.H3DRender..ctor(H3D h3d, NodeBase parent)
at CtrLibrary.Bcres.BCRES.Load(Gfx gfx)
at CtrLibrary.Bcres.BCRES.Load(Stream stream)
at Toolbox.Core.IO.STFileLoader.SetFileFormat(IFileFormat fileFormat, String FileName, Stream stream, Settings settings)
at Toolbox.Core.IO.STFileLoader.OpenFileFormat(Stream stream, String FileName, Settings settings)
at Toolbox.Core.IO.STFileLoader.OpenFileFormat(String FileName, Settings settings)
at MapStudio.UI.Workspace.LoadFileFormat(String filePath, Boolean isProject)
at CTRStudio.MainWindow.LoadFileFormat(String filePath)
at CTRStudio.MainWindow.OpenFileWithDialog()
at UIFramework.MenuItem.Execute()
at MapStudio.UI.ImGuiHelper.<>c__DisplayClass11_0.b__0()
at UIFramework.Framework.OnRenderFrame(FrameEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at OpenTK.GameWindow.Run()
at CTRStudio.Program.Main(String[] args)
seems any imported meshs for bch has very slightly off verts compared to the original mesh AND the generated dae
resulting in very fine lines between meshes that have have exact same vert coordinates
this test was with link.bch. left is the reimported mode, right is original
i exported and reimported the mesh and now the verts that make up the mouth (or head?) mesh edges are off just enough to cause
seam problems ingame
edit: sorry not a very good picture
but those three black pixels is a seam where the head object meets the mouth object
ingame that looks like occasional black pixels on the mesh depending on view angle
and its REALLY noticeable at the native 3ds resolution
i would like to mod animations but i am not rich enough to own maya, but have nine years experience in the free open source blender program. there are no converters for this anim format that i can find. i have tried to write an entire json importer for blender but i could not get the rotation to import correctly. thanks and sorry if i am being a pest
Samples: https://mega.nz/file/MsA2HbaD#mTZF-5isYb1Z43KtPsKoyLp7oJ_aayzyWnyWbA7D5-k
The only program that supports the compression this game uses currently is https://github.com/gdkchan/Ohana3DS-Rebirth (It's dae/smd exports have always been hit or miss.)
hi, ive encountered an issue thats a bit odd
i launched mk7 in citra, then dumped its romfs tree to get the race.szs file
this file includes multiple .bclim images of which most are there correctly
however the bclim files for the drivers icon on the bottom screen on the left during a grand prix race are simply missing.
when i save the .szs file those icons are simply gone, upon playing a race they dont show up as expected
im not sure why this is but maybe something can be done about it
im using ctr studio on linux
fruityloops ran into this one and more info can be found on the discord server
starting from here: https://discord.com/channels/1034629789128065044/1034630843488014336/1119787766105002035
and train found the problem: https://discord.com/channels/1034629789128065044/1034630843488014336/1119789891614687352
ps: sorry for making so many bug reports so suddenly
just making sure they dont get buried in the discord
When you try to open this file, the program gives an error saying it can't read past the stream.
(The .bcres is inside the .zip)
Hey there. I just wanted to let you know that the latest build of this project I was really looking forward to use crashes at start. Is there any way to fix this bug?
I have tested that it is not me doing it wrong because I swapped the unedited model and when I loaded it into the game it crashed
I can open some model files from this game correctly, but they are some exceptions:
But when i dissable the high poly face:
I dont know why this occurs since i can open the same format file from other models just fine.
Im uploading this face model and a costume model that it have the same issue
After creating a new .bch file, and right-clicking the Models
directory and then clicking Import
to import one of the below models, the following errors occur.
https://www.models-resource.com/ds_dsi/supermario64ds/model/22818/
Object reference not set to an instance of an object.
at IONET.Collada.ColladaImporter.LoadGeometryControllerFromID(Node n, String id)
at IONET.Collada.ColladaImporter.LoadNodes(Node n, IOBone parent, Matrix4x4 parentMatrix, IOModel model, List1 skeletonIds)
at IONET.Collada.ColladaImporter.GetScene(String filePath)
at IONET.IOManager.LoadScene(String filePath, ImportSettings settings)
at CtrLibrary.Bch.BchModelImporter.Import(String filePath, BCH bchWrapper, H3DModel parent, CtrImportSettings settings) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\BchModelImporter.cs:line 27
at CtrLibrary.Bch.CMDL1.ImportFile(String filePath, CtrImportSettings settings) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\ModelWrapper.cs:line 381
at CtrLibrary.Bch.ModelFolder1.<>c__DisplayClass10_0.<Import>b__1(Boolean o) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\ModelWrapper.cs:line 124
https://www.models-resource.com/wii/supersmashbrosbrawl/model/7042/
There is an error in XML document (2, 2).
at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
at System.Xml.Serialization.XmlSerializer.Deserialize(TextReader textReader)
at IONET.Collada.Collada.LoadFromFile(String fileName)
at IONET.Collada.ColladaImporter.GetScene(String filePath)
at IONET.IOManager.LoadScene(String filePath, ImportSettings settings)
at CtrLibrary.Bch.BchModelImporter.Import(String filePath, BCH bchWrapper, H3DModel parent, CtrImportSettings settings) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\BchModelImporter.cs:line 27
at CtrLibrary.Bch.CMDL1.ImportFile(String filePath, CtrImportSettings settings) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\ModelWrapper.cs:line 381
at CtrLibrary.Bch.ModelFolder1.<>c__DisplayClass10_0.<Import>b__1(Boolean o) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\ModelWrapper.cs:line 124
https://www.models-resource.com/3ds/thelegendofzeldaocarinaoftime3d/model/13562/
Index was outside the bounds of the array.
at IONET.Collada.ColladaImporter.LoadGeometryFromID(Node n, String id, List1 vertexEnvelopes)
at IONET.Collada.ColladaImporter.LoadNodes(Node n, IOBone parent, Matrix4x4 parentMatrix, IOModel model, List1 skeletonIds)
at IONET.Collada.ColladaImporter.GetScene(String filePath)
at IONET.IOManager.LoadScene(String filePath, ImportSettings settings)
at CtrLibrary.Bch.BchModelImporter.Import(String filePath, BCH bchWrapper, H3DModel parent, CtrImportSettings settings) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\BchModelImporter.cs:line 27
at CtrLibrary.Bch.CMDL1.ImportFile(String filePath, CtrImportSettings settings) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\ModelWrapper.cs:line 381
at CtrLibrary.Bch.ModelFolder1.<>c__DisplayClass10_0.<Import>b__1(Boolean o) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\ModelWrapper.cs:line 124
Hey there, sorry to bother but I wanted to request a feature for the tool.
I've been using CTR Studio for model edits in PersonaQ2, but the models themselves require a number of user properties to be applied to the material for it to work properly. Individually adding each one can be kind of a hassle so I wanted to ask if it would be possible to add support for copying the user data from other materials or at least saving the user data as part of a material preset.
Attempting to import or replace a model with the file extension in uppercase results in the program ignoring the file, renaming it to be lowercase fixes it.
The NSMB2 koopaling .bcres files do not open, giving the message, "Unable to read beyond the end of the stream. Details copied to clipboard!"
Here is the "details": Unable to read beyond the end of the stream.
at System.IO.BinaryReader.InternalRead(Int32 numBytes)
at System.IO.BinaryReader.ReadSingle()
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadObject(Type ObjectType, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.DeserializeT
at SPICA.Formats.CtrGfx.Animation.GfxFloatKeyFrameGroup.ReadGroup(BinaryDeserializer Deserializer, Boolean Constant)
at SPICA.Formats.CtrGfx.Animation.GfxAnimTransform.SPICA.Serialization.ICustomSerialization.Deserialize(BinaryDeserializer Deserializer)
at SPICA.Serialization.BinaryDeserializer.ReadObject(Type ObjectType, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadObject(Type ObjectType, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadReference(Type Type, FieldInfo Info)
at SPICA.Serialization.BinaryDeserializer.ReadObject(Type ObjectType, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.DeserializeT
at SPICA.Formats.CtrGfx.GfxDictionary1.SPICA.Serialization.ICustomSerialization.Deserialize(BinaryDeserializer Deserializer)
at SPICA.Serialization.BinaryDeserializer.ReadObject(Type ObjectType, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadReference(Type Type, FieldInfo Info)
at SPICA.Serialization.BinaryDeserializer.ReadObject(Type ObjectType, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadObject(Type ObjectType, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadReference(Type Type, FieldInfo Info)
at SPICA.Serialization.BinaryDeserializer.ReadObject(Type ObjectType, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.DeserializeT
at SPICA.Formats.CtrGfx.GfxDictionary1.SPICA.Serialization.ICustomSerialization.Deserialize(BinaryDeserializer Deserializer)
at SPICA.Serialization.BinaryDeserializer.ReadObject(Type ObjectType, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadReference(Type Type, FieldInfo Info)
at SPICA.Serialization.BinaryDeserializer.ReadObject(Type ObjectType, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadObject(Type ObjectType, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.ReadValue(Type Type, Boolean IsRef)
at SPICA.Serialization.BinaryDeserializer.DeserializeT
at SPICA.Formats.CtrGfx.Gfx.Open(Stream Input)
at CtrLibrary.Bcres.BCRES.Load(Stream stream) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCRES\BCRES.cs:line 99
at Toolbox.Core.IO.STFileLoader.SetFileFormat(IFileFormat fileFormat, String FileName, Stream stream, Settings settings) in C:\projects\ctr-studio\Toolbox.Core\src\IO\STFileLoader.cs:line 169
at Toolbox.Core.IO.STFileLoader.OpenFileFormat(String FileName, Settings settings) in C:\projects\ctr-studio\Toolbox.Core\src\IO\STFileLoader.cs:line 85
at MapStudio.UI.Workspace.LoadFileFormat(String filePath, Boolean isProject) in C:\projects\ctr-studio\MapStudio.UI\src\Workspace\Workspace.cs:line 335
Here is the .bcres for Iggy, one of the files not opening: https://cdn.discordapp.com/attachments/1016825685332996116/1016825784784126043/iggy.bcres
When loading ~170mb worth of files, CTR Studio eats around 20gb of memory on my system and then crashes due to running out. This does not sound like the best case as thats at least 200x the memory footprint
I've been trying to get CTR Studio to run on Linux but after some failed attempts I tried my Windows virtual machine. When running the latest .exe the program loads a little then crashes. No error output is given when trying to run it with CMD. NET 6.0 is installed, as well as the C++ redistributable.
I tried to compile using Visual Studio after this, and here the error revealed itself to be a System.AccessViolationException
in MapStudio.U.Util.
Here's the call stack:
MapStudioUI.dll!MapStudio.UI.Util.CreateVertexArray(string Name, out int VAO) Line 81 C#
MapStudioUI.dll!MapStudio.UI.ImGuiController.CreateDeviceResources() Line 163 C#
MapStudioUI.dll!MapStudio.UI.ImGuiController.ImGuiController(int width, int height) Line 111 C#
MapStudioUI.dll!UIFramework.Framework.OnLoad(System.EventArgs e) Line 76 C#
[External Code]
CTR Studio.dll!CTRStudio.Program.Main(string[] args) Line 53 C#
The VM has 13GB of RAM, enough disk space and 8 cores, so that shouldn't be the problem.
unsure what the actual cause or problem is but with albws models atleast
studio will not load luts from a separate .szs
albws luts are in /US/RegionBoot.szs/World/LUT/common_lut.bch
load that archive and open the .bch
then load a model from the archives in /Archive
in all my tests the model still renders with the stock lut
hi, ive compiled ctr succesfully on artix linux with dotnet, first cloning the repo with submodules, then running dotnet build --runtime linux-x64 --self-contained
inside the "CTR Studio" folder.
the program runs fine, all windows appear
yet i cant seem to open any file
the file picker certainly starts up and i can select files just fine but upon clicking "OK", nothing happens, no matter if its a .bcmdl, .bclim, .szs or .sarc
i edited the "fg_iteminside.bcres" file in acnl wich has the files for the fruit and trees, after editing the model with ctrstudio the trees bug out and the file always exports curropted.
sample file
L_DollyD_00.zip
log:
Unhandled exception. System.Exception: Unsupported primitive type! Vector3D
at CtrLibrary.BchSkelAnimationImporter.Export(H3DAnimation gfxAnimation, H3DModel model, String filePath) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\BchSkelAnimationImporter.cs:line 61
at CtrLibrary.Bch.BCH.AnimationNode1.Export(String filePath) in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\BCH.cs:line 602 at CtrLibrary.Bch.BCH.NodeSection
1.ExportDialog() in C:\projects\ctr-studio\Plugins\CtrLibrary\Files\BCH\BCH.cs:line 857
at Toolbox.Core.ViewModels.CommandViewModel.Execute(Object o) in C:\projects\ctr-studio\Toolbox.Core\src\ViewModels\CommandViewModel.cs:line 17
at MapStudio.UI.ImGuiHelper.<>c__DisplayClass7_0.b__0() in C:\projects\ctr-studio\MapStudio.UI\src\Imgui\Helpers\ImGuiHelper.cs:line 119
at UIFramework.Framework.OnRenderFrame(FrameEventArgs e) in C:\projects\ctr-studio\MapStudio.UI\src\UIFramework\Framework.cs:line 84
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at OpenTK.GameWindow.Run()
at CTRStudio.Program.Main(String[] args) in C:\projects\ctr-studio\CTR Studio\src\Program.cs:line 53
I don`t know if this is normal but when im trying to edit a character model it looks great in CTR Studio
But when loading the game, the model has some materials with gargabe textures that i dont know how to fix
And also i attached some stage model files that im having problems in opening them:
Stages that don't open.zip
Upon importing either filetype into the program, nothing will happen and the model I try to replace remains.
I'm using 3DS Max to export the .dae, using FBX Export 2012.2.
not sure why but either resaving a model with normal maps or adding a normal map
havent tested this much but im positive my normal maps are the same spec as albws but still results in inverted bumps
(eg a bump outwards turns into a bump inwards or vice versa)
Hello, there is a specific issue I am having with importing models to Mario Kart 7.
Within Blender, everything is fine. But with the import within CTR Studio, it seems that it weights every piece of geometry to one bone, but only on certain bones (e.g. the spine bone has the whole model weighted when it is not supposed to.) Other bones are unaffected; it seems to be happening with only one bone.
Image shown below for clarification on the issue.
Texcoord1_Translate does not work on game consoles and emulators in Material animation
For some reason, trying to open a .bch model makes the toolbar dissapear with no further feedback from the program. It is no crashing, it just doesnt renders anything.
If needed, I can link the BCH used. It comes from Pokemon ORAS
The bcmdl file fails to open, attached the file and log.
log.txt
DownLoad.bcmdl
Hello,
I compiled the app succesfully following requierements and using BuildLinux.sh
producing executable in CTR Studio/bin/Debug/net6.0/linux-x64/CTR Studio
However when I run it I don't get error but window is empty being white only, this is printed in the console :
Args :
FileInput
Loading imgui controller
In titlebar, OpenGL version is 3.1 and Mesa 21.2.6
I used latest version of the repo
I compiled the appp on Linux, Zorin OS (Ubuntu)
Thanks for your time
I've been trying to import an edited battle model into a/1/3/3/dec_25, however something in the way CTR studio exports causes freezing on console. I opened an unedited file, which normally works on 3ds, exported it to bch using CTR studio, and imported it back onto 3ds and the game freezes when trying to load it. I don't know if this is a general issue or related specifically to that garc, as i haven't tested any other garc files.
Edit: should add, exported files work perfectly with emulators like citra, the issue only occurs on 3ds
as said. it's seeming pretty impossible to properly rip scenes from devil survivor overclocked as the uvs export wrong (though they display correctly in ctr studio) and the only program which can work with the bcskla animations is ohana3ds rebirth (which also doesn't behave properly)
Issues:
How to reproduce both issues at the same time:
When trying to import an FBX model, the program freezes for a bit and then crashes, I hope this will be fixed, because more people seem to have this issue as well.
You can't open map files from romfs/a/0/3/9.
Hi! I'm making mk7 mod for nintendogs in game, but when i insert model its not having textures in blender it has and after exporting in ctr studio and loading it in blender it also dont have textures! other models work pls help me
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.