* *

News

Nexon has recently updated Mabinogi to a 64 bit client. This update has broken many mods in memory patchers for the time being. The mod creators are working hard to essentially rebuild all mods from scratch, and this process will take some time. Please be patient, and stay tuned for more updates.

Keep in mind that you must register an account, and be logged in to view any content on this site.

Mabinogi Status

Erinn Timer

Time
Erinn Time 14:58
Local 01:34
Server 01:34
Moongate Prior G16 [ + / - ]
11:11 Tir Chonaill
12:22 Dunbarton
13:33 Emain Macha
14:44 Bangor
14:44 Emain Macha
16:66 Emain Macha

Ceo in days.

Price [ + / - ]
01:12 Emain Macha - Island in South Pathway
01:48 Sen Mag 5th house from West
Rua [ + / - ]
01:39 Resting
02:15 Resting

Themes





Author Topic: Getting and using the PMG Editor  (Read 11987 times)

0 Members and 1 Guest are viewing this topic.

Haseo071

  • Guest
Re: Getting and using the PMG Editor
« Reply #50 on: January 31, 2012, 02:50:47 pm »
Simple Fix:
-For 32 bit
"C:\Program Files\Java\jre7\bin\java.exe" -Djava.util.logging.config.file=logging.properties -cp .;lib/jme.jar;lib/jme-awt.jar;lib/jinput.jar;lib/lwjgl_test.jar;lib/lwjgl_util_applet.jar;lib/lwjgl_util.jar;lib/lwjgl.jar GUI

-For 64 bit
"C:\Program Files (x86)\Java\jre7\bin\java.exe" -Djava.util.logging.config.file=logging.properties -cp .;lib/jme.jar;lib/jme-awt.jar;lib/jinput.jar;lib/lwjgl_test.jar;lib/lwjgl_util_applet.jar;lib/lwjgl_util.jar;lib/lwjgl.jar GUI

Details: We are no longerrunning on "jre6" but rather "jre7"... for 3 years... :(

Offline NinjaStickMan

Re: Getting and using the PMG Editor
« Reply #51 on: January 31, 2012, 11:06:18 pm »
It did not work.

Offline padawan

  • Μίσος εραστής τηςττρώτης τάξης
  • Full Member
  • ***
  • Posts: 177
  • 2376 credits
  • View Inventory
  • Send Money To padawan
  • Total upvotes: -13
  • IGN: Alexina: Lukianos
Re: Getting and using the PMG Editor
« Reply #52 on: March 07, 2012, 10:43:11 am »
yeah i cant seem to get it to work myself the code being

"C:\Program Files\Java\jre7\bin\javaw.exe" -Djava.util.logging.config.file=logging.properties -cp .;lib/jme.jar;lib/jme-awt.jar;lib/jinput.jar;lib/lwjgl_test.jar;lib/lwjgl_util_applet.jar;lib/lwjgl_util.jar;lib/lwjgl.jar GUI

i dont get an error. the bat runs then after cmd closes nothing pops up.
all i wanted to do was edit the male sage wings to be switched out using the female ones. :/
________________________________________________________________________________

 Edit: I actually i got it working. The code i used was  "C:\Program Files (x86)\Java\jre7\bin\java.exe" -Djava.util.logging.config.file=logging.properties -cp .;lib/jme.jar;lib/jme-awt.jar;lib/jinput.jar;lib/lwjgl_test.jar;lib/lwjgl_util_applet.jar;lib/lwjgl_util.jar;lib/lwjgl.jar GUI

I ran the run.bat first. Then i ran run2.bat, Once i got it working i made a copy of the run2 to desktop and renamed it PMG Editor. :D
Ich warte auf deine Liebe. Selbst für eine Ewigkeit.

BattleJesus

  • Guest
Re: Getting and using the PMG Editor
« Reply #53 on: May 22, 2012, 06:08:05 pm »
Heya. I was looking to try and get this working finally, and I got it to start up and all that fun stuff(which is further than I've gotten before!), however regardless of whether I load a framework or pmg or etc, nothing ever shows up on the window.
http://dl.dropbox.com/u/40372841/new%20canvas.jpg
Like so(I have Morrighan's framework/pmg loaded)

Did I somehow manage to snag a wrong version? Or is this something on my end that's causing it?

In case it'll help..
OS - Windows 7 HomePremium 64bit
Processor - AMD Antholon 2.0ghz dual-core
3gb of RAM
Graphics - ATI Mobility Radeon HD 4200

Offline raretblue2

Re: Getting and using the PMG Editor
« Reply #54 on: July 10, 2013, 02:55:10 am »
so its working all fine and dandy...till i try to add an animation. it says -the Bone isn't fit for this animation- and its starting to :censored: me off...how do i get this thing to make the animations work? im using the right frame, and the right pmg...i used to do this like  a year ago and i never had this issue b4 x.x
Razor sharp winds...

Offline AliechSuccubi

Re: Getting and using the PMG Editor
« Reply #55 on: February 02, 2014, 09:26:05 pm »
Im getting the same stupid opening then closing problem, like what the heck?
Can somebody please clear this up, and I welcome teamviewer help
You've met with a terrible fate havin't you?

Offline kuroshisuji

Re: Getting and using the PMG Editor
« Reply #56 on: March 09, 2014, 11:49:35 am »
I can't get the PMG Editor to work. It just pops open, displays a message that looks like the file location (no error), then closes. Please help?

Offline Lady Playtime

Re: Getting and using the PMG Editor
« Reply #57 on: March 09, 2014, 12:00:36 pm »
Did you change the .bat files yet?
Join me on Twitch, I stream!
^ Click to join me ^




Contact me by email: [email protected]. by Skype: Playtime.xel, PM me here, or say my name in a post and I'll find you!
Quote from: Marck
[12:37:42 AM] Marck: ...
[12:37:44 AM] Marck: Adam
[12:37:50 AM] Marck: You can take over MM now, I'm freaking stupid

Offline kuroshisuji

Re: Getting and using the PMG Editor
« Reply #58 on: March 09, 2014, 12:42:10 pm »
I did. No go.

Edit: I'm using Windows 7 x64, if that changes anything.

Offline Lady Playtime

Re: Getting and using the PMG Editor
« Reply #59 on: March 09, 2014, 03:57:02 pm »
Did you check to make sure you have the jre6 requested in the thread, and not jre7? If not, change the .bat to match jre7
And change the filepaths to match a 64 bit OS? If not, add the (x86) to it.
Join me on Twitch, I stream!
^ Click to join me ^




Contact me by email: [email protected]. by Skype: Playtime.xel, PM me here, or say my name in a post and I'll find you!
Quote from: Marck
[12:37:42 AM] Marck: ...
[12:37:44 AM] Marck: Adam
[12:37:50 AM] Marck: You can take over MM now, I'm freaking stupid

Offline kuroshisuji

Re: Getting and using the PMG Editor
« Reply #60 on: March 09, 2014, 04:19:06 pm »
The .bat was changed to jre7 and it leads to Program Files (x86).

"C:\Program Files (x86)\Java\jre7\bin\java.exe" -Djava.util.logging.config.file=logging.properties -cp .;lib/jme.jar;lib/jme-awt.jar;lib/jinput.jar;lib/lwjgl_test.jar;lib/lwjgl_util_applet.jar;lib/lwjgl_util.jar;lib/lwjgl.jar GUI

This is what I put in the file.

Offline Lady Playtime

Re: Getting and using the PMG Editor
« Reply #61 on: March 09, 2014, 06:03:25 pm »
Okay, that seems about right.
Did you also remember to move the DLLs over to the jre folder?

If yes, feel free to add me on Skype, because I'm really lazy about checking around on mabimods, but I'd still be more than happy to help you get it running right.
If no, you'll need to move them into the folder. (C:\Program Files (x86)\Java\jre7\bin)
Join me on Twitch, I stream!
^ Click to join me ^




Contact me by email: [email protected]. by Skype: Playtime.xel, PM me here, or say my name in a post and I'll find you!
Quote from: Marck
[12:37:42 AM] Marck: ...
[12:37:44 AM] Marck: Adam
[12:37:50 AM] Marck: You can take over MM now, I'm freaking stupid

Offline Lady Playtime

Re: Getting and using the PMG Editor
« Reply #62 on: March 09, 2014, 07:26:33 pm »
feel free to add me on Skype, because I'm really lazy about checking around on mabimods, but I'd still be more than happy to help you get it running right.

So, everything's where it should be, it's all spot-on, I even got mine running properly (we're on the same OS and it's the same filepaths) then compressed it and sent it over. 

This one's a head scratcher for me, recommended a reinstall of jre just to make sure. If someone else has something to add, please, let me know as well, this one's got me curious what's preventing it from running.
Join me on Twitch, I stream!
^ Click to join me ^




Contact me by email: [email protected]. by Skype: Playtime.xel, PM me here, or say my name in a post and I'll find you!
Quote from: Marck
[12:37:42 AM] Marck: ...
[12:37:44 AM] Marck: Adam
[12:37:50 AM] Marck: You can take over MM now, I'm freaking stupid

Offline kuroshisuji

Re: Getting and using the PMG Editor
« Reply #63 on: March 09, 2014, 07:45:24 pm »
So, everything's where it should be, it's all spot-on, I even got mine running properly (we're on the same OS and it's the same filepaths) then compressed it and sent it over. 

This one's a head scratcher for me, recommended a reinstall of jre just to make sure. If someone else has something to add, please, let me know as well, this one's got me curious what's preventing it from running.

I finally got it to work. Oddly enough, JRE 7 wasn't fully installed (it probably crashed during the installation) but it wasn't affecting anything until now. I could still run anything that required Java besides PMG Editor.

Offline Europe

Re: Getting and using the PMG Editor
« Reply #64 on: March 14, 2014, 06:43:32 am »
Tachi conveniently wrote these a while ago, allowing import/export to/from pretty much any mabi format via:
https://github.com/Tachiorz/mabinogi_blender_addons

Using Blender.
You can still make your edits using whatever software you like.

I'm told that animation support doesn't work yet, but as animation support in my renderer is on my to-do list, that'll hopefully be rectified in the near future.

With support for those 3 file types you can effectively make anything you want.

Offline Buggyman

Re: Getting and using the PMG Editor
« Reply #65 on: April 23, 2014, 09:22:29 pm »
so its working all fine and dandy...till i try to add an animation. it says -the Bone isn't fit for this animation- and its starting to :censored: me off...how do i get this thing to make the animations work? im using the right frame, and the right pmg...i used to do this like  a year ago and i never had this issue b4 x.x

I'm getting this.

Okay, can anyone explain the crazy .frm files I seem to be extracting from mabinogi?
It's obviously the frameworks that are causing this, because upon trying to load a framework, pmg and animation in blender, I get cthulhu.

Tachi conveniently wrote these a while ago, allowing import/export to/from pretty much any mabi format via:
https://github.com/Tachiorz/mabinogi_blender_addons

Using Blender.
You can still make your edits using whatever software you like.

I'm told that animation support doesn't work yet, but as animation support in my renderer is on my to-do list, that'll hopefully be rectified in the near future.

With support for those 3 file types you can effectively make anything you want.

And these don't export. (They import perfectly, though!)
NULL POINTER EXCEPTION

Offline Europe

Re: Getting and using the PMG Editor
« Reply #66 on: April 30, 2014, 08:01:50 pm »
I'm getting this.

Okay, can anyone explain the crazy .frm files I seem to be extracting from mabinogi?
It's obviously the frameworks that are causing this, because upon trying to load a framework, pmg and animation in blender, I get cthulhu.

And these don't export. (They import perfectly, though!)

NO exports work..?

I recall Tachi saying that FRMs do export, and if PMGs don't, just write your own exporting function?
All the data is there in the script, and they're not a complex file structure.


Crazy frames? Old frames used to have 26 or so bones, and they now have 40+.
Probably to do with wings, but maybe none of the current tools appreciate the unused bones?
Especially for animations, as I recall the Java editor checking suitability by checking the number of groups in the animation against the number of bones, which obviously won't match now.
Which would explain the error.

That's pretty much all I can tell you about animations for now, as none of us have gotten around to working out exactly how the data is used.
Everyone seems content to wait for me to eventually get around to it,  and I'm currently working on another aspect of rendering performance, so that's not going to be happening for quite some time yet.


How are you loading an animation (.ani) in Blender anyway?

Offline Buggyman

Re: Getting and using the PMG Editor
« Reply #67 on: May 01, 2014, 03:04:10 am »
NO exports work..?

I recall Tachi saying that FRMs do export, and if PMGs don't, just write your own exporting function?
All the data is there in the script, and they're not a complex file structure.


Crazy frames? Old frames used to have 26 or so bones, and they now have 40+.
Probably to do with wings, but maybe none of the current tools appreciate the unused bones?
Especially for animations, as I recall the Java editor checking suitability by checking the number of groups in the animation against the number of bones, which obviously won't match now.
Which would explain the error.

That's pretty much all I can tell you about animations for now, as none of us have gotten around to working out exactly how the data is used.
Everyone seems content to wait for me to eventually get around to it,  and I'm currently working on another aspect of rendering performance, so that's not going to be happening for quite some time yet.


How are you loading an animation (.ani) in Blender anyway?

Literally no exports work. Like, you go to File > Export and they don't even show up. Well, the .frm one does iirc but it doesn't actually work.
I'd write my own function, but I'm not the best with python; haven't done it in over a year now. It'll take me a while to get back into the swing of things. Most of my focus has been SPARC and x86_64 assembly code this year.
Maybe I'll get around to it later.

Hm. I switched to using the PMG to MQO converter, since that works well enough. Now I'm getting the common "disconnected PMG" problem I posted about in skin mods. Still kinda stumped on it. HxD didn't reveal anything exciting, either.

I'd help if I weren't a total newb when it comes to actually making mods. Maybe I'll be experienced enough in six months or so.

Loading an animation in blender?
I load the .frm, the .pmg and then the .ani using the three python files at the link you provided.
Then I hit play.
It doesn't link up correctly. The .pmg doesn't move and only a few of the framework bones move - Erratically and incorrectly.
So yes, I "loaded" an animation in blender. It didn't do anything useful, though.
NULL POINTER EXCEPTION

Offline Europe

Re: Getting and using the PMG Editor
« Reply #68 on: May 01, 2014, 07:08:18 am »
Literally no exports work. Like, you go to File > Export and they don't even show up. Well, the .frm one does iirc but it doesn't actually work.
I'd write my own function, but I'm not the best with python; haven't done it in over a year now. It'll take me a while to get back into the swing of things. Most of my focus has been SPARC and x86_64 assembly code this year.
Maybe I'll get around to it later.

Hm. I switched to using the PMG to MQO converter, since that works well enough. Now I'm getting the common "disconnected PMG" problem I posted about in skin mods. Still kinda stumped on it. HxD didn't reveal anything exciting, either.

I'd help if I weren't a total newb when it comes to actually making mods. Maybe I'll be experienced enough in six months or so.

Loading an animation in blender?
I load the .frm, the .pmg and then the .ani using the three python files at the link you provided.
Then I hit play.
It doesn't link up correctly. The .pmg doesn't move and only a few of the framework bones move - Erratically and incorrectly.
So yes, I "loaded" an animation in blender. It didn't do anything useful, though.

Animations don't work.
I've said a couple of times now, that I'm (apparently) the one who will be working out how the data is used, and Tachi will probably update his scripts when I do.
Which is why the imports look like a mess.


The FRM export should work, but it has to spam generate a hash table IIRC, so I think it takes a couple of tries. I forget every time Tachi tells me the specifics, but I recall that it IS supposed to work.


Making mods is easy enough, or I should say, WAS easy enough, back when these original tools worked.
They're more than 5 years old, so the fact that they worked for this long is pretty impressive, but they now need updating. Which isn't likely, since there's very few people who actually create anything here.

The MQO converter cannot make clothing by the way, since it breaks joints when it converts. (minor(local) Matrix * bone major(global) matrix = location)
Original:                  Converted to MQO and back:

If you're using a base model though, you could probably fix that by copying the values, but you can't create anything from scratch without working out matrices.


As I've said before, don't hold your breath on animations, I'm looking for seriously improved performance from my mesh rendering before I move onto that.

Offline Buggyman

Re: Getting and using the PMG Editor
« Reply #69 on: May 01, 2014, 10:54:46 pm »
Animations don't work.
I've said a couple of times now, that I'm (apparently) the one who will be working out how the data is used, and Tachi will probably update his scripts when I do.
Which is why the imports look like a mess.


The FRM export should work, but it has to spam generate a hash table IIRC, so I think it takes a couple of tries. I forget every time Tachi tells me the specifics, but I recall that it IS supposed to work.


Making mods is easy enough, or I should say, WAS easy enough, back when these original tools worked.
They're more than 5 years old, so the fact that they worked for this long is pretty impressive, but they now need updating. Which isn't likely, since there's very few people who actually create anything here.

The MQO converter cannot make clothing by the way, since it breaks joints when it converts. (minor(local) Matrix * bone major(global) matrix = location)
Original:                  Converted to MQO and back:

If you're using a base model though, you could probably fix that by copying the values, but you can't create anything from scratch without working out matrices.


As I've said before, don't hold your breath on animations, I'm looking for seriously improved performance from my mesh rendering before I move onto that.

Ah, alright. Thanks.

I'll give it a go by copying values over and see how that works.
Good luck with the performance issues.
NULL POINTER EXCEPTION

Offline Europe

Re: Getting and using the PMG Editor
« Reply #70 on: May 04, 2014, 03:09:15 pm »
Ah, alright. Thanks.

I'll give it a go by copying values over and see how that works.
Good luck with the performance issues.

Most of it is just writing a graphical rendering system that isn't maintained by someone being incredibly lazy, whilst being originally written using decade old methodology, but used with models of rapidly increasing complexity. So, not really so much about luck, as it is about not catering to 10+ year old devices.

As for animations, Tachi was working on it, but not a spectacular amount of progress was made. I thought it would be something like PMG.Pmesh.MinorMatrix * FRM.bone.MajorMatrix * animation.rotation * animation.translation, but it's apparently not working in Blender.

He pushed what he ended up with to the repo, so take a look if you want to try and work it out.
All the data gets loaded/read, afaik, it's just the actual conversion into visual data that's lacking.


He has no intentions of writing a PMG export function though, so you're pretty much on your own there, but since that is the case:
http://puu.sh/8zkIP/55cb435199.bt

Used with 010 Editor, it'll provide you with all the information you should need to fully comprehend the PMG format, and write your own export function.
It SHOULD be able to parse any PMG file, aside from one or two that I don't think you'll ever actually run into.
If nothing else, you'll be able to use it to easily copy the matrices.

Offline Buggyman

Re: Getting and using the PMG Editor
« Reply #71 on: May 05, 2014, 03:52:15 pm »
Most of it is just writing a graphical rendering system that isn't maintained by someone being incredibly lazy, whilst being originally written using decade old methodology, but used with models of rapidly increasing complexity. So, not really so much about luck, as it is about not catering to 10+ year old devices.

As for animations, Tachi was working on it, but not a spectacular amount of progress was made. I thought it would be something like PMG.Pmesh.MinorMatrix * FRM.bone.MajorMatrix * animation.rotation * animation.translation, but it's apparently not working in Blender.

He pushed what he ended up with to the repo, so take a look if you want to try and work it out.
All the data gets loaded/read, afaik, it's just the actual conversion into visual data that's lacking.


He has no intentions of writing a PMG export function though, so you're pretty much on your own there, but since that is the case:
http://puu.sh/8zkIP/55cb435199.bt

Used with 010 Editor, it'll provide you with all the information you should need to fully comprehend the PMG format, and write your own export function.
It SHOULD be able to parse any PMG file, aside from one or two that I don't think you'll ever actually run into.
If nothing else, you'll be able to use it to easily copy the matrices.

Aha, well, good luck with catering to 10+ year old devices, then. xD

And thanks for all this info, I'll be taking a look at it when I can get some free time to do it.
Things're coming up and I gotta deal with those first. > - <;
NULL POINTER EXCEPTION

Offline Phoenix1

Re: Getting and using the PMG Editor
« Reply #72 on: June 14, 2017, 08:55:28 pm »
How do I get the pmg editor to work if I'm using Windows 10? Sorry for thread necro.

Offline Fl0rn

Re: Getting and using the PMG Editor
« Reply #73 on: June 14, 2017, 11:25:03 pm »
How do I get the pmg editor to work if I'm using Windows 10? Sorry for thread necro.

First post has most the need to know info.  After some lurking myself, i've seen that you must use 32 bit java.  64 bit won't work.  If you installed java outside of the default location, just edit the bat to point to it.  Related info on that is covered in the first post.  Post back if you still need more help/clarification though.  Techie stuff can be a pain sometimes.

Note that i'm going to bed after posting this, so while someone else may answer more promptly, you may wait a bit on me.  Trial and error is your friend though.