Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Programming => Topic started by: DarkPikachu on July 06, 2011, 08:59:59 PM



Title: Tcll's resource box
Post by: DarkPikachu on July 06, 2011, 08:59:59 PM
sup peeps :D

I'm a python programmer like 404,
I use Python 2.7 since it has more support for python 3x, but isn't as demanding.
(PyOpenGL is also slower for Python 3x)


(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/3716ba38dd5a1e715682d8df4d8e61a1661e4c9709d313d1bbc63b7e528ccca1)HexEdit Pro 5.0 - A professional hex editor, built by Andrew, with template support and many more features used for viewing and testing the data structures of a file.
For more information, go to https://github.com/AndrewWPhillips/HexEdit/tree/master/HexEdit (https://github.com/AndrewWPhillips/HexEdit/tree/master/HexEdit)
For color-highlighting support download and replace BinaryFileFormat.dtd (https://mega.nz/#!F45BGDBA!U55bzcA424w15-ov5_bVsl0biMiYaBukUk2BJPiAduQ) in the program directory.
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/b5d5df34cd90d80273f3f8eef624a646fd08a206493931d3125557275e2a0f13) (https://mega.nz/#!UoolWBIC!R_Mp3DelHlHxu8FKu3zfjM61bHT290_0lIN9WoR8Puw)
Templates I've built for HexEdit Pro 4.0:

DAT (HAL Labs) - coming soon
MDL0 - removed
TEX0 - removed
REFT - removed
REFF - todo
REL - todo

^ these will be merged into a single template for NW4R once the link returns
you'll have to manually apply the template or create symlinks for each filetype because HexEdit doesn't have template mapping functionality

template installation instructions (http://brawlimports.proboards.com/index.cgi?board=templates&action=display&thread=8)

EDIT:
sorry everything's kinda disappeared, this stuff will return I promise
just been having numerous issues with big corporations screwing me in various ways
I'm working on solutions of my own, so just be patient ;)

as for why I've removed most of the old entries from the table, the sources were either lost or are too old to be of any relevance.
some were also on 4Shared, which is a service I've dropped (along with Mediafire).


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 10, 2011, 09:13:23 AM
Hex2Text:
this is what I use to format hex copied from HxD into a style suitable for posting.
example is below:

input.txt: (you create)
41 52 43 00 01 01 00 03 00 00 00 00 00 00 00 00 46 69 74 50 69 6B 61 63 68 75 30 30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 02 A7 00 00 00 FF FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 62 72 65 73 FE FF 00 00 00 02 A7 00 00 10 00 02 72 6F 6F 74 00 00 00 58 00 00 00 28 00 00 00 01 FF FF 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 6D 00 00 00 00 00 01 00 02 A1 F4 00 00 00 28 00 00 00 28 00 00 00 01 FF FF 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 5D 00 00 00 00 00 01 00 02 A2 90 00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 4D 44 4C 30 00 02 A1 60 00 00 00 09 FF FF FF 80 00 00 05 18 00 00 05 60 00 00 08 78 00 00 08 E0 00 00 09 48 00 00 09 70 00 00 09 D8 00 00 0A 90 00 00 0B 48 00 00 0B B0 00 00 00 00 00 02 A2 50

output.txt: (generated)
00000000 | 41 52 43 00 01 01 00 03 00 00 00 00 00 00 00 00 - ARC.............
00000016 | 46 69 74 50 69 6B 61 63 68 75 30 30 00 00 00 00 - FitPikachu00....
00000032 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000048 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000064 | 00 02 00 00 00 02 A7 00 00 00 FF FF 00 00 00 00 - ......§...ÿÿ....
00000080 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000096 | 62 72 65 73 FE FF 00 00 00 02 A7 00 00 10 00 02 - bresþÿ....§.....
00000112 | 72 6F 6F 74 00 00 00 58 00 00 00 28 00 00 00 01 - root...X...(....
00000128 | FF FF 00 00 00 01 00 00 00 00 00 00 00 00 00 00 - ÿÿ..............
00000144 | 00 6D 00 00 00 00 00 01 00 02 A1 F4 00 00 00 28 - .m........¡ô...(
00000160 | 00 00 00 28 00 00 00 01 FF FF 00 00 00 01 00 00 - ...(....ÿÿ......
00000176 | 00 00 00 00 00 00 00 00 00 5D 00 00 00 00 00 01 - .........]......
00000192 | 00 02 A2 90 00 00 00 40 00 00 00 00 00 00 00 00 - ..¢...@........
00000208 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000224 | 4D 44 4C 30 00 02 A1 60 00 00 00 09 FF FF FF 80 - MDL0..¡`....ÿÿÿ€
00000240 | 00 00 05 18 00 00 05 60 00 00 08 78 00 00 08 E0 - .......`...x...à
00000256 | 00 00 09 48 00 00 09 70 00 00 09 D8 00 00 0A 90 - ...H...p...Ø...
00000272 | 00 00 0B 48 00 00 0B B0 00 00 00 00 00 02 A2 50 - ...H...°......¢P

Download:. (http://gist.github.com/960561)
you'll have to copy the text and paste it in 'hex2text.py'

I like to create a new text document and simply rename it :3
(rename the extension)


Title: Re: Tcll5850's program box (reserved)
Post by: stickman on July 10, 2011, 09:21:11 AM
Would you be able to make it so that the addresses on the left are in hex, and also would it be possible to enter a starting address so a person can show where in the file he is talking about? This is a pretty cool program.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 10, 2011, 09:34:06 AM
Would you be able to make it so that the addresses on the left are in hex, and also would it be possible to enter a starting address so a person can show where in the file he is talking about? This is a pretty cool program.
hmm... I suppose :)

and for a starting address...
I guess, but rmbr to copy from the beginning of a line,
because of the way it orders the bytes

and thanx :)

EDIT:
for the offset
I'll try to make it to where you don't have to input 0 every time
(just hit enter)


Title: Re: Tcll5850's program box (reserved)
Post by: ForOhFor Error on July 10, 2011, 09:49:37 AM
Hex2Text:
this is what I use to format hex copied from HxD into a style suitable for posting.
example is below:

input.txt: (you create)
41 52 43 00 01 01 00 03 00 00 00 00 00 00 00 00 46 69 74 50 69 6B 61 63 68 75 30 30 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 02 A7 00 00 00 FF FF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 62 72 65 73 FE FF 00 00 00 02 A7 00 00 10 00 02 72 6F 6F 74 00 00 00 58 00 00 00 28 00 00 00 01 FF FF 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 6D 00 00 00 00 00 01 00 02 A1 F4 00 00 00 28 00 00 00 28 00 00 00 01 FF FF 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 5D 00 00 00 00 00 01 00 02 A2 90 00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 4D 44 4C 30 00 02 A1 60 00 00 00 09 FF FF FF 80 00 00 05 18 00 00 05 60 00 00 08 78 00 00 08 E0 00 00 09 48 00 00 09 70 00 00 09 D8 00 00 0A 90 00 00 0B 48 00 00 0B B0 00 00 00 00 00 02 A2 50

output.txt: (generated)
00000000 | 41 52 43 00 01 01 00 03 00 00 00 00 00 00 00 00 - ARC.............
00000016 | 46 69 74 50 69 6B 61 63 68 75 30 30 00 00 00 00 - FitPikachu00....
00000032 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000048 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000064 | 00 02 00 00 00 02 A7 00 00 00 FF FF 00 00 00 00 - ......§...ÿÿ....
00000080 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000096 | 62 72 65 73 FE FF 00 00 00 02 A7 00 00 10 00 02 - bresþÿ....§.....
00000112 | 72 6F 6F 74 00 00 00 58 00 00 00 28 00 00 00 01 - root...X...(....
00000128 | FF FF 00 00 00 01 00 00 00 00 00 00 00 00 00 00 - ÿÿ..............
00000144 | 00 6D 00 00 00 00 00 01 00 02 A1 F4 00 00 00 28 - .m........¡ô...(
00000160 | 00 00 00 28 00 00 00 01 FF FF 00 00 00 01 00 00 - ...(....ÿÿ......
00000176 | 00 00 00 00 00 00 00 00 00 5D 00 00 00 00 00 01 - .........]......
00000192 | 00 02 A2 90 00 00 00 40 00 00 00 00 00 00 00 00 - ..¢...@........
00000208 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000224 | 4D 44 4C 30 00 02 A1 60 00 00 00 09 FF FF FF 80 - MDL0..¡`....ÿÿÿ€
00000240 | 00 00 05 18 00 00 05 60 00 00 08 78 00 00 08 E0 - .......`...x...à
00000256 | 00 00 09 48 00 00 09 70 00 00 09 D8 00 00 0A 90 - ...H...p...Ø...
00000272 | 00 00 0B 48 00 00 0B B0 00 00 00 00 00 02 A2 50 - ...H...°......¢P

Download:. ([url]http://raw.github.com/gist/960561/0fd796820b783cc15c3c65b8e7cc04be55494301/hex2text.py[/url])
you'll have to copy the text and paste it in 'hex2text.py'

I like to create a new text document and simply rename it :3
(rename the extension)

Dang, that's nice!


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 10, 2011, 10:26:54 AM
here we are:

inputs:
>>>
current offset: 124
hex offsets? (0 or 1) 1

output:
0000007C | 41 52 43 00 01 01 00 03 00 00 00 00 00 00 00 00 - ARC.............
0000008C | 46 69 74 50 69 6B 61 63 68 75 30 30 00 00 00 00 - FitPikachu00....
0000009C | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
000000AC | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
000000BC | 00 02 00 00 00 02 A7 00 00 00 FF FF 00 00 00 00 - ......§...ÿÿ....
000000CC | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
000000DC | 62 72 65 73 FE FF 00 00 00 02 A7 00 00 10 00 02 - bresþÿ....§.....
000000EC | 72 6F 6F 74 00 00 00 58 00 00 00 28 00 00 00 01 - root...X...(....
000000FC | FF FF 00 00 00 01 00 00 00 00 00 00 00 00 00 00 - ÿÿ..............
0000010C | 00 6D 00 00 00 00 00 01 00 02 A1 F4 00 00 00 28 - .m........¡ô...(
0000011C | 00 00 00 28 00 00 00 01 FF FF 00 00 00 01 00 00 - ...(....ÿÿ......
0000012C | 00 00 00 00 00 00 00 00 00 5D 00 00 00 00 00 01 - .........]......
0000013C | 00 02 A2 90 00 00 00 40 00 00 00 00 00 00 00 00 - ..¢...@........
0000014C | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
0000015C | 4D 44 4C 30 00 02 A1 60 00 00 00 09 FF FF FF 80 - MDL0..¡`....ÿÿÿ€
0000016C | 00 00 05 18 00 00 05 60 00 00 08 78 00 00 08 E0 - .......`...x...à
0000017C | 00 00 09 48 00 00 09 70 00 00 09 D8 00 00 0A 90 - ...H...p...Ø...
0000018C | 00 00 0B 48 00 00 0B B0 00 00 00 00 00 02 A2 50 - ...H...°......¢P

int offsets:
00000124 | 41 52 43 00 01 01 00 03 00 00 00 00 00 00 00 00 - ARC.............
00000140 | 46 69 74 50 69 6B 61 63 68 75 30 30 00 00 00 00 - FitPikachu00....
00000156 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000172 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000188 | 00 02 00 00 00 02 A7 00 00 00 FF FF 00 00 00 00 - ......§...ÿÿ....
00000204 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000220 | 62 72 65 73 FE FF 00 00 00 02 A7 00 00 10 00 02 - bresþÿ....§.....
00000236 | 72 6F 6F 74 00 00 00 58 00 00 00 28 00 00 00 01 - root...X...(....
00000252 | FF FF 00 00 00 01 00 00 00 00 00 00 00 00 00 00 - ÿÿ..............
00000268 | 00 6D 00 00 00 00 00 01 00 02 A1 F4 00 00 00 28 - .m........¡ô...(
00000284 | 00 00 00 28 00 00 00 01 FF FF 00 00 00 01 00 00 - ...(....ÿÿ......
00000300 | 00 00 00 00 00 00 00 00 00 5D 00 00 00 00 00 01 - .........]......
00000316 | 00 02 A2 90 00 00 00 40 00 00 00 00 00 00 00 00 - ..¢...@........
00000332 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000348 | 4D 44 4C 30 00 02 A1 60 00 00 00 09 FF FF FF 80 - MDL0..¡`....ÿÿÿ€
00000364 | 00 00 05 18 00 00 05 60 00 00 08 78 00 00 08 E0 - .......`...x...à
00000380 | 00 00 09 48 00 00 09 70 00 00 09 D8 00 00 0A 90 - ...H...p...Ø...
00000396 | 00 00 0B 48 00 00 0B B0 00 00 00 00 00 02 A2 50 - ...H...°......¢P

UD'd the link ;)


Title: Re: Tcll5850's program box (reserved)
Post by: stickman on July 10, 2011, 02:18:57 PM
Nice! Good job! This will come in handy for later


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 10, 2011, 02:27:15 PM
if anyone want's to view my progress on my converter,
you can view it here:

UMC (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/Pictures/Programs/UMC/)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 13, 2011, 11:57:29 PM
good news :af:

I may soon have another alpha release 8)

both local and global vector conversions work as they should,
TMP transform settings don't work yet >_>

and I still need to work on the export GUI for the obj plugin... heh




_________________________________________________ ______________________________________

well I've finally gotten my obj plugin working as it should be :D

I've only been able to test global vectors on it...
once I UD my MDL0 plugin to the new TMP format I'll net to test the local conversion...

I've got the plugin running at basic performance...
it just converts the primitives to triangles, and doesn't have the transform option yet...


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 14, 2011, 07:55:41 PM
I am oficially making the release of my alpha2 version of my converter :)

this thing doesn't fully convert, but it works alot better than the first alpha
and it supports conversion for Melee DAT files...

anyways, here it is:
http://universal-model-converter-dev-version.googlecode.com/files/UMC_v2.6c_Alpha2.zip

have fun :)

the reason this took so long, is because of the restructure of almost everything...
the converter, the global functions, and the plugins.

the export GUI doesn't work yet, as I need to restructure my converter code to support it
after that, it's only a single function in each plugin that needs to be changed :)
(not nearly as much work as what came to this version)

and I was still unable to fix the multi-reference conversion GUI

again... I'm not the best GUI programmer,
so even the smallest GUI's will be quite a problem for me




also... (along other matters)
I'm not going to edit this post due to:
1: it's a release post about a software
2: it's on my thread (all users should have a little control over their threads)
3: this is my most important program (I'd more likely edit for another lesser program of mine)

people worried about signatures and other minor matters that don't matter, *glares at NZM*
you'd better not say a word, or I'll report you for being a rat and a total dousch to others.


Title: Re: Tcll5850's program box
Post by: ??_? on July 14, 2011, 08:48:50 PM
Nobody will, or should at least, give you [censored] for posting multiple times in your own thread.  nice work tcll


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 14, 2011, 10:03:35 PM
Nobody will, or should at least, give you [censored] for posting multiple times in your own thread.  nice work tcll
alright, thanx :)
at least now I feel a little more free here...
heh... for a moment I thought this forum was turning into VGLan

and thanx :D

the next alpha release will be able to support transforms,
as I'm working on that right now...
and I should have the GUI's fixed as well ;)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 15, 2011, 11:38:38 AM
BIG NEWS!!! :af:

my MDL0 template is now fully functional, and fast :D

you can get it here:
http://brawlimports.proboards.com/index.cgi

no more errors when out of edit mode 8)

although it still only works on v9 MDL0's >_>


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 27, 2011, 08:41:59 PM
hey...
what do you guys think about me starting back up on my REFT viewer??

granted it didn't do everything, and my GUI skills SUCK...
but yea... quote this post to give your opinion :)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 30, 2011, 07:22:20 AM
hey...
what do you guys think about me starting back up on my REFT viewer??

granted it didn't do everything, and my GUI skills SUCK...
but yea... quote this post to give your opinion :)
I'll take that as a no-go then...

but I am gonna start working on my own script editor, and logic editor very soon here >:)
(once I finish fixing my windows)
^(my computer logged me off (windows expired))

I just have to install my updates, drivers, and programs, and I'll be set ;)


Title: Re: Tcll5850's program box
Post by: Sky Grounder on July 30, 2011, 12:18:36 PM
hey...
what do you guys think about me starting back up on my REFT viewer??

granted it didn't do everything, and my GUI skills SUCK...
but yea... quote this post to give your opinion :)
I say you should do it :)
The REFT extractor could only extract, but if you could give it a replace function and support for the rest of Tex0 formats (C18?) then that would be great ;)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 30, 2011, 02:56:03 PM
I say you should do it :) The REFT extractor could only extract, but if you could give it a replace function and support for the rest of Tex0 formats (C18?) then that would be great ;)
I could work on it I guess >_>

but yea... I'd have to completely rebuild everything dealing with the GUI...

the current GUI waits for your input on what image to display...
once that's given, the index of the image is used to get to the image data,
which is read from the file >_>

if I'm gonna add an export option, I'm gonna need to reference the entire file from a var >_>

only then, I can completely rebuild the file

fact of the matter is it's the easiest format to understand... XD
I could build one right on this post, and I'm on a PS3 XDD
I would have to have my notes on it though... heh >_>


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 01, 2011, 01:50:43 PM
now I know why I stopped working on my REFT viewer...
the current method for the GUI wouldn't allow me to really do anything BUT draw the image...

I need a better method, and some MAJOR help with this T_T

but until I can get this thing working,
I'm working on another program to basically do what everyone wants,
with little limitation

REFT_builder
instructions supplied ;)

I can't type too much or I'd give a better description  >_>
stupid PS3 >:O


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 02, 2011, 06:30:53 AM
why am I a one man session O.o
at the least I'd expect a few good lucks thank you...

anyways... for an up-turner:
my REFT builder is comming along rather nicely
there's only a few fixable errors keeping me from releasing it...

the most major being a padding error at the end of the string table causing it to not meet the end of the row ... >_>
after that, it's just -16 from all the offsets in the map and it works perfectly :)


Title: Re: Tcll5850's program box
Post by: Sky Grounder on August 02, 2011, 11:45:25 AM
anyways... for an up-turner:
my REFT builder is comming along rather nicely
there's only a few fixable errors keeping me from releasing it...

the most major being a padding error at the end of the string table causing it to not meet the end of the row ... >_>
after that, it's just -16 from all the offsets in the map and it works perfectly :)
(http://1.bp.blogspot.com/-7Qy_yDvGsH4/ThSwIBfJ9RI/AAAAAAAAARI/yjsZXmAIqCY/s1600/14-me-gusta-22vmrft.png)
Me gusta


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 02, 2011, 11:53:13 AM
well, I've got some good news on my current REFT viewer ;D
I've just finished the IA4, RGB5A3, and RGBA8 formats,
leaving me woth only 3 more unfinished formats:
CI4
CI8
CMPR

the current bug with the builder is still there DX
(thinking about starting over)

heh... I build the thing when I was nearly asleep,
so yes there's unexplained errors... >_>


Title: Re: Tcll5850's program box
Post by: Sky Grounder on August 02, 2011, 03:15:04 PM
What did the first REFT extractor do when it found C14/C18 formats? Would it crash or just ignore those image formats?

why am I a one man session O.o
at the least I'd expect a few good lucks thank you...
Good luck ;)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 02, 2011, 06:05:22 PM
What did the first REFT extractor do when it found C14/C18 formats? Would it crash or just ignore those image formats? Good luck ;)
well thank you XDD


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 04, 2011, 04:37:03 PM
here's a few progress img's:
RGB5A3: (REFT built by hand)
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/d5ee9746a339651790ea1941dbf8ddff0904dfbfb3c0b5de7616348865e8ba99)

RGBA8: (built with my REFT_ builder)
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/5376b67de67c37dff22386f70ecee63b17f4e15e2e90af5ef647024b3f69d9a3)

yes... my builder is completed ;D
I'm writing instructions right now, as well as future plans. :)


Title: Re: Tcll5850's program box
Post by: Sky Grounder on August 04, 2011, 05:32:14 PM
Awesome! Now I can make my own effect textures ;D
(Will mostly be simple recolors :P )


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 17, 2011, 06:36:27 PM
hey...
I'm going to extend the OBJ format with my converter...

anyone willing to help me think of an extension format for bones and weights for the OBJ vertex groups??
(yes, the OBJ format supports vertex groups)

I'm adding bones and weights to the format with my converter,
and I need someone else who knows the format to help me out :)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 18, 2011, 04:58:32 PM
I am releasing my MDL0 node viewer :)
all of the common structures are taken care of...

but yea... if you do manage to find a new structure, please:
if the file is brawl or pokepark related, let me know who it's from.
Otherwize, send me the node file and I will add support ;)

this isn't even good enough to be called a version as there's only a few things supported,
but here it is: http://gist.github.com/1154873
copy the text and paste it into 'node viewer.py' or whatever name you want ;)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 08, 2011, 12:44:31 PM
hey...
does anyone have any suggestions for my converter??
like for the GUI and such...

currently planned is you:
-run the program
-open your input and output files
-select your input/output conversion methods (radio buttons)
    skipped if single conversion
-set the output settings in the conversion GUI
    the viewer will update as you click an option
    (showing you the best result you can have with the current settings)
-watch the program as it converts

the viewer currently takes ~16 seconds to update, but everything works as it should ;)
(this is just loading a TMP to preview and then using Kbd shortcuts to change the settings)
^the viewer is not actually implemented yet

I am going to work on refining the GUI building...
instead of calling a single function, and loading a hard-coded GUI
^(which is extremely hard to code)
I'm going to define functions that make building the GUI alot easier ;)
(you'll only have to input the functions and link them together.
instead of putting in every small little detail... D:

just define the width and height of the GUI space you'll use,
and the viewer will show to the right of the pre-defined space, based on the height.
each button function will have it's own name... you'll just define if it exists and where it goes. :)
the functions (being hard coded) will update the viewer if they're defined in your GUI.

if all goes as planned, you shouldn't have to do any logic coding.
all I need to know is plans and ideas from others before I start programming.

yes, this means I'm starting over
(my last release of UMC is as good as it gets with that limited handling method) :P

_____


btw, if you're wondering why this is taking so long, *glances at roo*
it's because of my list of current projects and the current knowledge known about everything:

note: these are all on the same priority so the order doesn't matter.

1.) re-invent the computer using a 4 base number system (my game system)
2.) (follow-up) work on a game able to be processed by that computer ("EXP:824" is the name)
3.) work on a few inventions involving troll science 8)
4.) for the brawl community:
    -work on my converter
    -work on plans for my logic editor (lightly touching them currently) :P
5.) for the melee community:
    -work on my converter (that's it) :P
6.) personnal and other needs:
    -work on refining my own file formats
    -gain knowledge on programming a better 3D viewer (using classes and defining a better structure)
    -gain more knowledge on how computers are structured and how games work on them
    (for better defining performance on my own system)
    -work on my converter :P
    -work on SSBRotF (a series I've been longing to work on (need my converter))

EDIT:
forgot to mention that there will also be an ini file for setting certain specs of the converter.
I'll need alot of ideas to put into this, so let me know what you think of ;)


Title: Re: Tcll5850's program box
Post by: TokoyamiTheDark on September 08, 2011, 05:13:48 PM
How does your program works? When I download everything, all I see are hex numbers, and I don't know a damn thing about that...


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 09, 2011, 11:51:41 AM
How does your program works? When I download everything, all I see are hex numbers, and I don't know a damn thing about that...
lol
which program??

are you talking about my hex2text?? :/


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 16, 2011, 11:31:31 AM
ANNOUNCMENT:

UMC is being completely revised

the old way you saw UMC will be no more
instead, only a single GUI will be presented,

ideas:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/5156850746758f36ce1d9779b39d57d492ec3711e55a8fd574771095d478d3fe)
^what I want it to look like >_>

programming plugins will also be alot more loose ;)
but will have certain restrictions due to that... :|


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 29, 2011, 02:04:56 PM
I'm making a switch from Tkinter (:<
I'm going to define my GUI using OpenGL.

IDK why it didn't hit me before like it did just now,
but Blender relies entirely on OGL.

so if C++ can do it,
why couldn't Python

for the concerned users:
switching to OGL will only affect the GUI and widget programming.
it has nothing to do with the plugins ;)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 30, 2011, 07:44:47 AM
not much we can do about having too many people on.
so we'll just delete your message ok. *trollface*

responce: ok fine but I'm not typing it in again.
it was letting you guys know the updates that would happen...

I'll just post on my forum then.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 03, 2011, 08:27:58 AM
well...
since I'm getting no responce as to my Q (on my forum),

I guess I'll just integrate PyOpenGL and keep it at 2.6/7


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 03, 2011, 12:52:54 PM
*sigh*
I'm about to just stop posting in this forum...

1. nobody seems to care about my projects anymore
2. I won't have to deal with retyping every last post anymore >D
3. I wish there was a 3rd reason as to why I should stay here. =3=

well anyways...
I ain't stoppin...
I'm just losing my thoughts on posting here again...

so as to that I have to say, I may return.
squa-la-la


Title: Re: Tcll5850's program box
Post by: Volt_Storm_7 on October 03, 2011, 04:10:12 PM
Well, I care
o.o
You work so hard to help the community and your work goes unnoticed. You even take the  out of your day to make programs that benefits us. You sir, are a hero to us. GG


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 03, 2011, 06:12:17 PM
*sniff*...*sob*
...*sigh*

my good sir,
your temptations have brought me back to the forums.
a thousand points awarded to you my friend.

but the forum troll is pushing me away really fast...
after having to retype the entire post ):<

EDIT: (attempt2)
god I hate this forum >:O

screw it...
I don't even know what I typed anymore DX


Title: Re: Tcll5850's program box
Post by: TokoyamiTheDark on October 04, 2011, 01:24:52 PM
*sniff*...*sob* ...*sigh* my good sir, your temptations have brought me back to the forums. a thousand points awarded to you my friend. but the forum troll is pushing me away really fast... after having to retype the entire post ):< EDIT: (attempt2) god I hate this forum >:O screw it... I don't even know what I typed anymore DX

I care a lot about your projects, you know. But since I suck a programmation, I can't help a lot... Ever since they announced that MDL0s could be used in Brawl, I was thinking of myself ; if people could do MDL0s importers/exporters/converters? THEN we could use ANY character on Brawl!!! I went to search for such things but I never came across one...until I came to this forum.

Is your Model converter soon finished?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 04, 2011, 01:34:07 PM
I care a lot about your projects, you know. But since I suck a programmation, I can't help a lot... Ever since they announced that MDL0s could be used in Brawl, I was thinking of myself ; if people could do MDL0s importers/exporters/converters? THEN we could use ANY character on Brawl!!! I went to search for such things but I never came across one...until I came to this forum. Is your Model converter soon finished?
*angry laughter*
you're making me hate myself now...

I've started on version v3.0a
do you know what every x.0a version means?? *glares and smiles*

it means I've had to drop every piece of code and start on a better code from scratch.

I need to do that for the UD to OGL, as I'll no longer be using Tkinter for my GUI.
I'm using GLUT instead.

now you know why every x.0a version is incompatible between each other.
(the code is completely different)


I'll gauruntee you, if BJ starts doing that,
he'll have a much better and less frustrating way of coding his importer. ^_^


Title: Re: Tcll5850's program box
Post by: ForOhFor Error on October 04, 2011, 05:05:26 PM
But much more time consuming.
He's under pressure to work fast because of others being impatient.
You're not rushed for time, only because not many people pressure you to finish.
It's sort of a bad trade off, though, if you don't have anyone posting (Not that I'm saying you did this on purpose)

Anyway, as always, good luck, whatever project you may work on. I'm expecting great things from you, 'cause I know you're capable. Too bad you're in a rough position right now.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 04, 2011, 06:57:34 PM
But much more time consuming.
He's under pressure to work fast because of others being impatient.
You're not rushed for time, only because not many people pressure you to finish.
It's sort of a bad trade off, though, if you don't have anyone posting (Not that I'm saying you did this on purpose)

Anyway, as always, good luck, whatever project you may work on. I'm expecting great things from you, 'cause I know you're capable. Too bad you're in a rough position right now.
thanx 404 :)
I needed that...

I guess I was getting caught up in getting no attention... eh heh...


Title: Re: Tcll5850's program box
Post by: DSX8 on October 04, 2011, 07:48:17 PM
lol to be honest TCLL... i always look up on this thread for any new progress, so no need to say ur not getting any attention, cause u sure r! :)


Title: Re: Tcll5850's program box
Post by: TokoyamiTheDark on October 04, 2011, 10:28:29 PM
Honestly, this thread is one of the few I really like, along with "Legacy Team" and BrawlBox, and now I look for every new comment being shown up. When you'll have your PC back, I'm sure the model converter you're working on will be even more famous than BrawlBox and be an intense success once finished!!! ;) Also, will your converter include .pmd and .pmx files? (Both are MikuMikuDance models, .pmx is most recent, but there's no converter yet for this file)


Title: Re: Tcll5850's program box
Post by: Sky Grounder on October 05, 2011, 05:43:24 AM
I agree with TTD, this is one of the most interesting threads to me, mainly because it's one of the topics about expanding brawl's horizon (in hacking), along with the BrawlBox thread (thought it is filled with alot of off-topic discussion).
It's too bad that your life isn't that easy right now. :(

But remember that if you feel you need a little attention then just give it a shout, and I wish you luck with your life ;)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 05, 2011, 11:48:39 AM
aw thanx guys :)

from now on, I'm only looking in the foreward direction.
not no longer will I look back at my competition >:3

there's only 1 direction to go now. *face of wisdom*

Also, will your converter include .pmd and .pmx files? (Both are MikuMikuDance models, .pmx is most recent, but there's no converter yet for this file)

if I don't have it supported upon release, there's always the option to build a plugin ;)
(you can garuntee I'll be sure to make plugin building as simple as possible) >:3


Title: Re: Tcll5850's program box
Post by: TokoyamiTheDark on October 05, 2011, 12:32:20 PM
aw thanx guys :) from now on, I'm only looking in the foreward direction. not no longer will I look back at my competition >:3 there's only 1 direction to go now. *face of wisdom*  if I don't have it supported upon release, there's always the option to build a plugin ;) (you can garuntee I'll be sure to make plugin building as simple as possible) >:3
That's the spirit! Even if your computer is down, I do hope you'll have it back soon! I'm really exited about using my own models in Brawl, like Gamecube rips turned into DAEs as well as Dissidia FF models, also as DAEs (I have my color packs of Terra, both human and Esper, ready to become MDL0s) The thing is that I can't see anything in the current BrawlBox, so I hope that once turned into MDL0s they would be perfectly visible ;)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 05, 2011, 12:49:27 PM
That's the spirit! Even if your computer is down, I do hope you'll have it back soon! I'm really exited about using my own models in Brawl, like Gamecube rips turned into DAEs as well as Dissidia FF models, also as DAEs (I have my color packs of Terra, both human and Esper, ready to become MDL0s) The thing is that I can't see anything in the current BrawlBox, so I hope that once turned into MDL0s they would be perfectly visible ;)
uugh... ripping is only what I do when I rip games to my HDD...

I try to stay away from DAE as it's not a very trustworthy format among 3D editors...
(different editors have a different way of reading the DAE's data)

heh...
best option (for me) was to dev my own format...

for you guys...
try to stick with BLEND or 3DS
(granted the blender team has little documentation on their format)

I'd have to say BLEND is even more trustworthy than 3DS due to 3DS's complex aglorithms for it's format.

3DS files basically store equations for defining objects.
BLEND files actually store model data in a "DNA" structure.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 05, 2011, 01:20:04 PM
WOOT!!!
my first GUI test with OGL >:3
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/8e11835c71463472528baa059ade1cad433418d44814a0a44dc027bd81f59eb3)

click on the spoiler for the code:
import sys
sys.path.append('data')
# helloteapot.py

from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *

def draw():
    glutWireTeapot(0.5)
    glFlush()

glutInit(sys.argv)
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
glutCreateWindow("My First OGL Program")
glutDisplayFunc(draw)
glutMainLoop()


EDIT:
this is better:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/2e78e05e7e5d2f3ecdae7af51a8ba73aa64a93a3d58144df5eb6d60f2bab5a68)

and here's the code:
import sys
sys.path.append('data')
# helloteapot.py

from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *

def draw():
    glClear(GL_COLOR_BUFFER_BIT)
    glutWireTeapot(0.5)
    glFlush()

glutInit(sys.argv)
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)

glutCreateWindow("My First OGL Program")
glutInitWindowSize(250,250)
glutInitWindowPosition(100,100)

glutDisplayFunc(draw)
glutMainLoop()


Title: Re: Tcll5850's program box
Post by: ForOhFor Error on October 05, 2011, 01:36:36 PM
Faster render time than TKinter?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 05, 2011, 01:46:08 PM
Faster render time than TKinter?
it loaded almost instantly >:3
but that's only the internal function...

I'm just playing around, getting to know OpenGL

IMO, you prbly should too...
(integrate PyOpenGL into your program so people won't have to DL it)
^just like I did ^_^

alot of tricks for getting to know OGL are in this PDF:
http://www.uop.edu.jo/download/PdfCourses/python/PyOpenGL.pdf


Title: Re: Tcll5850's program box
Post by: TokoyamiTheDark on October 05, 2011, 01:59:41 PM
Wow! What a nice program! Is the OGL the model converter you're currently making?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 05, 2011, 02:11:37 PM
Wow! What a nice program! Is the OGL the model converter you're currently making?
lol
if I understand you correctly XDD

the OGL you're seeing in use is the OGL integrated into my converter...
what you're seeing are just simple side programs used for nothing more than testing :3

now you see why I needed a complete code drop.
OpenGL is by far much better than Tkinter :)

I don't know it's renderring speed yet...
but I do know PyOGL 3x is far slower than PyOGL 2x
although I can't seem to find a 2x version to integrate >_>
but this can be delt with until I learn Python 3x

I'm expecting at least a 20FPS output for 1 model >_>


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 06, 2011, 12:32:50 PM
hey 404 :D
I hope you're ready because I have something for you (:<

http://www.megaupload.com/?d=MQQTZNLO
the program is a small previewer that rotates a sphere
(that's exactly what's to show off... "Rotation")

btw, OGL is included in the DL ;)
(you don't have to DL it) :D

you can play around with the functions and see what you can get. :)

the framerate I'm getting is just as fast as the key repeat rate of the Kbd
(much faster than I was expecting for python) >D

TIP: you can take the OGL from the DL and integrate it in your program. ;)
I put mine in UMC/data/ so I have to put this code before referencing it:

import sys
sys.path.append('data')
#then reference:
from OpenGL import *
from OpenGL.GLUT import *

have fun ;)


Title: Re: Tcll5850's program box
Post by: TokoyamiTheDark on October 06, 2011, 12:59:14 PM
Thanks! It works on my laptop, but not on my PC, and I've noticed the files were .py files. Is there something my laptop have than my PC doesn't?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 06, 2011, 01:02:42 PM
Thanks! It works on my laptop, but not on my PC, and I've noticed the files were .py files. Is there something my laptop have than my PC doesn't?
Python


Title: Re: Tcll5850's program box
Post by: DSX8 on October 06, 2011, 02:31:17 PM
well i sure hope ur program gets better and better mate!


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 06, 2011, 02:49:49 PM
well i sure hope ur program gets better and better mate!
lol thanx :)
I've just described my program to the blender developers...
(since blender uses OGL entirely) >_>

hopefully I can get some help on it...
(since I'm a class A++ OGL noob) XDD


Title: Re: Tcll5850's program box
Post by: DSX8 on October 06, 2011, 03:05:06 PM
lol thanx :)
I've just described my program to the blender developers...
(since blender uses OGL entirely) >_>

hopefully I can get some help on it...
(since I'm a class A++ OGL noob) XDD
lmao ya... better hope that they help u.. but more than likely, most developers dont help ppl


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 06, 2011, 03:06:10 PM
here's a few ideas for my converter in under 5 minutes:

step1:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/1a0d768daf99f1fa16e0d411e3dc1e9fa01f40da36f50dbeff99369f7a64f7d7)

step2:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/f133daa2abd1052b10c34cbed2a0cb3a4a0f46c55e95b273be411f6dc40a60ed)

that's how it will basically work...


Title: Re: Tcll5850's program box
Post by: DSX8 on October 06, 2011, 03:51:32 PM
not bad, not bad


Title: Re: Tcll5850's program box
Post by: TokoyamiTheDark on October 06, 2011, 05:29:06 PM
Nice! I'll look forward to it. Don't give up!


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 06, 2011, 05:45:48 PM
alright thanx :)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 08, 2011, 10:10:06 AM
oh wow...
so quadstrips are already added in OGL

was just checking the glBegin function :D

but now I see why I'd need to enumerate the values >_>


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 13, 2011, 01:57:17 PM
 gathering ideas for UMC 3.0a:

animation types:
CHR0 - ACTION
SHP0 - SHAPE
CLR0 - COLOR
- OBJECT (IPO)
PAT0 - TEX_SWITCH
SRT0 - TEX_MOTION
VIS0 - VISABILITY


Title: Re: Tcll5850's program box
Post by: Tabuu Forte Akugun on October 13, 2011, 02:01:35 PM
Hey, TCLL, would you mind looking at a DAE for me? I want to know if it's triangulated, etc. etc., and ready for the UMC.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 13, 2011, 02:16:50 PM
Hey, TCLL, would you mind looking at a DAE for me? I want to know if it's triangulated, etc. etc., and ready for the UMC.
what??
UMC is still in re-development...

I can't seem to get any help in creating the GUI I want >_>

however...
when it's finished, weather a DAE is triangulated or not won't matter ;)

I'm still looking into converting triangles to polygons >_>
(it uses less data)


Title: Re: Tcll5850's program box
Post by: Tabuu Forte Akugun on October 13, 2011, 02:18:16 PM
Okay, I wanted to know because I made the DAE in Blender, so I was curious.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 13, 2011, 02:21:36 PM
Okay, I wanted to know because I made the DAE in Blender, so I was curious.
ah ok...

you're prbly using 2.5x then >_>
exporter uses 141 format and prbly triangulates them...

although I think it's based on if the model's triangulated in the editor <_<

EDIT:
OMG I HATE THIS FORUM >:O
the troll tried to get me again D:<

luckilly I copy every post I type (on compy) before posting  :notimp:


Title: Re: Tcll5850's program box
Post by: Tabuu Forte Akugun on October 13, 2011, 02:29:56 PM
Okay, so then it might work. Okay, good. Thanks a lot.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 13, 2011, 02:36:17 PM
ah I found what I was looking for to a reply on my MDL0 resource discussion thread about importing models...

this was current progress posted since my unreleased 2.6d converter:
(couldn't release due to unfair home owners not allowing me net (my compy's in storage as of now))
UMC (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/Pictures/Programs/UMC/)

I need to name the images with the converter version... eh heh


Title: Re: Tcll5850's program box
Post by: Tabuu Forte Akugun on October 13, 2011, 05:13:16 PM
So how's it going?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 14, 2011, 10:29:57 AM
not so well :(

I can't seem to get any help on structuring this...
this is my current GUI design:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/f07728b367c74bab5da36dc59a22ae5306a990b22e23bfa489a0c3eafa752324)

alright so in the model conversion side,
the top scrollbox is for the conversion methods...
the bottom scrollbox is for the conversion/plugin settings

the animation side is the same, but the only difference is you can import multiple files (of the same type)

the scrollbars will only show if the settings extend past the box height

the bottom window is for the viewer options.
if you use Quick3D Pro, then you'll know what I mean...
if not, see spoiler:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/8aaab7d0c966e4b61f9c562f4ffd6aa55f58ecd49a7bdcbe7f859977c7fde8cd)
used my best Pichu conversion :P

^I'll have something similar to that

the top bar is still pending >_>
(maybe I'll give it a few checkboxes like Brbx)

the 2 internal windows are for model and anim info

the top right button shrinks the full view to the current viewport
the top left button is pending (maybe collapse all)

the top expandable bar you see is for default conversion and theme settings
(if you modify the theme from gray to red, you can save it and set it as the default theme option) ;)

also...
when I was talking about shrinking the view to the viewport,
what I mean is the bars are transparent (to a set value)...
what they do when expanded is overlay the model.
(meaning you see the model behind the bar)

the options bar (very top) just simply pushes the GUI below the viewport.
(you still see the model behind the settings)

try doing that with a windows style GUI >D


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 14, 2011, 11:54:43 AM
ok... so after accidently refreshing the page w/o copying XDD
I've gotten a basic structure down >_>

here's an image of the test GUI:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/e9a01c1d91dc3f998eaa8cc4665f0917a279f9b3d0b5d7c31a6a4706800b5e69)

and here's the code for it:
(the BG is black and the rectangle is gray)
import sys
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *

def setup():
    glClearColor(0,0,0,0)

def display():
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

    #draw stuff here:
    glColor3f(0.5, 0.5, 0.5)
    glRectf(-0.75,0.75, 0.75, -0.75)
   
    glutSwapBuffers()

def main():
    glutInit(sys.argv)
    glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE)
    glutInitWindowSize(800,600)
    glutCreateWindow("Hello World")

    setup()
    glutDisplayFunc(display)

    glutMainLoop()

main()

^404, I suggest you use that for future apps ;)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 14, 2011, 02:07:48 PM
well, I've started defining my GUI
(just got the top part of the option bar)

was testing the window resize options
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/92c8ed55b62c135e4cef3c3643de8707751ffb11192644d4e8a33642ad4dbf29)

the test failed:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/23aad3058521449ce62da863bbd0f7b3d0fbc28dba00097c68b9a40556f59fa3)
the part of the bar is supposed to look exactly the same as in the first img >_>

for those who are curious, yes, everything is rounded out


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 18, 2011, 12:25:37 PM
well... I'm still unable to fix the prob...
but I'm not going to let these slight GUI mishaps keep me from perfecting my converter >:3

I've just finished the design of the option bar...
but I need to define a material rather than use an OGL color >_>


Title: Re: Tcll5850's program box
Post by: Tabuu Forte Akugun on October 18, 2011, 12:52:43 PM
I'm supporting you all the way, Tcll. I wish you luck. :3


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 19, 2011, 07:26:16 AM
thanx for the support :)

I'm afraid my GUI won't be as impressive as I want it to be... >_>
here's the few minor flaws:
-no transparency (maybe until I define materials)
-resizing the window doesn't resize the GUI correctly (currerntly squish and stretch)

IDK if I can make it expand and collapse like I want, but I'll see when I get there... >_>


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 19, 2011, 08:58:18 AM
I've just gotton blender 2.60 ^_^
I'm just getting it now so I can better define the vertex positions for my GUI >_>
(things are starting to look not the way I want them to look)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 19, 2011, 01:11:25 PM
just showin off some progress: :P
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/48329e5f7d9266dd7f7abe2b1c7a1066636ab7a5615b111652a7ae325b0437fa)

I actually had to work on it in blender...
(the image above doesn't show what I've done) >_>
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/43f43df95691b3ccab3a5c3cb361d59560fb55f53925ec44393aec134b6e2bc3)

I'll use smooth shading on it and make it look somewhat like glass when I can <_<


Title: Re: Tcll5850's program box
Post by: Pervyman Trigger on October 19, 2011, 01:45:36 PM
Looking great. Keep working Buddy ^_^


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 21, 2011, 01:46:26 PM
I've just added a resize function, so it doesn't squish and stretch anymore,
but now I have this:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/c784da171a085c6a0a953a06f0823e648a3a48c350033bd836ee06b318c187d0)

I'll see what I can do to resize the GUI values accordingly... >_>
but first I'm going to finish the basic GUI layout (no widgets yet)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 27, 2011, 02:09:55 PM
excuze me if I seem a little uncaring in my recent posts...
3 dumb cats pushed my wii off a desk, and broke my 16GB flash drive >:O

so UMC3.0a is delayed now >:O

and I had Melee, Brawl, and a working SDK on there. -.-*

anyways,
you can expect alot from me when I get my compy back. (:<

I do have my REFT builder finished and ready to UL,
and I also have a material node and shader viewer.
it just shows the TEV structure info and data...

other than that I've built a pseudo C++ switch in py:

for i in range(5):
    v = i #switch
    if case(1,v): print 'case 1'
    if case(3,v): print 'case 2'
    else: pass


Title: Re: Tcll5850's program box
Post by: DarkPikachu on November 01, 2011, 12:15:27 PM
hey...
can I get a little help with a system design??

it's an idea for UMC4.0 where you basically program using a block-link structure
(similar to using a node editor in 3D apps)

I just need help with it's design >_>
any takers??


Title: Re: Tcll5850's program box
Post by: DarkPikachu on November 02, 2011, 07:37:51 AM
currently working on re-writing the 2.1 SDK in python


Title: Re: Tcll5850's program box
Post by: DarkPikachu on November 05, 2011, 05:02:57 AM
I've finnally gotten back to my compy :D
so here's those releases I promised:

REFT Builder: http://www.megaupload.com/?d=G3C1LNVR (http://www.megaupload.com/?d=G3C1LNVR)
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/fe871e7dc4d4dcd720f831fd0320e7753c3eae43875de1c6e2fcf8b3928898c1)

Mat/Node structure viewer: http://www.megaupload.com/?d=3YUMD8UR (http://www.megaupload.com/?d=3YUMD8UR)
Mat viewer
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/206d45ee5cccaf4cfadd6ce38c0589422bba9db050fe97e991560fd2ac32e005)

Node viewer
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/ca4f2686398fbd0aabf39a52be3c377b6c8826d811aafc3e5d09e516a75acc3a)


and for 404, or anyone else:
my latest TMP previewer in Tk: http://www.megaupload.com/?d=AKDUAXOZ (http://www.megaupload.com/?d=AKDUAXOZ)
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/b8afe0067b320a2b835ffe6cc6cee060f14f1e1368d084f9ac425e17168ba216)

EDIT: if anyone has these, Western Digital died multiple times (different drives) with my old sources
these ended up being lost :(


Title: Re: Tcll5850's program box
Post by: Volt_Storm_7 on November 07, 2011, 10:34:29 PM
Keep going and finally. Viewable TEXO


Title: Re: Tcll5850's program box
Post by: ForOhFor Error on November 13, 2011, 11:39:36 AM
Oh, hey. Just got around to checking this again.
I'll check out that previewer...


Title: Re: Tcll5850's program box
Post by: Acryte on November 17, 2011, 12:04:47 AM
It's looking great, keep up the amazing work man! I'm real new to Melee hacking stuff but I really want to learn.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on November 30, 2011, 09:04:47 PM
I'm FINALLY BACK!!!
(but only for a short time -.-*)

Keep going and finally. Viewable TEXO
yes, finally indeed...
sry I didn't release it sooner... <:D

Oh, hey. Just got around to checking this again.
I&#039;ll check out that previewer...
kk good :)
can't wait to hear of your progress ;)
(sadly I havn't gotten too much done, with no net and all) -.-

It&#039;s looking great, keep up the amazing work man! I&#039;m real new to Melee hacking stuff but I really want to learn.
well...
I'm still having the same problems with my current melee converter (UMC v2.6d)
so I'll just release it as it is... >_>
(you can use my code to learn from) ;)
most trophies convert perfectly

but, I'm starting over with UMC v3.0, so 2.6d is nearly useless now XDD


anyways... I've got some UL's to do,
but can't yet due to me having the world's crappiest net connection D:

UL's involve:
- a new hack: ' .i¶c‡' (Pikachu)
- my unfinished REFT viewer (I'm fed-up with it) DX<
- UMC 2.6d
- my stereoscopic (R/GB) and (G/RB) shaders (still need depth calculation)
- other stuff to talk about (errors and finds with brbx) :P

EDIT:
go ahead and preview my shader: ;)
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/8853bef50b883c5f1e98ff2c0ba806dbe1abcbe340e9f6a10eb7b49d961add68)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on December 01, 2011, 09:59:00 PM
hey 404, or any other great minds... :/

I need a logic system for programming based on nodes...
(I just need help on designing the nodes) >_>

can anyone help me out??

here's an example for an IF statement:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/3843892cde36a90143770d921c7a03f97b6c3c858e323ec4939699e17e8c40ea)
- the top box is the expression
- the bottom box is if the expression evaluates 'True'


Title: Re: Tcll5850's program box
Post by: DarkPikachu on December 01, 2011, 10:54:30 PM
I am releasing my previous converter just for you guys ;)

it has alot of issues, but you can expect most of them to be fixed in UMC 3x :)

anyways... here's the DL for 2.6d:
http://universal-model-converter-dev-version.googlecode.com/files/UMC2.6d.zip


Title: Re: Tcll5850's program box
Post by: DarkPikachu on December 01, 2011, 11:28:37 PM
here we go...
my unfinished REFT viewer

I'm only releasing it cause I'm fed-up with working on it... DX
there's more info in the readme :)

so here it is:
http://www.megaupload.com/?d=EQ0AETVV (http://www.megaupload.com/?d=EQ0AETVV)

preview:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/d772d79268b64e5651a8d5a80d35d3a2727ad4f442e799be8cd127cb91e29db2)

IK... ignore the CMPR distortion...
I couldn't get the pixels aligned... even after copying the code from Brbx >:O

if anyone else wants to align the pixels, I say go for it.
this was only ment to be a side program until it works in Brbx anyways >_>


Title: Re: Tcll5850's program box
Post by: Acryte on January 20, 2012, 09:26:15 PM
KEEP IT UP MAN! :/ really lookin forward to 3x


Title: Re: Tcll5850's program box
Post by: DarkPikachu on January 21, 2012, 04:53:51 AM
KEEP IT UP MAN! :/ really lookin forward to 3x
lol I'm workin :3
just training myself in GL atm...

already got a spinning(Y)/muti-color pyramid with a spinning(X)/textured cube

working on multi-texturing right now ;D


Title: Re: Tcll5850's program box
Post by: DarkPikachu on January 23, 2012, 11:45:47 AM
just moving my post :P
(I'm on a friend's compy)

well...
I was gonna implement texturing in the first release,
but standards say I should use a default material and no textures...
(can't figure out multi-texturing)

it's just single model conversion with animation right now anyways

IK most of you are prbly saying:
why can't you just iplement single texturing with the UV's?

my answer to that:
I don't want to have to delete more code than needed...
I'm researching it anyways, so we'll see...


Title: Re: Tcll5850's program box
Post by: the98pika on January 23, 2012, 12:50:34 PM
Looks awesome :)
What program are you using to make this? I'm thinking about something that will help the brawl hacking community.
I only got NetBeans IDE 7.1 on my computer.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on January 23, 2012, 01:24:34 PM
well...
I'm currently using Python2.6 while integrating PyOpenGL...
(you won't have to install it on yours)

I'm thinking about UG-ing to 2.7 though as it's rated higher >_>

(you don't have to compile with Py)


Title: Re: Tcll5850's program box
Post by: the98pika on January 23, 2012, 02:49:09 PM
Oh never heard of that xD
I'm still learning how to program though.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on January 23, 2012, 03:07:13 PM
lol
I actually got into Python through Blender...

since blender uses Python for it's game scripts and evrything else >_>

anyways... yeh...
it's easy, and it's free :P


Title: Re: Tcll5850's program box
Post by: DarkPikachu on February 02, 2012, 07:55:54 PM
JSYK,
I've been working on a pseudo tabbing system for the wii...
the current version will only be able to switch between 4 tabs
(due to wii memory issues)


I'm working on an update for when I get net on my compy...
(too much to print and then type)

anyways, the update will include a search bar, and a clear tab function...
and will also be able to cut, copy, and paste

I'll prbly work on a back and foreward buffer as well
(only for storing the previous URL)

I won't be able to add DL/UL support... X(


EDIT: if you want to see what I've gotten done so far, you can check it out here:
http://tcll5850.hostoi.com/Tabs.htm


Title: Re: Tcll5850's program box
Post by: Tabuu Forte Akugun on February 02, 2012, 08:50:54 PM
Why did you make a REFT viewer when you can edit them in the newest BB? *scratches head*


Title: Re: Tcll5850's program box
Post by: DarkPikachu on February 02, 2012, 08:58:02 PM
Why did you make a REFT viewer when you can edit them in the newest BB? *scratches head*
because I'm the one who figured out the format ;)


Title: Re: Tcll5850's program box
Post by: BlackJax96 on February 02, 2012, 09:05:34 PM
because I'm the one who figured out the format ;)

It's true >:O
lol but only the image data itself, Kryal had already parsed the offset table.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on February 02, 2012, 09:06:35 PM
Kryal had already parsed the offset table.
that I never knew about :srs:

EDIT:
well beside the fact of you telling me about it anyways >.>
(although that was for REFF, not REFT)


Title: Re: Tcll5850's program box
Post by: BlackJax96 on February 02, 2012, 09:12:00 PM
that I never knew about :srs:

EDIT:
well beside the fact of you telling me about it anyways >.>
(although that was for REFF, not REFT)

The offset table works the exact same way for both REFF and REFT though.
I literally use the same structs to parse both


Title: Re: Tcll5850's program box
Post by: DarkPikachu on February 03, 2012, 03:53:44 AM
The offset table works the exact same way for both REFF and REFT though.
I literally use the same structs to parse both
mmmmmmhmmm :3

btw, I'm implementing a back/foreward buffer of len(30)
(only the URL will be stored)

Note: the buffer will be length*4 so due to wii memory issues, I can't really make the buffer too big...
(30*4 would be 120 stored URL's at max)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on February 03, 2012, 04:47:38 AM
alright my pseodu wii tab system is finished :af:
http://tcll5850.hostoi.com/tabs.htm

if you're a wii user (like me) then this will be VERY useful.
(especially once I implement cut/copy/paste)

known issues:
-you have to type "http://" before your link fixed
-the webpage still scrolls (after removing scrolling from iframes).
-using back on any tab will cause the last tab you were on to go back.
-^using the wii buttons will cause you to lose your tabs
-links that open in a new window will overtake your tabs

offline progress:
-google search bar
-cut/copy/paste
-close tab (clears the tab IF a page exists)

TODO's:
-favorites (since doing this with the wii will cause you to lose your tabs)
-back buffer for each tab


Title: Re: Tcll5850's program box
Post by: DSX8 on February 04, 2012, 12:16:06 AM
alright my pseodu wii tab system is finished :af:
[url]http://tcll5850.hostoi.com/tabs.htm[/url]

if you're a wii user (like me) then this will be VERY useful.
(especially once I implement cut/copy/paste)

known issues:
-you have to type "http://" before your link fixed
-the webpage still scrolls (after removing scrolling from iframes).
-using back on any tab will cause the last tab you were on to go back.
-^using the wii buttons will cause you to lose your tabs
-links that open in a new window will overtake your tabs

offline progress:
-google search bar
-cut/copy/paste
-close tab (clears the tab IF a page exists)

TODO's:
-favorites (since doing this with the wii will cause you to lose your tabs)
-back buffer for each tab

ur link is broken o.o


Title: Re: Tcll5850's program box
Post by: DarkPikachu on February 05, 2012, 06:38:02 PM
alright thanx :)
try this:
http://tcll5850.hostoi.com//Tabs.htm


Title: Re: Tcll5850's program box
Post by: DarkPikachu on February 05, 2012, 07:41:02 PM
*epic music plays*
the long awaited appearance of my MDL0 template has finally come.
this moment aids my best template release as of yet.

you can get it by going here:
http://brawlimports.proboards.com/index.cgi?action=gotopost&board=templates&thread=12&post=61
see the epicness that awaits you >:3

although I forgot to explain the edit to the bones XD


Title: Re: Tcll5850's program box
Post by: DarkPikachu on February 05, 2012, 08:48:33 PM
I don't have my compy connected to net as of yet...
(I don't even have my wii)

there's currently no active connection...
I'm gonna have to pay for net before I'll get to see anyone...
sry T_T


Title: Re: Tcll5850's program box
Post by: DSX8 on February 05, 2012, 11:24:41 PM
I don't have my compy connected to net as of yet...
(I don't even have my wii)

there's currently no active connection...
I'm gonna have to pay for net before I'll get to see anyone...
sry T_T
yeah... i tried it on my 3ds... no connection on it at all lol


Title: Re: Tcll5850's program box
Post by: DarkPikachu on February 06, 2012, 09:06:38 AM
yeah... i tried it on my 3ds... no connection on it at all lol
well, all I can say is it's called "Tabs.htm" and it's located right on the website root :/
the re-posted link works for me :/

and the tabs work perfectly... AAAW CRAAAP!
I forgot to bring the update DX

I have the tab page update on my compy as it's too much to re-type on my wii... :/
crap -.-*


Title: Re: Tcll5850's program box
Post by: DSX8 on February 08, 2012, 02:02:07 AM
Happy bday tcll!! :af:


Title: Re: Tcll5850's program box
Post by: Sky Grounder on February 08, 2012, 06:35:35 AM
Happy birthday Tcll!


Title: Re: Tcll5850's program box
Post by: DarkPikachu on February 10, 2012, 04:03:00 PM
lol thanx guys :happy:

sry I couldn't be here to enjoy it on my B-day T.T
(mother broke her promise of net when I got my apartment)

anyways...
I have an update on my MDL0 template ;)
(just UD-ing right now)
^I'll let you know when it's safe to DL ;)

I only UD'd a fw minor things with the resource stuff...

btw, I was wrong about what the "display list" was... heh
the Display List is actually the primitives,
since it deals with drawing the vectors through the primitives

I'm also changing the way I read the facepoints btw...
I'm declaring a more universal method that reads the points through a list...
the old method required a direct declaration of each attribute for the primitive

now a single list will take care of that

EDIT:
ok it's safe to DL =D
https://gist.github.com/977683


Title: Re: Tcll5850's program box
Post by: DarkPikachu on April 02, 2012, 09:33:09 AM
screw you 21 day limit, I do what I want
lol

finally finished getting the needed info for my error dialogs for UMC

Function Recall:
int('Str')

File: test.py
Code: try: int(s)
Line: 16
ValueError: invalid literal for int() with base 10: 'Str'

function recieved an invalid value

this is just printed atm...
I'll redo the layout once I get to the dialogs...
but it should look something like this:
+----------------------------------------------------------+
| Error                                                    |
+----------------------------------------------------------+
|Function Recall:                                          |
|int('Str')                                                |
|                                                          |
|File: test.py                                             |
|Code: try: int(s)                                         |
|Line: 16                                                  |
|ValueError: invalid literal for int() with base 10: 'Str' |
|                                                          |
|+-Message:-----------------------------------------------+|
||                                                        ||
|| function recieved an invalid value                     ||
||                                                        ||
|+--------------------------------------------------------+|
|                         +------+                         |
|                         |  Ok  |                         |
|                         +------+                         |
+----------------------------------------------------------+


Title: Re: Tcll5850's program box
Post by: DarkPikachu on April 04, 2012, 08:47:51 PM
ahhahaha
I've finally figured it out:

>>> test()


>>> test(2)
2

>>> test(tmp=2)

2
>>> test(2,4)
2
4


this means you can now use the base functions as:
bu32()
instead of:
bu32('')
for retrieving data.
(a problem I've been trying to work out) >_>

glad I figured it out in time =D

EDIT:
I don't have to change a thing code-wise, so it's still supported as normal ;)


Title: Re: Tcll5850's program box
Post by: KnightMario on April 07, 2012, 06:10:41 AM
I have to stay updated on such epicness

I'll try the programs when I stop using my 3DS to post, they seem pretty cool!


Title: Re: Tcll5850's program box
Post by: Volt_Storm_7 on April 07, 2012, 07:05:52 AM
I'll be waiting for that model convertor so I can make professional models for brawl. Can't wait.


Title: Re: Tcll5850's program box
Post by: KnightMario on April 07, 2012, 07:10:33 AM
I'll be waiting for that model convertor so I can make professional models for brawl. Can't wait.
:srs:
it's called importing.
okay, now to test the programs!


Title: Re: Tcll5850's program box
Post by: DarkPikachu on April 07, 2012, 07:21:56 AM
well...
UMC isn't really doing too well I'm afraid :(

ever since the restructure, I've been tryuing to think of functions like this:
Code:
#internal function (don't use)
def _Bit(big,signed,byte_size,value):
    global allow_access
    if bool(allow_access):
        try:
            if type(value)==str:
                if value=='': #Read
                    try:
                        strval=f.read(byte_size)
                        if len(strval)<byte_size:
                            sv=(reversed(strval) if big else strval)
                            val=0
                            for i,v in enumerate(sv): val=val|(int(v.encode('hex'),16)<<(i*8))
                            if signed == 1: val=(val-(int('1'*(byte_size*8),2)+1) if val>int('1'*(byte_size*4),2) else val)
                            if signed == 2: #byte_size must be 4 or 8 (IEEE format standard)
                                from struct import unpack
                                switch(byte_size)
                                if case(4): val=unpack(('>f' if big else '<f'), strval)[0]
                                if case(8): val=unpack(('>d' if big else '<d'), strval)[0]
                            return val
                        else:
                            if sub_function: return 'Null',0
                            else: _Warning("End Of File reached")
                    except IOError:
                        if sub_function: return 'Null',1
                        else: _Warning("Error: function is set to read while file is set to write ( "+
                        ('b' if big else '')+('s' if signed else 'u')+str(byte_size*8)+"('') )");
                else:
                    if sub_function: return 'Null',4
                    else: _Warning("Error: function contains an invalid value: ( "+
                    ('b' if big else '')+('s' if signed else 'u')+str(byte_size*8)+"('"+value+"') )")
            elif type(value)==int: #write int
                try:
                    if signed==1: value=(value+(int('1'*(byte_size*8),2)+1) if value<0 else value)
                    Bytes=[chr((value>>(8*i))&255) for i in range(byte_size)]
                    f.write(''.join(reversed(Bytes)) if big else ''.join(Bytes))
                except IOError:
                    if sub_function: return 'Null',2
                    else: _Warning("Error: function is set to write while file is set to read ( "+
                    ('b' if big else '')+('s' if signed else 'u')+str(byte_size*8)+'('+str(value)+')'+" )"); return 'Null'
            elif type(value)==float: #write float
                try:
                    from struct import pack
                    if byte_size==4: f.write(pack(('>f' if big else '<f'), value)[0:4])
                    if byte_size==8: f.write(pack(('>d' if big else '<d'), value)[0:4])
                except IOError:
                    if sub_function: return 'Null',2
                    else: _Warning("Error: function is set to write while file is set to read ( "+
                    ('b' if big else '')+('s' if signed else 'u')+str(byte_size*8)+'('+str(value)+')'+" )"); return 'Null'
            elif type(value)==list:
                return list(_Bit(big,signed,byte_size,Lval) for Lval in value)
            elif type(value)==tuple:
                return tuple(_Bit(big,signed,byte_size,Tval) for Tval in value)
            elif type(value)==bool:
                return (_Bit(big,signed,byte_size,int(value)))
            else:
                if sub_function: return 'Null',3
                else: _Warning("Error: function contains an invalid value: ( "+
                ('b' if big else '')+('s' if signed else 'u')+str(byte_size*8)+"("+str(value)+") )")
           
        except NameError:
            if sub_function: return 'Null',3
            else: _Warning("file is not open")
        allow_access=0; sub_function=0
    else: _Notice("_Bit() is for internal function use only",0)

^that function can write a hex string of any length from an int.
I'm still working on floats...

and it's also able to be used as a sub-function for other internal functions >_>
(errors won't display if this is a sub-function)

I'm calling this function done for the first release of UMC,
but now I have to get the others working >_>

my next function being StructArr()
which can do this:
3F A5 07 C0 BD E1 47 AE 41 82 AA FD 3F CC 2E D3 00 00 00 00 00 00 00 00
StructArr(['bf32','bf32'],'0')
>>> [[float,float],[float,float]]
#[0,0] is not returned

3F A5 07 C0 BD E1 47 AE 41 82 AA FD 3F CC 2E D3 00 00 00 00 00 00 00 00
StructArr(['bf32','bf32'],3)
>>> [[float,float],[float,float],[0,0]]
#StructArr(['bu32'],0) returns []

3F A5 07 C0 BD E1 47 AE 41 82 AA FD 3F CC 2E D3 00 00 00 00 00 00 00 00
StructArr(['bf32','bf32'],[0,'*'])
>>> [[float,float],[float,float]]
#[0,0] is not returned
# '*' is a wild call (value can be anything)

StructArr(['bu32','bu16'], [[0,32],[1,64]] )
>>> '00 00 00 00 00 20 00 00 00 01 00 40'
#you'll have to designate the stop-struct or 0-struct to write

yea... I've got alot to do >_<

EDIT:
btw Volt, I havn't forgotten about programming the script again ;)

Post Merge: April 08, 2012, 08:13:47 PM
I may as well talk about it now that the word is out... heh

my new method for modelling
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/c898ef2c50ee1710e8d70a2d2ceb258617c0413cf30715d4f6a7fbfa78729817) (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/c898ef2c50ee1710e8d70a2d2ceb258617c0413cf30715d4f6a7fbfa78729817)
basically, I want to get it to where I can simply use 4 verts to make a sphere.
I intend to build Riku using this method. (now that I have a base mesh)

right now it's proving to be quite a pain to program, and doesn't want to work correctly...
you'll notice how the sub-vert outline doesn't want to be smooth...

and in that last mesh, (I need to add the aglorithms to support this)
the sub-verts should never extend outside of the base mesh.

is there anyone more skilled than me with this type of geometry to help me fix this?? :/
(I never took geometry in school, and my knowledge only extends so far)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on April 23, 2012, 08:45:31 PM
just a few updates while I have net >_>

(https://cloud.fernode.de/index.php/s/7dwHTDXtnAKQ8om/preview)
^I'm trying to work on making this functions as loose and "idiot-friendly" as possible. ;)
as I can't be the only one programming plugins for this thing... heh

the image shows a mesh with 2 triangles with it's parent being a rig with 4 bones as such:
Bone0
- Bone1
- - Bone2
- Bone3
- - Bone4

I've still got quite a few bugs to work out,
as well as building the SetWeight() function :P

as for more info, well...
(https://cloud.fernode.de/index.php/s/dGKbYFEn2NQcYF2/preview)
yyyyyyea... my earlier problem wasn't lighting at all...
it was the normals.
[meme] Ya don't say! [/meme]


EDIT:
update:
(https://cloud.fernode.de/index.php/s/cSzEsCPFRLF4gRb/preview)
^fixed it =D


Title: Re: Tcll5850's program box
Post by: DSX8 on April 23, 2012, 09:09:37 PM

update:
([url]http://lh5.ggpht.com/-LDE32-2VdJA/T5YLV5L3rfI/AAAAAAAADxU/qrn1j40HOI4/s640/viewer_progress.jpg[/url])
^fixed it =D
looks like a patrat lol


Title: Re: Tcll5850's program box
Post by: DarkPikachu on April 24, 2012, 05:17:07 AM
looks like a patrat lol

lol it's just my old sub-mesh model of Riku (https://cloud.fernode.de/index.php/s/ipEDNspMWqC4qgG/preview) :3


Title: Re: Tcll5850's program box
Post by: DarkPikachu on April 28, 2012, 09:08:29 PM
hey... I need some personnal IMO's on this:
(https://cloud.fernode.de/index.php/s/GXbktmex6EgLE4A/preview)
this is what I plan to use for UMC3x's icon (might add a few touch-ups and gfx) >_>

why Pichu? if you must ask...
well, Pichu was my original inspiration for developing UMCx... (originally called MAV)
this was back when Jahra!n and Sarah Harp were working on their own converters.
I met up with Milun and Revel8n who were also interested in Melee data, and that's what spurred development of this.
(I originally wanted Pichu's model for a video series "SSB Revenge of the Forgotten" which I still plan to do)

and you all thought history was boring XDD


Title: Re: Tcll5850's program box
Post by: KnightMario on April 29, 2012, 06:05:03 AM
I like it, but it does need gfx or a background.
Will you ever release an exe?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on April 29, 2012, 07:58:19 AM
yea... all I want to do is put either 'UMC' or 'Universal Model Converter' in front of Pichu...
(most likely 'UMC')
but I'm not quite sure how :/

the best idea I've got would be something like the Universal Studios logo where the text wraps around the world...

but I don't really want that as it wouldn't look right. X(
anyone got any ideas??

Will you ever release an exe?

glad you asked XD

this version will integrate the Python271 interpreter with it's src.
(no need to install Python) ;)

so it technically is, but isn't an exe.
(fraid IDK how to compile yet... heh)


Title: Re: Tcll5850's program box
Post by: KnightMario on April 29, 2012, 08:27:23 AM
So python will be included?
I've tried to install it, but failed.
and I think you could use pythontoexe, / I can't get it to work since I can't install stuff. (I use portable drives)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on April 29, 2012, 02:17:17 PM
So python will be included?
umm... yes, but due to the complications of getting the seperate loaders to work with it,
an installer will be needed...
(especially for the start-menu and shortcut entries)

I've tried to install it, but failed.
and I think you could use pythontoexe, / I can't get it to work since I can't install stuff. (I use portable drives)
O.o how??
unless you're on school or library compys <_<
(this would pose a slight problem for my program as it uses .bat files)

^I'll see if I can make a pseudo portable version...
(click and drag the loader (.py) over the interpreter (.exe) to start it)

you can also get Portable Python you know...
but it still requires an installer <_<
(R-Click -> Open With: -> select your interpreter -> click OK)

and yes I've tried Py2exe...
the output programs don't even work D:


Post Merge: April 29, 2012, 03:01:20 PM
uugh...
sry if I take a while to reply at times...

it's my freakin connection >:O
I literally have to run like this to make sure I'm fully connected:
(https://cloud.fernode.de/index.php/s/gBr9ZDWxWnC3oPM/preview) (https://cloud.fernode.de/index.php/s/gBr9ZDWxWnC3oPM/preview)

yes I use IE8, don't bamf me.
it's protected my compy for over 6 years so GTFO.
and I've never had a problem with it.
(poor website scripting such as my video about this forum doesn't count)

anyways,
sure my connection looks decent right?
it only lasted for the next second of that image and then completely cut out.
then only 1 program displayed the connection, and then dead again >:O
it's even dead right now, and maybe for even the next 2 days
(if you're reading this then luckilly it wasn't)

but yea, so if I disappear for a good long while,
it's cause I smashed this card with a mallet. >:O


EDIT:
???
why is my post being merged, ON MY THREAD?!?!?!
I thought they fixed that previously >_>

and it still merges the wrong way XDD


Title: Re: Tcll5850's program box
Post by: DarkPikachu on May 20, 2012, 01:23:34 AM
some progress on UMC: ;D
I was able to duplucate my previous best results, and then some:
(https://cloud.fernode.de/index.php/s/wmeL3PmbJbRo7Qw/preview)
(https://cloud.fernode.de/index.php/s/a8MokiEBEF2jAFz/preview)
(https://cloud.fernode.de/index.php/s/qpfrQEm4RcRwmaB/preview)

(https://cloud.fernode.de/index.php/s/3rDf9CrfaCKRyMy/preview)
^Giga Bowser (Trophy) uses NBT vectors which apparently have an unparsed index or something... >_>

if anyone would like to see if they can help,
I have my DAT script UL'd here:
http://gist.github.com/2757147 (http://gist.github.com/2757147)
as well as some session info containing the conversion of 'PlPcNr.dat'
(literally how to read (what's known of) the file)
you can find that here:
http://raw.github.com/gist/2757154/2563436a4bde943ea5ef583ddcb48ea889fa2fbb/Session-info.log (http://raw.github.com/gist/2757154/2563436a4bde943ea5ef583ddcb48ea889fa2fbb/Session-info.log)
(you need PlPcNr.dat and at least HxD to follow the session info)
^the file offsets are exact so you don't need to add 32 ;)

note: Noobs can also use the session-info.log to learn how to read what I know about melee files ;D
(in case my script confuses you)

I've just gotten some useful sources though, so hopefully I can figure something out :)

if you have any advanced requests as to how to format information in the log file, please share your ideas 8)
(I want to know the best ways to log and label info. (especially for debugging purposes))

Post Merge: May 20, 2012, 10:48:59 AM
working on speeding up my bit processor...
I can take a shower while converting Pichu on my 400MHz compy,
and it'll still be converting when I finish D:

hopefully these speedups will work as expected :)

you can follow me on this here:
http://www.daniweb.com/software-development/python/threads/422101/floating-point-arithmatic-wtf-am-i-doing-wrong/2 (http://www.daniweb.com/software-development/python/threads/422101/floating-point-arithmatic-wtf-am-i-doing-wrong/2)


Title: Re: Tcll5850's program box
Post by: MaxedOut on May 20, 2012, 08:25:17 PM
Can you make a program that can capture/rip models from Champions Online?
There's already one for wow, which is the same company that made CO.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on May 23, 2012, 07:04:59 PM
Can you make a program that can capture/rip models from Champions Online?
There's already one for wow, which is the same company that made CO.
depends on if the models are client or server side >_>

if client side, I could add a plugin to UMC :)


Title: Re: Tcll5850's program box
Post by: MaxedOut on May 23, 2012, 07:57:23 PM
depends on if the models are client or server side >_>

if client side, I could add a plugin to UMC :)
How do I tell if the game is client or server side?


Title: Re: Tcll5850's program box
Post by: DJ Lowgey on May 25, 2012, 05:37:38 AM
Can your model converter fixing normals?
Or can you create a small program that ca fix the normals? that´s would be nice :)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on June 01, 2012, 12:59:38 PM
Can your model converter fixing normals?
Or can you create a small program that ca fix the normals? that´s would be nice :)
dear gawd I've got alot to talk about D:
it doesn't atm, but I'll add the option when it takes shape ;)

anyways...
as for my converter:

I've gotton my own viewer working: =D
(https://cloud.fernode.de/index.php/s/wnrXC6QxdfEjrPt/preview)

here's a few others:
(https://cloud.fernode.de/index.php/s/idoybM3B88yQCCt/preview)
Comparison in Q3D:
(https://cloud.fernode.de/index.php/s/PLJxw9BneKJWZzG/preview)
an issue to resolve:
verts have to be scaled by 0.1 before being drawn, otherwise:
(https://cloud.fernode.de/index.php/s/oskodPNRHKFttqH/preview)

(https://cloud.fernode.de/index.php/s/eydwr8HMQtxyDzs/preview)
(https://cloud.fernode.de/index.php/s/pmp9R768sQ2DrKJ/preview)
this one gave me problems:
(https://cloud.fernode.de/index.php/s/jDLsN4qJdjxtNo4/preview)

THIS ONE gave me sooo many problems, but I got it:
(https://cloud.fernode.de/index.php/s/ZjJQH6TFsd9M3T9/preview)

and another one that gave me problems (I've actually got some surprizing info on this one):
(https://cloud.fernode.de/index.php/s/7fEkM2jLFiXz39y/preview)
I think you can guess this one :3

btw, he actually uses UV0 and UV1 =D

I ended up having to extract the internal library data to figure out what's causing OGL (my viewer) to crash
(my program shouldn't be crashing what so ever!!!) >:O
^apparently the OGL library itself is using sys.exit() which is overriding my error detection and closing the program

anyways, I've extracted the internal data sent to the viewer,
which is how I figured it out.
I didn't believe it at first, lol, until I looked into the session info:
Code:
0x00001F5E0L: jumping to: 0x00001F460L from start of file -- Object Struct
0x00001F460L: read 0x00000000 as 0 -- Unknown
0x00001F464L: read 0x00000000 as 0 -- Next Object Struct Offset
0x00001F468L: read 0x0000d64c as 54860 -- Facepoint Attributes Offset
0x00001F46CL: read 0x8000 as 32768 -- Unknown Object Flags
0x00001F46EL: read 0x0013 as 19 -- Display List Size
0x00001F470L: read 0x0001f1e0 as 127456 -- Display List Offset
0x00001F474L: read 0x00000000 as 0 -- Weight Offsets List Offset:

0x00001F478L: jumping to: 0x00000D66CL from start of file -- Attributes [CP_index,CP_Type,IsXYZ/NBT/A/ST,Data_Type/Format,Exponent,unk,Stride,Offset]
0x00000D66CL: reading structures: ['bu32', 'bu32', 'bu32', 'bu32', 'bu8', 'bu8', 'bu16', 'bu32'] until [255, '*', '*', '*', '*', '*', '*', '*'] is reached

0x00000D66CL: read 0x00000009 as 9 <-- Vert
0x00000D670L: read 0x00000003 as 3
0x00000D674L: read 0x00000001 as 1 <- XYZ
0x00000D678L: read 0x00000003 as 3
0x00000D67CL: read 0x0a as 10
0x00000D67DL: read 0x00 as 0
0x00000D67EL: read 0x0006 as 6
0x00000D680L: read 0x00000000 as 0

0x00000D684L: read 0x0000000a as 10 <-- Normal
0x00000D688L: read 0x00000003 as 3
0x00000D68CL: read 0x00000000 as 0 <- NBT
0x00000D690L: read 0x00000001 as 1
0x00000D694L: read 0x06 as 6
0x00000D695L: read 0x00 as 0
0x00000D696L: read 0x0003 as 3
0x00000D698L: read 0x00004180 as 16768

0x00000D69CL: read 0x0000000d as 13 <-- UV0
0x00000D6A0L: read 0x00000003 as 3
0x00000D6A4L: read 0x00000001 as 1 <- ST
0x00000D6A8L: read 0x00000003 as 3
0x00000D6ACL: read 0x0d as 13
0x00000D6ADL: read 0x00 as 0
0x00000D6AEL: read 0x0004 as 4
0x00000D6B0L: read 0x00006880 as 26752

0x00000D6B4L: read 0x0000000e as 14 <-- UV1
0x00000D6B8L: read 0x00000003 as 3
0x00000D6BCL: read 0x00000001 as 1 <- ST
0x00000D6C0L: read 0x00000003 as 3
0x00000D6C4L: read 0x0d as 13
0x00000D6C5L: read 0x00 as 0
0x00000D6C6L: read 0x0004 as 4
0x00000D6C8L: read 0x00006880 as 26752

0x00000D6CCL: read 0x000000ff as 255 (attribute stop-struct)
0x00000D6D0L: read 0x00000002 as 2
0x00000D6D4L: read 0x00000000 as 0
0x00000D6D8L: read 0x00000004 as 4
0x00000D6DCL: read 0x00 as 0
0x00000D6DDL: read 0x00 as 0
0x00000D6DEL: read 0x0000 as 0
0x00000D6E0L: read 0x00000000 as 0

0x00000D6E4L: jumping to: 0x00001F200L from start of file -- Display List:
0x00001F200L: read 0x98 as '98' -- Primitive Type: trianglestrip
0x00001F201L: read 0x003d as 61 -- Facepoint Count
0x00001F203L: read 0x0ac8 as 2760 -- Vert Index
0x00001F205L: jumping to: 0x0000040D0L from start of file -- Vector Data:
0x0000040D0L: read 0xfe28 as -472
0x0000040D2L: read 0xff28 as -216
0x0000040D4L: read 0x06c8 as 1736
0x0000040D6L: jumping to: 0x00001F205L from start of file
0x00001F205L: read 0x0cc3 as 3267 -- Normal Index
0x00001F207L: jumping to: 0x0000067E9L from start of file -- Vector Data:
0x0000067E9L: read 0xf7 as -9
0x0000067EAL: read 0x17 as 23
0x0000067EBL: read 0x3b as 59
0x0000067ECL: jumping to: 0x00001F207L from start of file
0x00001F207L: read 0x0834 as 2100 -- UV0 Index
0x00001F209L: jumping to: 0x000008970L from start of file -- Vector Data:
0x000008970L: read 0x14c0 as 5312
0x000008972L: read 0x1000 as 4096
0x000008974L: jumping to: 0x00001F209L from start of file
0x00001F209L: read 0x0834 as 2100 -- UV1 Index
0x00001F20BL: jumping to: 0x000008970L from start of file -- Vector Data:
0x000008970L: read 0x14c0 as 5312
0x000008972L: read 0x1000 as 4096
0x000008974L: jumping to: 0x00001F20BL from start of file
I seperated the attributes myself :P
luckilly I've already prepaired my viewer for this... ^_^
although I'm not using the UV index values yet. XDD
(not until I handle pixel arrays first)

and yes you saw Giga Bowser :)
I got him converted as well:
(https://cloud.fernode.de/index.php/s/3B8s23nPEcxaosH/preview)


Title: Re: Tcll5850's program box
Post by: Sky Grounder on June 01, 2012, 01:58:40 PM
HUGE improvement, I love it! :af2:


Title: Re: Tcll5850's program box
Post by: Shinobu Nyan! on June 02, 2012, 03:24:29 AM
Excuse me if this a stupid question but what would the converter be needed for? We can already use 3ds max for importing into brawlbox. Will this just remove the need for 3ds max?


Title: Re: Tcll5850's program box
Post by: DSX8 on June 02, 2012, 04:30:19 AM
Excuse me if this a stupid question but what would the converter be needed for? We can already use 3ds max for importing into brawlbox. Will this just remove the need for 3ds max?
no... its for converting other models into OBJ's i believe.. such as models from Melee which r in .dat format.. and other games aswell.. not sure wat other games tho, i'd really like to see this support DS models since i have alot ripped :P


Title: Re: Tcll5850's program box
Post by: Shinobu Nyan! on June 02, 2012, 04:33:01 AM
no... its for converting other models into OBJ's i believe.. such as models from Melee which r in .dat format.. and other games aswell.. not sure wat other games tho, i'd really like to see this support DS models since i have alot ripped :P
Ahhh makes sense now, thanks.


Title: Re: Tcll5850's program box
Post by: Volt_Storm_7 on June 02, 2012, 08:04:40 AM
Good job, you're almost there!


Title: Re: Tcll5850's program box
Post by: BlackJax96 on June 02, 2012, 11:25:26 AM
Wow, epic progress :O


Title: Re: Tcll5850's program box
Post by: DJ Lowgey on June 05, 2012, 06:01:41 AM
Very cool :)
looking good so far!
Hope this converter can fix normals in the future.

crazy_normals.dae --> converter --> fixed_normals.dae

:) :) :)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on June 09, 2012, 07:37:47 PM
heh... I guess I did forget to add a description...
but then again, it doesn't really need one :P

just look at the name

you should be able to take any supported model format and convert it to another supported format.
(MDL0 will be import only until I figure out the resource groups and material info)



btw BJ...
you've been working with the XBox model format for some time...
mind schooling me on it a little??

I intend to add model support for Tales of Vesperia
(.dat model format like Melee)



heh...
just wait till I UG this thing to Universal Game Converter >:3


Title: Re: Tcll5850's program box
Post by: BlackJax96 on June 09, 2012, 08:42:45 PM
lol
There's not much to school on... all model formats are different and I wasn't really able to import models into Halo 3 using Alteration anyway :/

But I'll code a Halo 3 model importer eventually >: D


Title: Re: Tcll5850's program box
Post by: DarkPikachu on June 09, 2012, 08:50:32 PM
lol
There's not much to school on... all model formats are different and I wasn't really able to import models into Halo 3 using Alteration anyway :/

But I'll code a Halo 3 model importer eventually >: D
well...
as expected...
but they'd have to do something along the lines of Nintendo using a similar format for every model.

lol they probably encode their models using an advanced version of DirectX XDD
(it's Microsoft we're talking about, so WhyTF not)

I just can't wait to be able to convert a .dol to a .xbe(XBox) or .rkv(PS2)


Title: Re: Tcll5850's program box
Post by: Shinobu Nyan! on June 11, 2012, 09:57:45 PM
Dude if you can get yuri in your converter.... I'll thank you a ton. Man that game was fun


Title: Re: Tcll5850's program box
Post by: DarkPikachu on June 18, 2012, 09:52:01 AM
made an update ;D

http://www.smashboards.com/showthread.php?p=14588848#post14588848 (http://www.smashboards.com/showthread.php?p=14588848#post14588848)

you guys might really like this one ;)


Title: Re: Tcll5850's program box
Post by: DSX8 on June 18, 2012, 02:59:02 PM
made an update ;D

[url]http://www.smashboards.com/showthread.php?p=14588848#post14588848[/url] ([url]http://www.smashboards.com/showthread.php?p=14588848#post14588848[/url])

you guys might really like this one ;)
nice :P

shame u dont have support for stages yet... v.v

oh and a question about this...
would it also convert the materials and shaders thats in those .dat files properly? O.o

cause i kno that Brinstar Depths and Pokefloats has some materials that has 2 textures in them.. lol.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on June 22, 2012, 03:55:03 PM
oh and a question about this...
would it also convert the materials and shaders thats in those .dat files properly? O.o

cause i kno that Brinstar Depths and Pokefloats has some materials that has 2 textures in them.. lol.
well...
I havn't seen anything advanced yet for DAT materials... >_>

just 3 colors (ambt,diff,spec) with a texture >_>

but it should be able to ;)
it converts the inputs to internal structures before converting to the outputs

I'm currently stuck and hopefully getting help from Revel8n <_<
apparently I was handling the local bone matrices improperly...

now I'm handling them correctly and it's majorly distorting the model >.<

Post Merge: June 23, 2012, 03:47:41 AM
well I've just found something that might make my work in defining a legit GUI alot easier
(a GUI that's exactly the way I want it to be) >:3

PyCEGUI

it's actually an extension support for PyOpenGL,
but it simplifies all the complications in creating a legit GUI.

learning how to use this along with OGL should give me a decent release for UMC3.0a :D
as well as future versions with the extra ideas I plan to implement.

as well as turning UMC into UGC 8)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 28, 2012, 10:50:30 PM
well...
I'm going to be lazy and release my template here instead of over at BrawlImports :P

here's an update for my HexEdit MDL0 template which supports alot more and loads alot faster compaired to my previous template
(https://cloud.fernode.de/index.php/s/SXRfnLXqadzpxW4/preview)(https://cloud.fernode.de/index.php/s/oNHWoQJQs7apRgp/preview)(https://cloud.fernode.de/index.php/s/mcsYsHALRiHei2q/preview)(https://cloud.fernode.de/index.php/s/NWKjCtYRzaLSg2L/preview)(https://cloud.fernode.de/index.php/s/eNXsDcg2Aqaiz8P/preview)
BP Registers and Var StructuresBone Flag Infoorganized data (cleared up straggling ends and increased speed)Removed direct Material-Node access (now it's through Materials only)

NOTE: not all images were taken with the current update this time

and here's the code:
http://gist.github.com/3196110 (http://gist.github.com/3196110)


Title: Re: Tcll5850's program box
Post by: Carnage on July 29, 2012, 06:24:39 PM
cant see any pictures :S


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 03, 2012, 05:54:51 PM
thanx...

I've been noting a few of my old pics which get that display...
but I just UL'd these >:O

I'm not sure what it means though...
gonna have to bring it up to the Picasa staff.

thanx again

Post Merge: August 03, 2012, 07:20:10 PM
btw...
would anyone like to help me out??

if not then ignore everything below the description:
the project I'm working on deals entirely with the knowledge of C++ and Python

it involves taking the Revolution_SDK (version 3.2 p2) and converting it's code to Python.


I personally must ask though that you try not to use classes...
UMC is entirely done throgh functional programming (no classes)



Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 16, 2012, 08:06:03 PM
prepair yourselves =D
I finally have a somewhat decent UMC update =)

This thing`s been revamped with a new file I/O handler.
I also disabled logging (provided great info, but was slow)

This increased conversion speed by alot,
as in PlPcNr.dat (Pichu) now takes 13 seconds to convert, rather than 97 seconds :)


Currently supported formats are:
DAT (Melee)
MDL0 (No Transformations or bones yet)

I`m currently working on blend support...
This is the reason for the revamp.
(my skip() function kept giving me memory overflow errors)
^the new file handler fixes that, as well as other small issues I was having ;)

The export format is still OBJ only...
But that should change by the next release ;)


I`ll post this current update as soon as I can :)


Title: Re: Tcll5850's program box
Post by: DSX8 on August 16, 2012, 08:13:03 PM
prepair yourselves =D
I finally have a somewhat decent UMC update =)

This thing`s been revamped with a new file I/O handler.
I also disabled logging (provided great info, but was slow)

This increased conversion speed by alot,
as in PlPcNr.dat (Pichu) now takes 13 seconds to convert, rather than 97 seconds :)


Currently supported formats are:
DAT (Melee)
MDL0 (No Transformations or bones yet)

I`m currently working on blend support...
This is the reason for the revamp.
(my skip() function kept giving me memory overflow errors)
^the new file handler fixes that, as well as other small issues I was having ;)

The export format is still OBJ only...
But that should change by the next release ;)


I`ll post this current update as soon as I can :)
awesome cant wait to try it out with some characters :o


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 16, 2012, 08:44:11 PM
sweet =D
I`ll be sure to pm you when I can release =)

Sry for how long it took to come this far though...
It`s actually kindof pathetic...

Although this program is a major multi-man job done almost entirely by me :3

Eh...
Sry bout the schmuck :P
I forgot to mention thogh that this thing is still majorly in dev...
(still using Tkinter)

A GUI in OpenGL, is a pain in the you already know what :P

I`ll get it though... Eventually ;)

Post Merge: August 17, 2012, 05:18:05 AM
well as it turns out,
The blend format is showing me every last possible flaw with my functions. >:O

Now string() needs even more work as it reads `*nex` (out of `*next`) and returns None
It won`t read anything else after that :srs:

Not sure what it is atm but geese
@ blend plugin: Gimme a break already.
I already had to redo ~30 funcions because of you. D:


Post Merge: August 17, 2012, 05:53:47 PM
well, I`ve managed to fix the issue with string(),
And even give it a few extra options ;)

If anyone wants to program their own plugins,
I`ll have function documentation by my next release ;)

Btw, I`m adding basic OBJ importing to the list.
(support for `v`, `vn`, `vt`, `f`, and `o`)

MTL support will come later.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 19, 2012, 06:40:27 AM
hey guys guess what =D
I've just built my own bezier curve evaluator ^.^

What`s that mean?
It means I can implament my modelling system into UMC. :)

Imagine getting a circle using only 4 verts...
Or for that matter a sphere using 8 verts :D
(this is even less verts than the current bezier aglorithms support)


Title: Re: Tcll5850's program box
Post by: Mareeo 64 on August 19, 2012, 08:26:22 AM
hey guys guess what =D
I've just built my own bezier curve evaluator ^.^

What`s that mean?
It means I can implament my modelling system into UMC. :)

Imagine getting a circle using only 4 verts...
Or for that matter a sphere using 8 verts :D
(this is even less verts than the current bezier aglorithms support)

Now That is awesome! I havn't done any hack making yet, but this sounds like it could revolutionize how detailed a model can be w/o going over the limit. :P


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 19, 2012, 08:53:35 AM
indeed :)

But I don`t believe the wii has that kind of support... Sadly

TBH, what I`m doing is allowing you to get the concept of the gfx system I`m implementing into my game system ;)

All you really can do atm is try it out and save models in it`s format...



Post Merge: August 19, 2012, 08:56:56 AM
oops :P
Forgot to mention that models saved in it`s format will look boxy in normal 3D editors...
(a sphere would be a simple cube)


Title: Re: Tcll5850's program box
Post by: Mareeo 64 on August 19, 2012, 09:14:32 AM
I guess you're more advanced than the other model programs :P I bet you'll find ways to defy the laws of programming, and eventually, you're programs will be far more superior to even 3DS Max.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 19, 2012, 10:31:54 AM
lol thanx :)
Technology just needed an update is all :P

Now for my system, you can expect lag on even the best of computers...

My game system is being designed to run using Quaternary (0-3) instead of binary (0-1)...
(yes this means the re-invention of electronics)
As well as the GPU`s will have the vert-logic calculations hard-wired into them.


Title: Re: Tcll5850's program box
Post by: Mareeo 64 on August 19, 2012, 11:13:13 AM
What's your system gonna be like as far as hack capabilities? will it be able to handle extreme, over-the-limit hacks?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 19, 2012, 11:23:12 AM
hey...
I just need some input as to how I should go about building the surfaces from the evaluations...

Verts in my system are actually vec5 instead of vec3..
(X,Y,Z, R, D)
R - int resolution (a half-division-sum of a count of verts in a curve)
D - float distance (a square to circle value from the current point)

The distance float ranging from 0.0 (flat) to 1.0 (square) with 0.5 being the default (circle)


Post Merge: August 19, 2012, 11:31:01 AM
@Mareeo 64: lol ninja

Well my system (if built correctly) should be able to render and transform models while making them look real...

As far as hacking goes, you should be able to export a dynamic mesh as another file format...
(the transform calculations and model should look real)

But I`d recommend you use low resolution verts before exporting.


Title: Re: Tcll5850's program box
Post by: Mareeo 64 on August 19, 2012, 12:23:34 PM
Wow! Well best of luck to you, and may it come out at its best! ;D


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 19, 2012, 12:59:48 PM
well thanx :D
And that`s exactly what I hope for ;D

If I must mention a small amout of how powerful I want my game system to be,
then here`s a simple chart of how many processors there are:
-4 CPU`s for commands from many players (8 controllers + net)
-4 GPU`s implamented with my dynamic modelling gfx system.
-4 SPU`s implamented with my dynamic audio system.
-2 extra CPU`s implamented with AII (my AI system)

Yes it`s quite alot of talk as there`s nothing out there yet that can build a quaternary chip as everything supports binary...

Even electronics simulators are a hastle D:

But if you want something to believe in,
I havn`t stopped working on UMC have I? >:3


Title: Re: Tcll5850's program box
Post by: Mareeo 64 on August 19, 2012, 05:42:24 PM
Dude, you really are amazing :P I may not understand a lot of the things you're doing, but you explain it pretty well. It seems like you're making something that Nintendo hasn't even figured out yet! ;D Genious! You'll likely be the head programmer of a major gaming company! Maybe revolutionizing Nintendo itself! You're definatley goin' places. :P


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 19, 2012, 06:56:20 PM
heh
All I can say is Microsoft only comes close to what I`m doing...

Watson also comes close.
that was microsoft also right??
(not sure)


Title: Re: Tcll5850's program box
Post by: Mareeo 64 on August 19, 2012, 07:12:12 PM
that's VERY impressive! Do you think you'll make any video previews of you're system at work in the future?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 20, 2012, 05:03:45 AM
hmm...
Never really got to thinkin about that before...

But more than likely I will =D

Which `system` are we talking about here??
Gfx or game?? lol :P

On a side note...
I didn`t quite mention everything for my dynamic modelling format...

I would also like to have it`s basic features work in a standard 3D editor
(The model should look like it`s at it`s lowest quality setting)
Verts: [X,Y,Z, R,D]
Faces: [[v,D], ...]

Right now (atm of typing this) I`ve only got verts supported,
But normal and uv support should be essy to add.

If my thoughts are correct, the uv`s should simply layer the texture over the sub-mesh ;)


Title: Re: Tcll5850's program box
Post by: Mareeo 64 on August 20, 2012, 06:00:39 AM
More people should be around this thread. They need to see your progress. :P


Title: Re: Tcll5850's program box
Post by: Volt_Storm_7 on August 20, 2012, 06:18:18 AM
And I lurk for this upcoming moment.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 20, 2012, 11:14:49 AM
yay I've got a compy with net for the current moment :D
(sadly not for too long) -.-*

but here's some of my progress I've been wanting to post :)
for both previous and current progress images of my gfx system's development, you can check this out:
http://picasaweb.google.com/110263988688421174390/DynamicModelling# (http://picasaweb.google.com/110263988688421174390/DynamicModelling#)

as for my converter, there's been quite a few images I've wanted to UL :)
old UMC progress shots for MDL0:
(https://cloud.fernode.de/index.php/s/jHQng5RayKsrxn9/preview)
(https://cloud.fernode.de/index.php/s/atTzRrbm9fXG2Aq/preview)
(https://cloud.fernode.de/index.php/s/HMcpfHSoCkbM9q5/preview)
^MDLO color data
now here's progress on my converter after implementing the new file I/O implamentation:
(https://cloud.fernode.de/index.php/s/Yq6rbgj3jebxSNN/preview)
(https://cloud.fernode.de/index.php/s/MCQHzd3pZzftXpt/preview)
^OBJ importing (comparison with Q3D)
I'm not sure why the normals get messed up yet >_>

and here's the download:
http://tcll5850.hostoi.com/UMC30aD2.zip (http://tcll5850.hostoi.com/UMC30aD2.zip)

if you want to build scripts for this,
I'd recommend waiting until the next release ;)


Title: Re: Tcll5850's program box
Post by: DSX8 on August 21, 2012, 04:26:22 AM
well i tried to download it, but it seems to have been removed...


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 21, 2012, 06:23:43 AM
uugh...
I even tried the DL and it worked >_<

Well...
Just wait till the next UD then...

...
Did you try R-click/Save As yet??


Title: Re: Tcll5850's program box
Post by: DSX8 on August 21, 2012, 06:37:55 AM
uugh...
I even tried the DL and it worked >_<

Well...
Just wait till the next UD then...

...
Did you try R-click/Save As yet??
yup tried that too... y not upload it to MF or dropbox?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 21, 2012, 08:14:56 AM
I`m on a phone right now...

If I had my own net, I`d get back up with megaupload.
(they let you upload 1GB files)

Atm, I prefer my server...


Title: Re: Tcll5850's program box
Post by: Mareeo 64 on August 21, 2012, 08:52:50 AM
Didn't MegaUpload get shut down?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 21, 2012, 09:06:01 AM
http://4megaupload.com

I think that`s right...
I only saw the url once...

Post Merge: August 22, 2012, 05:22:37 PM
jsyk guys...
This next version will be able to both import and export multiple file-types ;)

New implementations:
-Viewer initializes at startup.
-Ctrl+I to import (clears the scene each time)
-Ctrl+E to export
-most of the script functions are defined
-controls are written down (finally)

The blend format won`t be included...

I`ll try to post a google code project for this as well ;)
(for those who`d like to help in developing this)

Post Merge: August 23, 2012, 07:09:29 AM
well... I`m going to try my hand at getting basic materials/textures working...

Wish me luck :3


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 27, 2012, 03:25:04 PM
well I still fail at materials...
But at least I learned alot :)

I`m currently having a problem with encoding the structure in my format...


For what I know, the structure seems to follow this basic format:
Material -> Mtl_Node + Shader -> Textures

Looks simple enough right?
There`s about 50 functions that go into all of this.
(I havn`t even covered the shader functions yet, and the node is entirely dynamic)


But I did manage to get everything else updated including perspective mode
GOD I HATE PERSPECTIVE MODE

I thought ortho was a challenge, but perspective puts ortho to shame D:

I`ve set ortho as default as it`s better for getting exact coords...

I still have a problem where it doesnt size properly if w<h


Other than that,
I`ve also got a toggle for a grid or floor implemented.

I`ll be sure to post images with the release ;)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 30, 2012, 07:36:12 AM
well, I have a release ready :)

You can view wireframe models now,
But the viewer lags alot with brawl-standard models....
Melee-standard models work quite decently...

Anyways, I think it has something to do with the default materials...
Once I can gain some advanced material/shader knowledge, I`ll be able to fix this.

Post Merge: August 30, 2012, 07:38:59 AM
oh yea...

Forgot to mention I got vertex colors working as material colors

Post Merge: August 30, 2012, 04:42:21 PM
o hey :o
Forgot to ask a few things...

1: Binary functions.
Would anyone rather use functions defined for handling data by it`s binary values, rather than current hex handling??
The current functions would work the same as they already break the hex into binary... >_>
But you could easily have the option of reading a 4-bit int ;)


2: multi-file handling methods... (1, 2, or both?)
The file system handles files by adding them to a list, and then indexing the desired file from that list.
The method of handling the file data can be:
- index a file using a single function to switch them
- use an index supplied with a data function


Both methods can be easily implamented...
But if you`re smart, you`d know the first option (although being a bit complex) is the better option.
But I`m one for conveince so I have to ask if you`d like me to implament the 2`nd option. :)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 01, 2012, 04:22:25 PM
if you thought I was stopping the release at that, you thought wrong =3

Updates include:
Script verification
Minor bug fixes (and a few major)

On a side note,
I`m hyped cause kryal just pm`d me the mdl0 info I needed =D

Now with a little re-work to my plugin, I should be able to both import and export ;D

Post Merge: September 02, 2012, 07:26:09 PM
well, I`ve managed to fix everything (that I know of) that causes UMC to crash...

Minimizing the viewer caused a division by 0 error
And cancelling the file dialogs wasn`t handled properly...

Now that I`ve gotten most of the large stuff out of the way...
I`m going to look into building the GUI HUD.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 05, 2012, 04:43:19 PM
you guys are really gonna love the changes in my next update. >:3
I`m actually trying to look for a chance to get a connection so I can release this :D

Anyways...
It turns out I can get mouse wheel feedback,
But I have to fix freeglut before I can use it.
Let me know if you experiance any errors when I do. :/

Anyways, I`ve fixed alot of various bugs, and am curently trying to work on a png image handler...
Or should I say extended support for future image handlers...

On a side note,
Macromedia`s flash program just gave me an idea for updatable command extenstions...
(you`ll be able to download commands rather than wait for an update to support them)

I`ll have to redo my system structure again though... T.T


Anyways, I`ve been working like mad on this and can`t wait to release it. =D

Post Merge: September 07, 2012, 10:34:16 AM
well, i`ve rebuilt the logger with a method similar to the file handler...
So logging is enabled, and now has very little effect towards conversion time :)

I`ve also added error handling to the import/export commands.
If an error is hit in a script,
The import/export operation is cancelled and an error is displayed.
Almost nothing (except internal data erors) should cause a crash now >:3

Still need to get custom length floats fixed though... >_>


And since nobody came back with a responce to my multi-file data handling,
I`m going with my choice:

SetFile(0)
bu32()

SetFile(1)
bu32()
bu32()

Post Merge: September 07, 2012, 03:16:13 PM
also...
Another thing I`ll be adding (since nobody would rather tell me) is the binary handler

Basically just a mod of my current handler,
Where the values are binary values instead of character data.

These will be implamented in the dev4 release ;)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 09, 2012, 09:35:40 AM
*sigh*
Guess I have to make a release just to get some attention aruond here huh... -.-*

DANGIT MOTHER, HURRY UP ALREADY!!! lol

I won`t be posting any further updates until the dev3 release. -_-


Title: Re: Tcll5850's program box
Post by: Mareeo 64 on September 09, 2012, 12:20:08 PM
Don't feel down. Once it's ready everybody's gonna want it. :)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 09, 2012, 01:57:51 PM
lol you`re so right XDD

And just so BJ doesn`t EVER feel like I`m competing with him,
I want this program to basically be the `central hub` for conversions between programs such as:
-Brbx
-Maya
-Blender
-3DS
-Minecraft (extended operations)
-Steam
-etc...

The secret is the script functions to make reading the file as simple as possible.

The idea basically came from a discussion about various hex editors that supported template functionality...
The easiest to program for is HexEdit, with pre-defined XML tags for each field.

010 Editor expects you to know C programming standards for it`s templates.

And Hex Editor Neo was pretty much disreguarded since you couldn`t even use the functionality, unless you paid for it...

The problem with blender was too many functions that were only suitable for certain specific data inputs...
(you had to convert everything yourself before you sent it to blender)


The scripts for UMC don`t have to be extremely strict when formatting...
In fact, you never actually touch the file itself.

The functions used do most of the work for you just by simply calling them.

Post Merge: September 11, 2012, 10:36:48 AM

ok...
so I've tried my last link again and got it :srs:

anyways... it doesn't matter now...
I have the release everyone's been waiting for here: :3
http://www.mediafire.com/?r7qsynl1joaricp (http://www.mediafire.com/?r7qsynl1joaricp)

yes I subscribed... 9_9
their service really sucks though... -.-*
I miss MegaUpload T_T

anyways...
here's a few images as of Dev2 updates:

first off, I fixed the obj import option... somewhat...

(https://cloud.fernode.de/index.php/s/kNFP5djHxXSSYE2/preview)
some models don't import properly though...
(https://cloud.fernode.de/index.php/s/gzeSxpYQQMq2oAn/preview)
not exactly sure what's causing it >_>


in other news, you can toggle between ortho and perspective viewing:
Ortho: (default)
(https://cloud.fernode.de/index.php/s/SWQy6QEsQ8wRSGr/preview)
Perspective:
(https://cloud.fernode.de/index.php/s/HYd3ym2Qs9xZtsA/preview)

rendering now displays vertex colors as materials (laggy)
(https://cloud.fernode.de/index.php/s/tg9H9YapcZZ2RA5/preview)
(https://cloud.fernode.de/index.php/s/23FENZtKBfkLoQP/preview)

added a wireframe display toggle:
(https://cloud.fernode.de/index.php/s/wpcim7tQo33xWLy/preview)

added a toggle for the display of the:
grid: (default)
-images above for the grid
floor:
(https://cloud.fernode.de/index.php/s/ZN5jM46No86LNiM/preview)
or none

my latest update includes script testing:
(https://cloud.fernode.de/index.php/s/i36toNCZzWo4KXw/preview)
^see the console
Error checking is currently fake...
but it will show the number of discarded scripts by Dev4


speaking of Dev4,
I'd like to implement the different 3D viewing methods...
but I need some input on the viewing method:
(https://cloud.fernode.de/index.php/s/zJ8ZBTyQiWtMpfH/preview)
which one should I use??

btw, this is the analglyph method.
the other is the shutter method which displays each eye per frame.

anyways...
have fun with this release. :)

oh... almost forgot...  :o
for anyone who'd like to program additional scripts,
I've included most of the main functions needed. ;)


Title: Re: Tcll5850's program box
Post by: Shinobu Nyan! on September 11, 2012, 11:17:08 AM
This looks great!!! I feel bad for not commenting about your progress, but know that I really appreciate everyone that makes things that make our lives easier. As for the model viewing do what seems most effective and good looking. Thanks again for this. And I might look at scripting, it looks hard though. :-\
Edit: Uhhhh the download isn't there.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 11, 2012, 11:38:39 AM
thanx. :)
could've sworn I copied the correct link >_>

try this one:
http://www.mediafire.com/download.php?rmracrdcku362ak (http://www.mediafire.com/download.php?rmracrdcku362ak)

if that doesn't work, I'm deleting it and re-uploading

Post Merge: September 11, 2012, 03:22:11 PM
heh heh...
Looks like it worked :)

If anyone has any unexpected bugs, please let me know ;)

UMC`s error handler currently skips the import if an error is detected...

Advanced users:
You can check the `session-info.log` for info reguarding file conversion up to the point of error.

I`ll try to make Dev4 log the error to the best of what I can...
But there`s alot of change that will take place starting with the file system.
(yes I`m changing it again)


Title: Re: Tcll5850's program box
Post by: DSX8 on September 11, 2012, 06:20:16 PM
yo TCLL... just tried this out... and i seem to be getting this..

(http://i.imgur.com/XOm3M.png)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 12, 2012, 10:36:41 AM
hmm...
that seems to be a bug with openGL...

the only fix I can suggest would be to download the glut32.dll
and place in the C:/WINDOWS/System/ directory

I apparently need to download freeglut.dll and rename it to glut32.dll to get the mousewheel working...

I'll see if I can make dev4 copy the dll's to the system automatically


EDIT: in other news, here's the new file handler method:
(https://cloud.fernode.de/index.php/s/bxLACpRS5b76cjP/preview)
^this allows me to handle the entire file as a single int :3


Title: Re: Tcll5850's program box
Post by: Shinobu Nyan! on September 12, 2012, 11:19:22 AM
thanx. :)
could've sworn I copied the correct link >_>

try this one:
[url]http://www.mediafire.com/download.php?rmracrdcku362ak[/url] ([url]http://www.mediafire.com/download.php?rmracrdcku362ak[/url])

if that doesn't work, I'm deleting it and re-uploading

Post Merge: September 11, 2012, 03:22:11 PM
heh heh...
Looks like it worked :)

If anyone has any unexpected bugs, please let me know ;)

UMC`s error handler currently skips the import if an error is detected...

Advanced users:
You can check the `session-info.log` for info reguarding file conversion up to the point of error.

I`ll try to make Dev4 log the error to the best of what I can...
But there`s alot of change that will take place starting with the file system.
(yes I`m changing it again)
Link works perfectly, thanks for the fix.


Title: Re: Tcll5850's program box
Post by: DSX8 on September 12, 2012, 11:20:53 AM
hmm...
that seems to be a bug with openGL...

the only fix I can suggest would be to download the glut32.dll
and place in the C:/WINDOWS/System/ directory

I apparently need to download freeglut.dll and rename it to glut32.dll to get the mousewheel working...

I'll see if I can make dev4 copy the dll's to the system automatically
ah ok thanks. that did the trick :P


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 12, 2012, 12:12:51 PM
ah ok thanks. that did the trick :P
no prob :)

tbh, I didn't actually know if that was it...
(after sifting through about 100 google searches with my own knowledge)


Title: Re: Tcll5850's program box
Post by: Shinobu Nyan! on September 12, 2012, 12:45:18 PM
I tried to view capt falcon with it and this showed up.
(http://s14.postimage.org/klych0llt/mdl0_messed_up.png)
Has this been a problem before?
Edit: It was his brawl mdl0 to be more clear.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 12, 2012, 02:41:16 PM
@tl44: I`m on mother`s phone right now, so I can`t see your img...
But if I had to guess...
Is the model all deformed and mutilated??

Bones aren`n yet supported as I havn`t worked on it...
(been busy with the internal programming)

Anyways... About DSX8`s problem...
I forgot to include glut32.dll in the dll`s directory of OpenGL... XDD
Sry bout that guys :P

In other news,
Freeglut.dll works perfectly, and I now get mousewheel feedback :D

This means I can now zoom with the wheel. :3

Modifier keys are also supported from the kbd now =D


That makes me a happy panda ^_^


Title: Re: Tcll5850's program box
Post by: DSX8 on September 12, 2012, 02:54:04 PM
I tried to view capt falcon with it and this showed up.
([url]http://s14.postimage.org/klych0llt/mdl0_messed_up.png[/url])
Has this been a problem before?
Edit: It was his brawl mdl0 to be more clear.
HAH... reminds me of wat ripping chars from melee looks like when using 3D Ripper DX or OGLE.. xD


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 12, 2012, 07:41:55 PM
uugh...
I hated 3D Ripper >_<
I still use ogle though :D
lol

But yea...
Both were a pain...

Btw,
I tried deleting glut32.dll from my system directory...
(mine already existed)
Anyways, it still works.

So yea, any dlls needed by OpenGL will be included in Dev4. :)

Spoilers:
The logger now shows errors
It also shows when an external file is referenced, and the conversion used.

If there is an error while importing a file, it simply skipps the file and continues importing. (creating w/e data is needed)

The internal data is now verified.
(this allows for extra operations such as generating, or recalculating normal vectors)


I have more ideas for implamentations,
But I don`t want to spoil all of them :3


Title: Re: Tcll5850's program box
Post by: Shinobu Nyan! on September 13, 2012, 11:24:37 AM
Yep you were right it was deformed
I have more ideas for implamentations,
But I don`t want to spoil all of them :3
:srs:
(http://t2.gstatic.com/images?q=tbn:ANd9GcTRlbkDhIVkPoK0zhARJNIheASFBG-bdzeICxSPlgGUlLKqOUSYqQ)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 26, 2012, 10:12:47 AM
:srs:
lololololol =3
you'll see them as I implament them :3

speaking of implamentations I'm working on UMC's updater,
and trying to figure out how Minecraft Editor implaments it's GUI.

I also have a little something for Roo525 ;D
(https://cloud.fernode.de/index.php/s/zWby6jgiAoQfDnR/preview)
(https://cloud.fernode.de/index.php/s/ywgDkow4wF2YFeQ/preview)
I'm not releasing the script for dev3 users as I had to make changes to the logger and String() for unsupported characters.
but it'll be included with dev4 ;)


as for other fixes...
this goes toward scripts:
(https://cloud.fernode.de/index.php/s/5yy9NPWizPfTsyt/preview)
where P() comes from the 'Test' library I built just for this...
(libraries are explained in dev4)

there's still an error I can't quite resolve which just arose from the new file system implamentations...
(multiple file imports are now supported (more on this below))
(https://cloud.fernode.de/index.php/s/ywgDkow4wF2YFeQ/preview)
if the import operation experiances an error, other imports following this are marked as invalid files...

the error displayed was an MDL0 import since updating String() where the label was taken as an encoding
it's fixed now. ;)


multiple file imports (mentioned above) are files that include other files...
such as how OBJ files inculde MTL files.

image files should be forewarded to material textures (I'm still working on this).
this is the reason for the image handlers explained in the function readme file.


as for other possible info...
I might get into C++ programming for this reason:
(https://cloud.fernode.de/index.php/s/coxWyneGgot7D2x/preview)
the image shows the src of Kentilan's BRMDL viewer ran using SciTE.
(not the exe being run (look in my taskbar if you don't believe me))
SciTE is acting as a C++ interpreter =D

I've had this program for years and didn't even know about this XDD


EDIT:
if anyone would like to help out...
I could use Portable versions of these packages:
NumPy+SciPy
PyOpenCL
PyOpenAL

if they're not portable, I can't integrate them with UMC >_>

- BlackJax edit: lots of images in 1 post should be put into spoilers :O


Title: Re: Tcll5850's program box
Post by: Mareeo 64 on September 26, 2012, 06:55:14 PM
Whoa. o_0 I bet my VB/C++ teacher would understand that, but i'm barely a novice at programming, so all I know is that you're somehow revolutionizing modeling transactions and stuff like that. :P You're doing a great job.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 29, 2012, 09:49:08 PM
just wanted to post some update images :)
I've gotten bones to display the way I wanted,
and even added a toggle option:
(https://cloud.fernode.de/index.php/s/BiJoJMsRqMjrjfQ/preview)

and also...
I've been testing the new features of freeglut and multitexturing now works perfectly ;)
(https://cloud.fernode.de/index.php/s/9ci7yzrp5KM9xe8/preview)
^this model actually has 2 UV channels rendered using GL_ARB

I must also mention I've switched to using display lists :)
this calculates the model data once per load instead of once per frame...
this means speed is now as fast as brbx for moderate sized models ;)

but a downside to the switch delays the method for data verification >_>
which means the data is not verified as stated in the console.
(it's only there as a placeholder for now)

I'll try to get it out by dev4, but at most, expect it by dev5 :|
sry bout that guys... heh



Title: Re: Tcll5850's program box
Post by: DSX8 on September 29, 2012, 10:51:40 PM
just wanted to post some update images :)
I've gotten bones to display the way I wanted,
and even added a toggle option:
([url]http://bones[/url])

and also...
I've been testing the new features of freeglut and multitexturing now works perfectly ;)
([url]http://multitexture[/url])
^this model actually has 2 UV channels rendered using GL_ARB

I must also mention I've switched to using display lists :)
this calculates the model data once per load instead of once per frame...
this means speed is now as fast as brbx for moderate sized models ;)

but a downside to the switch delays the method for data verification >_>
which means the data is not verified as stated in the console.
(it's only there as a placeholder for now)

I'll try to get it out by dev4, but at most, expect it by dev5 :|
sry bout that guys... heh


broken images mate o.o


Title: Re: Tcll5850's program box
Post by: DarkPikachu on September 30, 2012, 12:37:46 AM
broken images mate o.o
thanx :)
fixed XD

EDIT:
if anyone was wondering why there hasn't been any textures yet...
it's because I've gotten no help or info on material structuring...

here's what I've got so far:

Material[
 ambient[R,G,B],
 diffuse[R,G,B],
 specular[R,G,B],
 Alpha,
 Node input,
 [Textures]
]

the textures block will change once I figure them out... (max of 10 textures is all I know)

but I still don't really know how to change materials between objects yet... heh

Post Merge: September 30, 2012, 07:11:11 AM
hey guess what :D
I've just downloaded a mod for MC which allows for GLSL shaders. :3

what's so great about it?
experiance helps wherever possible XD

as such, I could program a shader which also could be implamented in UMC !=D
and since I'm already looking into GLSL, this would really come in handy...

why havn't they implamented this in MC already :srs:
(select from a bunch of shaders for awesome gfx is what I mean)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 04, 2012, 12:04:47 PM
a few updates:

error checking:
(https://cloud.fernode.de/index.php/s/jPEHfgwEJwmFPxR/preview)

import supported files:
(https://cloud.fernode.de/index.php/s/QsCFmKYm9y7xnc6/preview)

another update I'm working on is displaying in different 3D formats
(it's very buggy at this moment... heh)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 10, 2012, 11:23:07 AM
I have another update ;)
actually I have a release XD

first off, here's the update:

I've gotten 3D viewing working flawlessly ;D
(https://cloud.fernode.de/index.php/s/j43Pn4Jg78tBtEL/preview)

another image:
(https://cloud.fernode.de/index.php/s/wZgY8QpaLmtGBnt/preview)
(https://cloud.fernode.de/index.php/s/sJZW3E6GM7aGgt7/preview)


except for panning:
(https://cloud.fernode.de/index.php/s/wb8WJDs4zbGPCGK\preview)
^the focal-point stays at the grid position instead of shifting with the view.

another WIP:
(https://cloud.fernode.de/index.php/s/559p7a7DPRiioTj/preview)
(https://cloud.fernode.de/index.php/s/rPiGcSrXRAyzx3G/preview)
here's the layout:
(https://cloud.fernode.de/index.php/s/xd6FpAFjjkeSFXQ/preview)
(https://cloud.fernode.de/index.php/s/Pxt83NmmdMPqRL7/preview)

wish I'd've gotten some input on what people wanted =3=
guess it'll have to be my way...



anyways...
here's the release:
http://www.mediafire.com/?x61p9vd4zgx8ygx (http://www.mediafire.com/?x61p9vd4zgx8ygx)
You still need to have python to run it!
I just ran into this problem where it's trying to import SciTE as a module... :srs:
I'll work on it and try to get it working by dev5...


also...
here's a future treat: ;)
(https://cloud.fernode.de/index.php/s/rHWyHzzL6JD8fTM/preview)
^ses files will have their own registered extension ;)

EDIT:
updated the OP btw ;)


Title: Re: Tcll5850's program box
Post by: Shinobu Nyan! on October 10, 2012, 01:14:38 PM
Does the update fix the problem with mdl0's? It would be nice to be able to convert them to .obj with out going through 3ds max. Don't want to pressure you though since what you want to do with it is up to you.
Edit2: Removed edit 1


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 12, 2012, 12:43:53 PM
3rd time typing this post >:O
forum: your request timed out so Imma delete your info *trollface*

- not working on scripts

- fixed local python installation and made a release (check the OP)
(https://cloud.fernode.de/index.php/s/4FCjC2nfgFnER2t/preview)


- GUI progress (currently working on font)
(https://cloud.fernode.de/index.php/s/A4QNXcT9EzcSaLS/preview)
(https://cloud.fernode.de/index.php/s/nFiFjLi3k6neRq8/preview)

everything works as shown ;)


Title: Re: Tcll5850's program box
Post by: Tiberious on October 12, 2012, 05:56:26 PM
Getting much closer on the Melee models. Not quite there yet, but I can actually tell what it's supposed to look like when I try importing either of the Wireframes now.

Once you get Melee stuff working, I'm sure you're going to see an explosion of activity, especially with the characters that didn't make it into Brawl.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 13, 2012, 05:58:07 PM
I forgot to mention...
there is an exception that would get me working on the melee script again :3

and that's if Revel8n replies either with updates to my script (since he has UMC dev1),
or if he sends me his MPX viewer which he modified to work with melee models.
yes, melee progress is (and has actually been) pretty near complete, Revel8n just never released his mod. >:O
(I'm guessing there were issues that weren't shown in his images)

either way...
I really wish he'd've replied sooner -.-*

I still don't know how to properly structure materials yet...
otherwise I'd be showing off the textures >_>

also...
the data verification before display update may not be implamented for a while...
(meaning there could be internal data mis-match issues that could cause a crash)

I still need to re-structure the data to use dictionaries { 'text':[ data ] } instead of lists [ [ data ] ]

this of course would change script formatting a little as dictionaries index by strings instead of ints...

so... yea... many things are bound to change, but I do remain strict about backwards compatibility...
the only improvements should be speed and support ;)


1 more thing...
a Q as a matter of fact...

as a result of the GUI...
I was originally intending to not have any keyboard shortcuts as they can get rather tedious and complex...

would anyone REALLY prefer to use the kbd, or would the GUI switch be well worth it??
(3+ replies toward keeping this before dev5's release and my decision will be made)

EDIT:
if anyone would like to see what I'm currently getting into, you can go here ;)
http://blenderartists.org/forum/showthread.php?256747-The-Hive-system-version-0-83-released&p=2222652&posted=1#post2222652 (http://blenderartists.org/forum/showthread.php?256747-The-Hive-system-version-0-83-released&p=2222652&posted=1#post2222652)

EDIT2:
well... I've just asked the blender community for help on the material structure...
so hopefully I can get some decent info to get me started. :3


Title: Re: Tcll5850's program box
Post by: Tiberious on October 15, 2012, 02:26:42 AM
Well, there's also exporting to a format that can support a skeleton and weighting to consider too. Doubt that .obj is the be-all and end-all of model formats, after all.

Edit: When I open a .mdl0 and export it to .obj, it throws an error in Blender upon import (tried both Yellow and Green Alloys, just to make sure it wasn't the stomach section causing problems).

They do import into Wings3D, however, but are missing the data for the stomach section. The section being referred to uses that 'Line Strip' type.

Thing is, I'd -like- to be able to get the UV layout it uses... only problem is, Blender can import a .obj 'dump' from BrawlBox as unconnected vertices (Wings3D doesn't), but discards the UV layout, even if faces are created later.

Do you think there might be some way to make the .obj export make faces between those lines (Brawl has to know how to generate them, after all) so that model editing programs can retrieve/use the stored UV data?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 16, 2012, 12:58:49 PM
interesting... :o

I never tried an import of an alloy.
so alloy's use line-strips >_>

I'm not sure but I think I did add line-strip support upon obj export...
(that has to do the the wavefront script in the model export function)

thanx for telling me :)
but could I get an image of the error in blender <_<
(not sure if the obj script supports linestrips in blender)

anyways, no, OBJ doesn't support bones...
but yet it supports weight groups :srs:

I'm quite busy with UMC's GUI and function handling atm...
I could really use some script help if you'd like to see this thing fly ;D


Title: Re: Tcll5850's program box
Post by: Tiberious on October 19, 2012, 03:42:25 AM
Sure. I even went and highlighted the error section, as I had accidentally imported a different .obj first.

(http://i554.photobucket.com/albums/jj431/Tiberious_N/UMC3Error.png)

And I'm certain Blender doesn't really like line strips, as they just import as a group of unconnected vertices.

What I'm suggesting as a workaround, since Brawl does use UV data for even this kind of geometry, is to take the lines that Brawl already uses as edges to standard geometry, and have it write the .obj to have faces (yes, you can have 4-sided faces with .obj) added between where Brawl puts those lines.

In theory, it could work, but I don't know if it would in practice.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 20, 2012, 03:48:44 PM
actually...
I didn't think about this until now...

but during conversion to OBJ, advanced features are converted to basic features

face types: (by point count)
1 - point
2 - line (line strips and loops)
3 - triangle (triangle strips and fans)
4 - quad (quad strips)
5+ - polygon

so a line strip with 6 points should be converted to 5 lines...

there may be an error within the conversion that's producing bad results...
I'd have to test this myself >_>

EDIT:
also...
I havn't been working on UMC's GUI lately...
here's why:
(https://cloud.fernode.de/index.php/s/JgpMcdq6S2Sas8A/preview)

my curve aglorithm is off... I know...
and I havn't supported the face-types yet...
I'll get there, soon ;)


Title: Re: Tcll5850's program box
Post by: Tiberious on October 21, 2012, 04:17:04 AM
Okay, stupid question time then...

Is there any kind of geometry I can change the Alloy's stomach section to in order to get it to show as 'standard' mesh data?

Reason I ask is because I'm still trying to get at the UV data for that part of the mesh. I can't imagine that there wouldn't be anything that would actually keep the information and apply it when there's face data given to it.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 21, 2012, 08:36:11 AM
eh...

sorry for the let-down, but the UV support in UMC is kinda choppy...
I still don't know how to properly structure materials, textures, shaders, and material extension data...
(I'm not calling them nodes anymore as that's purely defined by blender as a standard for sharing data between materials)
^even though what BJ calls "Shaders" use the same exact data defined in what Blender calls "Material Nodes"

there actually is no exact term that I know of for material extension data...
so I'll just call it that...

anyways, once I support materials properly, I'll then be able to extend the UV data support for it.

there is currently more than 3 pages worth of functions for describing Texture data in OpenGL,
and Nobody wants to tell me of a good structure for supporting all of it.
(reguarding to the advanced OpenGL programmers I'm in contact with) >:O

here's my current structure:
           Material
[ [[Ambient],[Diffuse],[Specular],Alpha], [Texture Structures], [Shader Data], Material Extension ID ]


but if you say the data is reguarding line strips...
I'm not exatly sure how textures would work with that, since there wouldn't be any face data.

mind sending me a pic of what you can get imported :/
(it'll help me out with UMC's results)


Title: Re: Tcll5850's program box
Post by: Tiberious on October 21, 2012, 09:28:09 AM
There's nothing at all in the only import that works (to Wings3D).

When I'm talking about importing as 'unconnected vertices', that's the result BrawlBox gives when exporting that object.

I'd figured you would be learning from what it's doing for converting Brawl's format.

When I try importing the .obj UMC3 spits out into Blender, I get the error shown in the image in a previous post.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 21, 2012, 09:42:49 AM
ok, then I just was misunderstanding that 2nd time :P

the error returned is an index error...


... I'd need to see the data itself, cause that could be a vert, normal, or UV index with no associated data


Title: Re: Tcll5850's program box
Post by: Tiberious on October 24, 2012, 11:41:01 AM
The .obj is here (http://www.mediafire.com/?p5fubzkevbo0w6g).

Kinda torn on your working on MDL0 import/export. There's already tools for doing this that get bone and weighting data, as well as regular .obj exports. Feels like you'd be reinventing the wheel here.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on October 31, 2012, 05:15:43 PM
well, I've fixed the OBJ script...

the error:
(https://cloud.fernode.de/index.php/s/oJBZ9xHiLTKGJgw/preview)
^blender's OBJ script doesn't support 2D verts

blender24:
(https://cloud.fernode.de/index.php/s/b5ZjCmMwtC6XLqk/preview)

blender26:
(https://cloud.fernode.de/index.php/s/n2aJnCzxDg3BAAz/preview)

get the script here:
http://gist.github.com/3990555 (http://gist.github.com/3990555)


as for UMC, I've been working on GUI features, and finally got something working.
I had to completely scrap GUI.py and redo the method handlers and widgets to do it:
(https://cloud.fernode.de/index.php/s/GnweLB8CKq836WC/preview)
^selectionboxes now work

I'm still trying to get a decent font method...
(I want to use TTF files for fonts)

I could easily use a static font, but I'd have to define everything including the characters
(I don't want to define 128 characters by hand)


as for re-inventing the wheel, my program supports it's filetypes by it's scripts.
if you want UMC to support another format, simply write a script for it.

I mean... it isn't called "Universal" for nothing XD


Title: Re: Tcll5850's program box
Post by: Tiberious on November 04, 2012, 10:47:38 AM
Yep, that did fix it.

Now, the question becomes... is there a way to make it (either by adding the faces manually or via the exporter) create the faces between those lines so that the UV data can be displayed in Blender?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on December 05, 2012, 02:44:09 PM
Yep, that did fix it.

Now, the question becomes... is there a way to make it (either by adding the faces manually or via the exporter) create the faces between those lines so that the UV data can be displayed in Blender?
wait for dev5 ;)

the MDL0 script now processes UV's along with other things :D

I have SOOO many updates to show ^_^
but I don't have my flash drive :(


sorry I've been gone for so long...
I've had no way of getting to a compy...

that net I was supposed to get just backfired and never worked...
that's all right though, cause I'll get my own net when I move out of this crummy apartment in a few months ;)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on December 11, 2012, 12:15:45 PM
I'm going to create a new thread that relates directly to UMC
so I can clear up space on here for other programs I plan to work on...


Title: Re: Tcll5850's program box
Post by: DarkPikachu on December 31, 2012, 06:02:19 PM
REL module template for HexEdit coming soon.
(once I can upload it)

currently displays as much as brbx.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on April 13, 2013, 08:04:56 AM
updated Hex2Text:
- fixed up the inputs to give you a better understanding
- added a file-open dialog as well as a file-save dialog
NOTE: the dialogs use Tkinter, so you'll have another window :P


Title: Re: Tcll5850's program box
Post by: DarkPikachu on April 17, 2013, 03:07:09 PM
if anyone's interested, I'm working on converting Kentalin's BRMDL viewer version 1.43 from C++ to Python

if anyone wants, I can upload my src when I finish :)
(though I expect it to run very slow, because it's still structured like the C++ code)


EDIT:
at all you users out there...

if you want...
since UMC is a HECK of a large project and will take quite a long while to get it up again...

how bout I release my conversion :)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on April 27, 2013, 05:09:42 PM
Nobody will, or should at least, give you [censored] for posting multiple times in your own thread.  nice work tcll
well, NaOH...
I've just gotten crap for multi-posting in my own threads...
gawd how the forum has changed -.-*

I ran across that because I thought I've released my REFT builder,
but I guess I didn't since I've just now checked...

I'll have it posted here in a few ;)

EDIT:
nvm...
the file is too long for me to type in :/

looks like you guys'll have to wait a while... -.-*

I could've sworn I've released the zip though :srs:
if I did, and it's on my thread, please quote it :)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on May 07, 2013, 08:13:05 PM
epic info on the way :)

upon the next release of UMC, Kirby Air Ride vcStar****.dat files will be supported in the melee dat script ;)
(the script will also have a name change to "HAL Labs")


I've been working on my DAT template for HexEdit, and it already supports the full mesh info for both games ;)
(it also highlights the hex properly)

if I could post pics, I would...
I already have a few ready. ;)


Title: Re: Tcll5850's program box
Post by: DSX8 on May 08, 2013, 02:48:00 AM
*waits for the day that it can support melee stages*

thats pretty much all i need this for lol


Title: Re: Tcll5850's program box
Post by: DarkPikachu on May 08, 2013, 07:07:46 AM
*waits for the day that it can support melee stages*

thats pretty much all i need this for lol
I hope to have that supported by the next release as well,
along with the "..._matanim_joint" portions of Melee Pl****.dat files. ;)

I'm trying to help IE over at SWF with the stage info... so yea :P

I hate this format so much... lol
it's not easy to work with like the MDL0 format.

unlike the MDL0 format no two files have the same structure layout...

the tree in Melee Pl/Ty files begins with various joint structures,
while in KAR vcStar files the tree begins with something that seems to link in a bunch of other things before sending you to 2 joint structures...

Melee Gr files are different as well :/

those strings I've talked about earlier in the root nodes mean absolutely nothing as KAR has no particular way of following the data represented by those strings...

however...
I wouldn't exactly call my new method "reliable" as well...


these files are extremely puzzling and are quite a headache to figure out. >_<


EDIT:
welp...
there goes my idea >_<

GR*.dat files have just completely bamfed my system...

all I can think of now is that the relocation table is used to identify pointers that point to the beginning of every structure in the file.

I guess all I can do is compair the length of the root structure to determine it's type.

UUUUGH I hate this format >_<

the old method wouldn't work here either as the string doesn't contain a "joint" at the third index of a string:
"string1_string2_joint"

Post Merge: May 10, 2013, 06:18:35 AM
well...
apparently I can't login over at SWF to post my info :srs:

it says I don't have cookies enabled when I've set VTunnel to allow cookies AND scripts.

so I'll post it here so I don't forget to post over at SWF.
(and so other people can look at the info)


I've been doing some work on the "relocation table"
apparently the table does nothing more than list every (valid) pointer in the file in the order of from the start of the file to the end.
(pointer[0] is the first valid pointer in the file)

if a pointer in a stucture results to 0, it is invalid and not logged in the table.

I think this may be used in defining the structures of the file and figuring out the structure used by the root pointer (root node)

I've reorganised what I'm now calling the "pointer array",
and have displayed the info as:
FOR: pointers
 + pointer[0] -> "0x########"
 ...

it's slower to process though as I had to build my own hex display parser... (notice the quotes "")

hopefully I'll have this thing pinned soon ;)
(then ANY file will work as long as they use known structures)


Title: Re: Tcll5850's program box
Post by: DarkPikachu on May 22, 2013, 04:32:26 PM
so now that I've finally gotten a sucessful MDL0 which uses both "Unknown1" and "Unknown2" resource offsets...
I'm working on my MDL0 template again, and am making quite a few changes :)

would you guys like me to rename the data fields according to the actual names referred to in the SDK??
or would you like me to just leave them with noob friendly names??

actually... I'll post this in a poll


Title: Re: Tcll5850's program box
Post by: DarkPikachu on May 29, 2013, 04:03:02 PM
well, lets just say, I went with the SDK terms, but tried to simplify it for noobs learning the format. ;)
when following that perspective, learning the MDL0 format should be quite conveinent ;D

and good news! =D
I'm going over to my friends,
and unless their lap-top's dead, I'll have my MDL0 template updated in only a few hours ;D

the material nodes are still called nodes until I can figure out what to call GL's advanced texturing interface (ATI)

NOTE:
Shaders use the GPU
GL's ATI uses the CPU (does the same thing as shaders)

Post Merge: May 29, 2013, 06:27:51 PM
well, guess what...
I UD'd it. ^_^

here it is:
http://gist.github.com/Tcll/3196110 (http://gist.github.com/Tcll/3196110)

NOTE: color structure now uses Vector (vec4) definition,
so the "color header" will now be the "vector header".

loading time also take a little longer because of the fur data.
(also uses the Vector definition)

I'll UD the OP later... :P


EDIT: I'll be working on data highlites for the next update ;)


Title: Re: Tcll5850's program box
Post by: N64killer on May 29, 2013, 08:36:11 PM
I'm trying to use your utimate model convertor the download from the opening post and i can't figure out how to activate it

also can this be used to convert .obj to .dae files that ssbb uses


Title: Re: Tcll5850's program box
Post by: DarkPikachu on May 30, 2013, 05:00:12 AM
I'm trying to use your utimate model convertor the download from the opening post and i can't figure out how to activate it

also can this be used to convert .obj to .dae files that ssbb uses
with dev4, you have to run the BAT file.
dev5 will have it's own exe ;)

I'll post a link to the EXE Diddy Kong built for me in a moment. :)

and yes it can, but not at the moment...
I need some help with building an XML library so I can build a DAE script.

also...
dev4's interface isn't good for building part2 of it's libraries.
but part2 is for the graphical stuff so that really doesn't matter atm... :P
(since dev4 can't do materials just yet)

all of these things will be fixed in dev5, but I can't say it won't take a while...

I'll try to get my last running version working again and upload that as dev4.5...
(uses a slightly improved dev4 base code, but improves the viewer control by alot)

Post Merge: May 30, 2013, 05:19:20 AM
here you go:
https://dropbox.com/s/4e31kq5rx0oh7g1/1.exe

just drop it in UMC's root directory and run it. ;)

you may also wanna rename it :P

Post Merge: May 30, 2013, 05:57:45 AM
oh, btw
dev5 won't have a viewer upon release.

I'm working on that as a plugin for the console app.

I was working on the viewer stuff rather than working on the main aspect of the program like I should've been...

even though the initial release of dev5 will be a console app,
I will still add support for everything I talked about ;)
meaning you'll be able to convert animations and even deal with compression :)
however, it will be a little limited due to the limitations of such a simple text interface.

everything internal will work as if it was working with the viewer.
meaning pre-transformed coords will be supported,
along with the dual-buffer interface, and everything else I talked about earlier. ;)


Title: Re: Tcll5850's program box
Post by: N64killer on May 30, 2013, 07:11:01 AM
after downloading it. My laptop says it is not commonly downloaded and could be dangerous.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on May 30, 2013, 03:23:23 PM
after downloading it. My laptop says it is not commonly downloaded and could be dangerous.
that's because it was uploaded for me and windows 7 is stupid XD

Diddy Kong is the one who ULd it because I asked him to build it.

what does the EXE do?
edit the BAT file in notepad.
it's those exact same commands I gave him :)

Post Merge: May 30, 2013, 04:05:32 PM
updated the OP with alot more info ;)


Title: Re: Tcll5850's program box
Post by: N64killer on May 30, 2013, 09:39:54 PM
Ok so three things...

1) Clicking UMC.bat brings up the model viewer and cmd.exe got that down

2) that exe i downloaded keeps bringing up this error message.

ERROR in
action number 1
of Other Event: Game Start
for object object0:

Cannot execute data/Python272/python.exe <--- to here
Edit: nevermind about number 2 i figure it out had to move the Python272 folder

3) I going to guess i suppose to type something in the cmd.exe what would that be?


Title: Re: Tcll5850's program box
Post by: DarkPikachu on May 31, 2013, 05:48:34 AM
1: that console is actually python.exe

2: I thought dev4 already had the Python272 folder in the data directory...
guess not ._.
I'll have to note that... thanx

3: once the GL window appears, use Ctrl+(I/E) to import/export a model.

dev4 is very basic, so it doesn't support materials and textures...

viewing control is also limited...
I'm working on my last working build to improve the viewer control and add basic material and texture support...
(just a little piece of candy while I work on dev5) ;)


doesn't dev4 have a readme?? :-\
(I could've sworn I listed the controls in dev4)


Title: Re: Tcll5850's program box
Post by: N64killer on May 31, 2013, 09:26:28 AM
there is a readme but i think it was about how to make python programs or something...


Title: Re: Tcll5850's program box
Post by: DarkPikachu on May 31, 2013, 03:31:13 PM
ah, then that just tells you how to run it...
even if you can't use BAT files XD

I'm not sure if I left a "controls.txt" in the directory,
or if I wrote the controls in the readme near the bottom.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on June 02, 2013, 05:48:32 PM
while rebuilding UMC's internal interface,
I had to reconsider a few things which would have screwed up the SES revisioning...
mainly the vector space coordinates and such...

if I could ask for some input from other people to help me finish my notes,
it would very much help out. :)

Verts: [ X, Y, Z, W ]
Normals: [ I, J, K, L or H (pending) ]
BiNormals: [ ? ] [ BI, BJ, BK ]
Tangents: [ ? ] [ TI, TJ, TK ]
UVs: [ S, T, R, Q ]


does anyone know anything different??


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 14, 2013, 09:14:28 AM
well here's a surprize... ;D
I was working on UMC's update interface on my server when I ran into this:
http://tcll5850.hostoi.com/hacks/pikachu/Dark_Pikachu_v4b.zip (http://tcll5850.hostoi.com/hacks/pikachu/Dark_Pikachu_v4b.zip)

I knew I'd uploaded it somewhere :)

I'm not going to make the release until I have some decent images.
this particular zip, I do believe is just lazilly put together...
I think it's just everything for the fighter folder and nothing else...
there's also no readme... :/


Title: Re: Tcll5850's program box
Post by: DarkPikachu on July 19, 2013, 04:49:27 PM
here's my program which finds a particular file, in a large slew of files, by matching a string in the file.

Code:
import sys, os
p = 0

string = raw_input('Type the string from the file you wish to find: ')

for f in os.listdir(sys.path[0]):
    if len(f.split('.'))>1:
        d = open(f,'rb'); s = d.read(); d.close()
        if s.count(string): print 'found "%s" in file %s'%(string,f); p=1

if not p: print 'could not find "%s" in the files of this directory'%string

raw_input('press Enter to exit...')
quit()

copy the code above and paste it in 'FileFinder.py'

usage:
1: place 'FileFinder.py' in the directory containing the slew of files
2: run (D-Click) 'FileFinder.py' (requires a Python 2x (2.5 at least) installation)
3: when prompted, type the string contained in the file you're looking for.

this currently does not test sub-directories,
and does not accept case mis-matching.


Title: Re: Tcll5850's program box
Post by: DarkPikachu on August 04, 2013, 07:59:22 AM
well, I've told Jack H multiple times, including last night...
if he doesn't fix the resourses now, then you guys'll have yo use my thread from now on. :-\

*table removed, see first post for download*

a prewiew of the template support:

(https://cloud.fernode.de/index.php/s/Yk3aCxJtRxLrjJq/preview) (https://cloud.fernode.de/index.php/s/Yk3aCxJtRxLrjJq/preview)

pay no attention to that wrong knock-off on the resources thread.



Title: Re: Tcll's resource box
Post by: DarkPikachu on August 12, 2013, 08:45:24 AM
updated the OP including the last pre-release of UMC dev4.5
(downloads look more like the resources page)


Title: Re: Tcll's resource box
Post by: DarkPikachu on October 04, 2013, 05:47:27 PM
reported: the HexEditPro patch broke (HexEdit crashes)
I'll fix that here in a moment


Title: Re: Tcll's resource box
Post by: DarkPikachu on October 07, 2013, 09:01:22 AM
well here's some good and useless info XDD

anyone still remember this old program: :3
(https://cloud.fernode.de/index.php/s/fycKSFM6s4KLSBB/preview)

yea, I've finally figured out the CMPR format XDD

if anyone wants me to release this viewer, I can,
but it's nothing more than testing the algorithm now. :P

the only good that's in this is for UMC...
to put that simply,
the reason it's taken me sooooo long to fix is because I'm now working on Melee's texture formats,
and needed to get this algorithm working so I'd have a base to go by for the script.

so yes, UMC supports textures now, but the scripts are now being worked on to use them. ;)


Title: Re: Tcll's resource box
Post by: Kabutomaru on October 07, 2013, 02:04:01 PM
Yes! Please do!

I'd also like some src for it. I think I can add extra support for RGBA8 and IA4.


Title: Re: Tcll's resource box
Post by: DarkPikachu on October 07, 2013, 03:50:08 PM
lol hold on... I kinda borked the display and need to redo the tiles :P
I don't have a src as a backup to fix it easily ;_;

what happened:
I was trying to fix up the tile functions to make them wotk with the zoom function...
then literally everything went wrong D:

I've got it nearly working the way it was, but yea, the order's messed up...
I'll figure it out and release it soon ;)

the only support needed is the CI# formats.
RGBA8 already works perfectly, and it's a pain to manage. D=
IA4 is also perfected ;3

Post Merge: October 07, 2013, 04:35:58 PM
here we are:
https://gist.github.com/Tcll/6876106#file-reft_viewer-py
everything works (except the new implamentations which are commented out) :)

the src IS the release btw
it's python so there's no need to compile XD

I'm using python 2.7.5, but that was built under 2.5.4 so it's compatible ;)


Title: Re: Tcll's resource box
Post by: N64killer on October 10, 2013, 04:32:53 PM
Nice to see that this is getting close to supporting textures.


Title: Re: Tcll's resource box
Post by: DarkPikachu on October 10, 2013, 04:59:07 PM
lol thanx :)
are you keeping updated with the latest info over at SWF?? ;)
I'm not updating my unofficial program threads so much anymore... heh
(I'll make an update here once things are finalized and such)

I intend to move the thread to my forum once the restoration is complete ;)
I'm setting up the documentation and such there.
(users can report - their experiences with, ideas for, or minor issues on - the functions)
 ^
 - issues and bad experiences will be edited after they are fixed
 - new ideas will be edited after they are implamented
 (edits are putting the post in a spoiler marked "Fixed", "Improved", or "Implamented")

EDIT: finally fixed the patch in the OP
HexEdit shouldn't crash anymore ;)


Title: Re: Tcll's resource box
Post by: N64killer on October 11, 2013, 10:19:51 PM
^ Nope but I barely look through the forums anymore since my sd card broke which was 2 months ago.


Title: Re: Tcll's resource box
Post by: DarkPikachu on October 12, 2013, 07:24:57 AM
^ Nope but I barely look through the forums anymore since my sd card broke which was 2 months ago.

dangit, that gets me ever time when people do that XDD
I like reversing the sort order of posts bacause:
(1) I don't like to scroll to the bottom of the page
(2) I don't like having to update my fav-link every time the thread goes on a new page
(something the SWF forum developers don't seem to understand)
 ^ they had the feature before they upgraded to Xenforo >_>

anyways... that sux D:
I know the feeling cause I use MicroSD cards and have 2 broken adapters with 1 last one that's dying...


Title: Re: Tcll's resource box
Post by: N64killer on October 13, 2013, 08:41:39 PM
Sorry about that didn't know forums allow you to read the posts from bottom
to
top


Title: Re: Tcll's resource box
Post by: DarkPikachu on October 13, 2013, 11:00:20 PM
Sorry about that didn't know forums allow you to read the posts from bottom to top

you're not alone ;D
many people have done it :)

this host does,
I think freeforums does
I think proboards used to (v5 doesn't, though it will be implamented)
forumotion doesn't
vBulletin does
Xenforo doesn't (same people who built vBulletin) 9_9

but yea... the oldest post is on the last page ;)
(newest post is ALWAYS on page 1) ^_^
 ^ I can't get enough of the feature :3


Title: Re: Tcll's resource box
Post by: DarkPikachu on October 25, 2013, 10:25:10 PM
finally figured out the TEVs

(https://cloud.fernode.de/index.php/s/NdzN6EGC4q3XZJX/preview) (https://cloud.fernode.de/index.php/s/NdzN6EGC4q3XZJX/preview)

so there's some progress on things :P

I'm overviewing the template and making a bunch of corrections to things...
what I called "Shaders" is even incorrect... those are material-local texture settings.
(GX, as of the Wii, doesn't use Shaders, so there's no need for the term to even exist)
 ^ with the Wii U having a GPU, I'm sure GX will finally use Shaders in some sort of fascion.


Title: Re: Tcll's resource box
Post by: DarkPikachu on February 27, 2014, 11:16:32 AM
well here's an update to an old post...

in recent news, I just woke up this morning to an email by DropBox...
DropBox has become even more affiliated with the Gov't in their TOS.

that means I can no longer use them because I will have nothing to do with gov't affiliated garbage other than Google and GMail.

I'm swithing my systems, so all of my DropBox links will be going down.

I'm also quitting MF for 4Shared btw, and would reccomend creating an account with them. (all my DB and MF links will become 4S links)
4S is safe if you don't use their priority downloader, and I will note that on every 4S link I post ;)


Title: Re: Tcll's resource box
Post by: KnightMario on February 27, 2014, 04:16:20 PM
Have you made any progress? It seems like you stopped, but you can never be sure.


Title: Re: Tcll's resource box
Post by: DarkPikachu on February 27, 2014, 04:55:27 PM
Have you made any progress? It seems like you stopped, but you can never be sure.
have you been keeping updated on smashboards :)
http://smashboards.com/threads/334292 (http://smashboards.com/threads/334292)

I've kinda stopped posting here... that's all :P

I only posted to notify about the broken downloads.


Title: Re: Tcll's resource box
Post by: TheSoraKid on September 01, 2014, 06:10:57 PM
well crap =o
nice find =3
It's a bot.


Title: Re: Tcll's resource box
Post by: DarkPikachu on September 01, 2014, 06:52:21 PM
It's a bot.
haha thanks :)
glad I didn't click it then XD
(not that my browser wouldn't protect me anyways) :P

EDIT: @everyone:
btw, my browser notifies me if you reply here (email),
so if you need something, I'm always watching. ;)

I'm never stopping on UMC as there's too much I want to achieve from it. ;)
(I'm not just gonna throw all that away)