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Super Smash Bros. Brawl Hacking => Programming => Topic started by: DarkPikachu on December 11, 2012, 12:55:14 PM



Title: Universal Model Converter - beta testing
Post by: DarkPikachu on December 11, 2012, 12:55:14 PM

UMC Official Development Thread (http://tcll5850.proboards.com/thread/143/official-universal-converter-development-thread)

(https://cloud.fernode.de/index.php/s/KfcHj7S2PRmJLBf/preview)
UMC is literally what it's name stands for.

UMC, when finished, will be able to convert models from one format to another format.
that being said, that "format" can be whatever desired format is supported by UMC's plugins

right now UMC is still in it's basic development stages, and currently only supports a model with a material color and vertex colors.
multi-channel vertex colors and UV's are supported, but not displayed... yet

I'm still working on getting the internal format to support more...

the conversion process may seem fast, but it's actually quite slow...
once new knowledge is found out, it will be implamented to improve performance.

I'll be starting a google project and post a download upon the release of dev5.

until then, you can keep an eye on the progress  ;)


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: DJ Lowgey on December 12, 2012, 03:55:18 PM
sounds like an amazing program O_o


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: E-scope12 on December 13, 2012, 05:15:59 AM
So will we be abe to rip models from Pokemon Battle Revolution with this program?


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: GentlemanPotato on December 13, 2012, 05:46:27 AM
From what I understand it converts known model formats to other known model formats and no-one has cracked the battle revolution models yet so no it doesn't.


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: LegacyWolf on December 13, 2012, 06:09:00 AM
Definitely an interesting ad useful idea. Good luck figuring everything out, because some of these are hardly rippable or not rippable at all.


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: E-scope12 on December 13, 2012, 07:07:54 AM
Definitely an interesting ad useful idea. Good luck figuring everything out, because some of these are hardly rippable or not rippable at all.

Yeah just like Code Lyoko Quest for Infinity & Coraline.


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: E-scope12 on December 17, 2012, 12:18:39 PM
Can you add support for pokemon Battle Revolution 3d Models textures bones UV's animations too?


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: Tiberious on December 18, 2012, 10:51:48 AM
Actually, Battle Revolution has had some understanding of its format done. However, there are two major issues at the moment:

1) It's not complete. The converter I have only gets the first object it finds in any .fsys file. This is probably something that could be fixed a little easier than the other point.

2) There are no bones. PBR uses vertex animation. A strange choice, IMO, but that's what's been found.


The converter can be found over at the Spriter's Resource forum.


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: DarkPikachu on December 18, 2012, 12:21:44 PM
Actually, Battle Revolution has had some understanding of its format done. However, there are two major issues at the moment:

1) It's not complete. The converter I have only gets the first object it finds in any .fsys file. This is probably something that could be fixed a little easier than the other point.

2) There are no bones. PBR uses vertex animation. A strange choice, IMO, but that's what's been found.


The converter can be found over at the Spriter's Resource forum.
ah spriters resource =u=
god this is nostalgia for me. XD
(back when I started UMC v2)
 ^when Pharrox had decoded Ninetails *spell-check* from PBR (I do believe)

yes
UMC converts a known format to another known format.
well stated AdfroMan ;)

you'd have to learn Python and UMC's functions to build scripts for UMC
these scripts (as of dev5) support:
-models and animations
-images
-compression methods (not complete yet)

the scripts can also have extended libraries built for them and UMC
such as "Dolphin" (Nintendo's name for their entire SDK (N64 to Wii-U)
the library will allow you to program scripts as if you were programming an actual Nintendo game.

I'm still working on deciphering the RVL SDK... :P
so this library won't exist for a while...

if anyone who actually understands C++ could help me translate this, it would be much appreciated :)

there is another software out there that's almost exactly like mine...
but with alot less support, and you have to pay for it's features.
it's called Universal Object Converter.


Post Merge: December 18, 2012, 12:56:54 PM
btw...
progress on dev5:
3D analglyph colors:
(https://cloud.fernode.de/index.php/s/HWa5BK4k9KjHz2Q/preview)
if 3D wasn't cool anymore, it wouldn't be implamented in things we use every day.

materials: (I actually have a custom material implamented here)
(https://cloud.fernode.de/index.php/s/XYpoZtQKgjPNPBd/preview)
UMC's font: (can't scale)
(https://cloud.fernode.de/index.php/s/Y9tDodaBnJzScEJ/preview)

and scripts for dev5:
Minecraft export:
(https://cloud.fernode.de/index.php/s/6pakkS9HGyAB5RY/preview)
Riku:
(https://cloud.fernode.de/index.php/s/SXSgimL6tnXjoJK/preview)
although I've ran into a recent error... (I may have it fixed when I release)
(https://cloud.fernode.de/index.php/s/dfLp2L6sK7Jc8A7/preview)
^the reason is I tried to improve the generator, which didn't work out...
(https://cloud.fernode.de/index.php/s/dB5emKc5jGx8CAF/preview)

minecraft import:
my house:
(https://cloud.fernode.de/index.php/s/XNMxWTYW9T9w7df/preview)
in UMC:
(https://cloud.fernode.de/index.php/s/8HZHqRs9rteo9KZ/preview)
(https://cloud.fernode.de/index.php/s/tjynrTG7AXsDnmC/preview)


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: DoctorFlux(Mariodk) on December 18, 2012, 11:37:45 PM
looks epic
"want to see brawl mario in minecart xd"


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: DarkPikachu on January 01, 2013, 01:07:06 AM
well, once I can figure out how to properly parse the bones,
I'll then be able to use an animation to pose his character model...

but for now, progress is as good as Melee models:
(https://cloud.fernode.de/index.php/s/ii5aKADzy5aHpk2/preview)
^ I'm pretty much on my own again as everyone's just telling me to figure it out, or they're not responding. -.-*
no help as usual... T.T


the problem is, I can't understand C# or C++ well,
so figuring it out will take years instead of days... T.T


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: DarkPikachu on January 04, 2013, 12:26:57 PM
Don't start building export scripts for UMC just yet
I've just found a major flaw in the design of the functions...

the data handling is too direct in giving you the internal data for one.

I'm currently re-working the design to hand you the data you're loooking for,
rather than give you everything for each catagory >_>

it should be a little more like the import process.


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: DarkPikachu on January 10, 2013, 11:21:52 AM
well, the new format of the export scripts overpowered the import format...
so I'm changing that as well :P

the format is much looser, by seperating the optional inputs into their own functions.

for example:
SetObject( Name )
-SetObjectLoc( X,Y,Z ) #also accepts a single list
-SetObjectParent( Name/ID ) #must exist, or the input is skipped.

it's looser because you don't have to define variables now if you don't need to.

I'll post the new format here soon.
(if you've built any import scripts, you'll have to upgrade them)
^ after the release of dev5, you won't have to upgrade your scripts. ;)

Post Merge: January 10, 2013, 11:19:50 AM
just wanted to mention I've been using Visual Studio 2010 to develope UMC.
(https://cloud.fernode.de/index.php/s/e9xpXycX4nwaM23/preview)
this means errors are less likely to happen as I can now use intellisense :af:

but if I must  mention, I'm also working on my own IDE specifically built to test UMC scripts:
(https://cloud.fernode.de/index.php/s/8JnjfJgP6KMXBfw/preview)
comparison to IDLE:
(https://cloud.fernode.de/index.php/s/twcRDEMayFpZQNx/preview)

there's still quite alot to do before this thing can be considered an actual IDE >_>
but I hope to get rid of the function process handlers in order to increase speed...
(UMC is extremely slow because of this)

also...
if anyone's interested...
*can't find HexEditProCracked.gif*
^I've done it ^_^ (cracked HexEdit)


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: Leon Exodio on January 10, 2013, 11:34:05 AM
wow looks awesome this would be usefull


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: DarkPikachu on February 09, 2013, 06:24:55 PM
just throwing this out there...

you can contact me on Gmail at pretty much any time...
tcll5850@gmail.com

I can't access kc-mm or even google search honestly :srs:

but that's about it... :P

Post Merge: February 10, 2013, 01:13:52 AM
btw, here's UMC's new formatting functions: :)
(excluding animations)
http://gist.github.com/4748851 (http://gist.github.com/4748851)

I'll include animations later...
right now I'm still working on the functions...

also the script header functions have been changed...
I'll explain that later...
but the other model/anim/image/etc... IO function requirements are the same ;)

you can start working on a few UMC scripts using these functions if you like...

I'll update the format to explain the basic structuring of UMC's format soon ;)


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: DJ Lowgey on February 10, 2013, 04:59:56 AM
Does it the programm makes the normals ready for brawl?


Title: Re: Universal Model Converter - Materials (not textures) supported
Post by: DarkPikachu on February 10, 2013, 07:39:52 AM
dev5 will have a normal recalculation function,
but that's implamented as a GUI control.
(the buttons on the bottom bar)

as for the mdl0 script,
I'm not exactly sure how to apply the normals to it...

I'm having trouble understanding brbx's src for normal transformations, (mainly due to bone influencing)
and BJ's bad at explaining things when it comes to complexities like this... :P

commented src would at least be helpful :srs:
(UMC's src actually explains the process and what's needed at every particular part of it's src (as of dev5))


that aside though, I am getting offered quite alot of help from Ian Mallet (aka Geometrian) who's helping me understand the procedures toward OpenGL

UMC's viewing control system has been largely fixed.
(switched from GLUT to pygame (SDL))
 ^although I've just recently been told Qt is even better because of SDL's limitations.
  (although Qt is much more complex, so I think I'll hold off on it for now...)

anyways...
UMC now supports joysticks because of SDL,
and I'm working on configuring it to my GCN controller.
(I'll work on my PS2 controller as well, but really it's up to UMC's options to configure it)

as an up-side, UMC might also support archives and game-scripts/logic
(if not then it'll be in a future dev-release)



EDIT: if I must ask though...
please get used to contacting me via my email...
(at least until I get a better connection)

I can't view kc-mm or even google search on my wii... :-\

I'm currently posting from a friends connection... :P


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on February 12, 2013, 12:49:37 PM
now that I'm able to get on kc-mm, and have time,
I can write up some notes on current progress for you guys. ;)

but first though, I must mention that I can't use the IRC client chat here... sry T_T
(even through VTunnel, I still can't get any further than the loading screen)



now for what you guys want:

UMC has basically been scrapped and rebuilt since dev4.
(you can probably tell by the new formatting functions)

I've been getting quite alot of good notes from Ian Mallet, aka Geometrian, who's been telling me alot of the stuff I should be doing that I'm not in dev4.

I'm no longer using the GLUT windowing system, which has been restricting me from the advenced methods...
now I'm using SDL through pygame.

I've built a matrix class (yes, an actual class) to handle the viewing tranformations through a matrix,
then applying them to the model before drawing.

the class was needed for ArcBall view rotation, which allowed viewing transformations via the mouse.
(yes you can now view around the scene with the MMB)

scene transformations also now work from a local view.
(a big problem I was having before)

I've recently gotten fonts working (just last night actually :P),
and implamented into the GUI...
though I'm scrapping the old GUI to define a widget class which will allow for better control over widget events.
(the functions won't change, but everything they contain will)

you won't notice a difference with the GUI look and layout, other than widget additions and control.


scripts have been changed (well, the header anyways)

every script type now uses the same "Header" function from COMMON.
the script types are defined by a variable placed in the function:
UGE_*type*_SCRIPT:
 - MODEL
 - ANIMATION
 - IMAGE
 - COMPRESSION
 - MODULE
future:
 - ARCHIVE

I also plan on implamenting the "EXECUTABLE" script type once UMC becomes UGC

anyways,
I'm working on library support in FORMAT as well...
this will allow libraries to modify UMC's internal data in real-time.

a good use for that is minecraft conversion.
when playing an animation, you'llbe able to see the model update the cube positions and colors for each frame.
this will be done through the NBT (minecraft) library.

NOTE: I have 2 scripts planned to use this library:
- handle a .scematic file (had this working once...)
- handle a full minecraft level
(a warning will be thrown by the library if the height exceeds 256 blocks.)


another thing I'll soon be working on is widgets for scripts.

UMC imports models using a file browser,
but exports models using the export tab on the model panel.

both of these will contain a small area for script settings through a UI.
(all the script needs to do is add the widgets, and define logic for them (if needed))

the values for these will be returned to the I/O functions when handling the data.
(this will be explained in the release) ;)

I can't promise script/library uploading/downloading and updating yet...

I also can't promise themes for UMC yet...
(the GUI needs much more work)

these things are coming though, and WILL be available in the official release. ;)

also, I'm not changing UMC's name until either 4x or 5x.

EDIT:
I forgot to mention,
SDL also made it easy to implament joysticks.

I'm now getting button and axis feedback from both my GCN and PS2 controllers. >:3

because of this, another addition is "ini" configuration settings.

I'm still working on getting the controller feedback implamented into UMC...
but it's working ;)


EDIT2: forgot to mention...
SDL isn't exactly all gliss and glamour >_>
so far, the only downside is that the Video Resize event completely clears the GL context.
... this means that all display lists, vertex arrays, and VBO's must be rebuilt.
(meaning it will take a little time for the display to update after the event)

that issue is something I won't be able to fix...


I do intend to use PyQt later though to basically build my own window manager.


another addition to UMC is fullscreen mode is now available.
(it was available in GLUT, but it would get stuck until you closed the process... (Ctrl+Alt+Delete and end the process))


now, simply hitting 'Esc' toggles fullscreen.
(NOTE: a video resize event is performed)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Ulala on February 13, 2013, 06:32:45 PM
I haven't looked at enough of this, but I'm kinda in a rush. Quick question. Does this program have the ability to export animations from games? Cuase if it can, I'd try to rip animations from Sonic & SEGA All-Stars Racing (Wii) and Space Channel 5 + Part: 2 (PS2)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: ForOhFor Error on February 13, 2013, 07:39:57 PM
No, it does not.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on February 13, 2013, 07:59:15 PM
I haven't looked at enough of this, but I'm kinda in a rush. Quick question. Does this program have the ability to export animations from games? Cuase if it can, I'd try to rip animations from Sonic & SEGA All-Stars Racing (Wii) and Space Channel 5 + Part: 2 (PS2)

wait until UGC, then wait until a script for this is built,
then you can import the game into UGC.

can you wait that long??

UMC is simply a model/animation converter...
it can't handle any of the advanced stuff yet. <_<
(this is as of dev5)

it is in the works though and intended to be added ;)

Post Merge: February 14, 2013, 10:13:42 AM
hey guys...
I've just had a new idea for UMC...

Q: would you like me to implament this into dev5, or dv6??
(if you answer dev6, the functions will be implamented in dev5, but won't do inthing)
 ^def function(): return None #pass


about the idea:
since I've started working on the animation system, there's been quite alot to deal with...

there are 2 buffers for vertices and normals.
the native vertex buffer, which stores the vertices and normals  in their native format (untransformed by bones)
and the pre-transformation buffer which contains the vertices and normals after being transformed once by the bones.

the pre-transformation buffer stores the data used by the display system...
(since the pre-transformed data has to be re-transformed by the bones which are transformed by a keyframe)


the idea itself is functions which will inject vertex and normal data directly into the pre-transformation buffer.
(very useful for nintendo's vertex and normal formats)

the functions will be an alternate usage for mesh-objects.
(since currently you have to work to untransform the model before sending it's data to UMC)
 ^QUITE a pain

the "Dolphin" library was supposed to take this work off your hands,
but since the animation system requires this, why not :P


don't worry about sending pre-transformation data and not getting native data when exporting.
UMC makes sure to manage both buffers as needed ;)
(since the native buffer is used by FORMAT (the UMC formatting functions) and has to supply it's data)


sounds like alot of lag right?
don't worry, the animation system uses PyOpenCL to manage it's data before it's displayed ;)
(the keyframe tranformation data is managed by the GPU)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on February 17, 2013, 08:39:01 AM
sry for not much progress...

I'm still experimenting with new GUI features, and trying to get mouse motion and KBd input to cooperate with the widgets...

also...
I think I'll just implament those functions by the release of dev5...
(it'll help me with Nintendo's formatting)

so this means dev5 will take even longer to release, but hey...
I'm still working on FORMAT anyways, so it's better to hit it when it's still incomplete... :)

if anyone else has any ideas for UMC, I'll gladly accept them :)

you can find me on KCMM's chat if you'd like to discuss anything. ;)
(or would just like to chat)

Post Merge: February 17, 2013, 11:25:52 AM
something else I'd like to add...
the pre-transformation functions:

these are really the same as the basic functions...
the olly difference is the buffer the data is stored to:

Set:

-ugeSetPTVertArr     ( list/tuple )
-ugeSetPTNormalArr   ( list/tuple )
- ugeSetPTBiNormalArr( list/tuple ) #SESv2
- ugeSetPTTangentArr ( list/tuple ) #SESv2

--ugeSetPTVert     ( (float/int)/(list/tuple), float/int, float/int, float/int )
-- ugeSetPTNormal   ( (float/int)/(list/tuple), float/int, float/int ) # is always 3D
-- ugeSetPTBiNormal( ^ ) # SESv2
-- ugeSetPTTangent ( ^ ) # SESv2


Get:
# I'll work on the Get functions later, but they should be the exact same


honestly, I'm not exactly sure if NBT values are transformed in the same way as normal values...


also...
this is the reason the format needed an update...
not so pre-transformations could be added,
but so new functions could be added w/o bamf-ing the current functions.


EDIT:
oh yea...
I forgot about this rediculous post merging >_<
(well the timer thing anyways)
 ^ I might not edit until I'm on a compy...
  (they won't listen to me when I say it's a pain on the wii) :srs:

Post Merge: February 18, 2013, 05:50:19 PM
should I turn UMC into somewhat of an editor??

you know like, moving stuff around into different scenes,
or aloowing animation edits...


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on February 19, 2013, 08:01:41 PM
just so you guys know...
I'm centering UMC development around my new SWF thread...
please reply to me there instead of here (if you can)

this place isn't so good for development since I can't multipost like I need to...

check the OP for the new thread ;)


EDIT: I hope you guys like it ;3

EDIT2:
kindof important...

I'd like to get some support added to UMC for PS2 models.
(mainly for Devil May Cry 3 and Whiplash)

does anyone perhapse know of anyone who could help me out??

really though I'm kinda tied up, and would like some projects done by other people...
(you can't expect me to build a multi-platform converter AND build all the support for it) D:

anyways... thanx :)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on February 25, 2013, 12:07:35 PM
because of the post merge issue, I've had to delete the last thread...
(can't copy the info)

anyways... I've posted a poll for people to vote for placement of a new GUI feature.

http://smashboards.com/threads/334292 (http://smashboards.com/threads/334292)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on March 19, 2013, 09:33:47 AM
just wanted to inform you guys that I am accepting script requests if you have any :)

please check the bin on my SWF thread before requesting anything.
http://smashboards.com/threads/334292 (http://smashboards.com/threads/334292)

thanx :)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Ulala on March 19, 2013, 05:00:39 PM
Since it's an animation converter (right?), would I be able to export animations from 3DSMax to BrawlBox? Is there a script?

I tried using BrawlBox 0.67 animation converter/MaxScript, but it seems that the script doesn't recognize the bones in 3DSmax.

Could you make a script for 3DSMax that converts animations to BrawlBox, but it selects helpers and/or bones? I use 3DSMax 2013 - Student Ver.

May I ask why were you warned?


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on March 20, 2013, 08:13:45 AM
or you could export an animation from 3DS and import that into UMC, then export it a a chr0.
(once those scripts get built)

Or also import the chr0 into UMC and export it in  3DS format. :)


About my warning... I spammed in BJ's thread. :P

Post Merge: March 20, 2013, 09:03:47 AM
I'm on phone btw...
So it's kinda hard to type... >_<


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on March 23, 2013, 10:07:40 AM
so as I've stated in Diddy's thread,
I can read 5-byte floats, but I can't write them...

I had some help with float conversion from Gribouillis, with his anyfloat class, but that uses the struct module limited to 64bit floats...

I've already gotten the sectioner finished which determines the length of the exponent and mintissa fields based on a given byte-size.
(credit to PyTony for speedups)
but that only gives us the slots for the values...


here's a code I modified from a search to give me a good binary representation:
search: http://arancaytar.ermarian.net/2010/01/25/ieee-754-encoding-floating-point-numbers (http://arancaytar.ermarian.net/2010/01/25/ieee-754-encoding-floating-point-numbers)

my code:
def enc(f, byte_size=4): #defaults to a 32bit float
    #my code:
    e=((byte_size*8)-1)//(byte_size+1)+(byte_size>2)*byte_size//2; m,b=[((bytesize*8)-(1+e)), ~(~0<<(e-1))]
    S,E,M=int(f<0),0,0

    #Aran's code: (modified)
    #find the exponent (adding the bias)
    while f>=2: exp+=1; f/=2
    while f<1 and exp>0: exp-=1
    if not 0<= (exp<2)*(b+1): raise ValueError ("Exponent overflow: Absolute exponent must be smaller than %d."%(b+1))

    #encode the exponent (binary operations)
    for i in range(e): E=(E<<1)|(exp%2); exp/=2

    f-=1 #remove the leading 1 bit

    #encode the mantissa
    for i in range(m): f*=2; t=int(f>=1); M=(M<<1)|t; f-=t

    return (S<<(e+m))|(E<<m)|M #join everything together

this code seems to work, but it's off slightly...


Title: Re: Universal Model Converter - dev5 is in the works
Post by: jdaster64 on March 23, 2013, 01:33:05 PM
Sorry about posting this in the wrong thread earlier; here's some code to convert a single-precision float "val" into a 32-bit unsigned integer encoding "enc".  You should probably only have to change a handful of values for different numbers of bytes.

Pseudocode:

unsigned int enc = 0;

if (val == 0.0)
    return enc; //00000000

if (val < 0.0)
    enc += 2^31; // sets first bit of 32-bit to 1 if negative
    val = val*-1;

int exp = 0;

while (val < 1.0 || val >=2.0)
    if (val < 1.0)
        val *= 2.0;
        exp -= 1;
    else
        val /= 2.0;
        exp += 1;

// val is now scaled so that 1 <= val < 2

enc += 2^23 * (exp+127); // adds exponent bits
enc += round((val-1)*2^24); // adds last 23 bits

Here (http://dl.dropbox.com/u/64507723/FPConvert.exe)'s the .exe file I made, if you want to test it further.  EDIT: and here (http://dl.dropbox.com/u/64507723/FPConvert.txt)'s the actual C++ code I used. The bottom for loop basically just prints the number in hex form.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on March 23, 2013, 04:18:50 PM
well...
I've built your script in python, but it doesn't exactly work perfrctly...
(could be due to 64bit input getting converted to 32bit)

here's what I'm getting:
'enc' is your function (I'll show what I have afterwards)
'dec' is my function (copied from the part of UMC's __BIT function)
'hex' is python's function

dec(enc( 0.35 )) >>> 0.44999998807907104
hex(enc( 0.35 )) >>> 0x3ee66666

dec(enc( 0.2 )) >>> 0.30000001192092896
hex(enc( 0.2 )) >>> 0x3e99999a

your function in python:
def enc(f):
    i=0

    if f==0: return i
    if f<0: i+=2**31; f*=-1 #set the sign
    #NOTE: 2^31 = 29; 2**31 = 1<<31

    e=0
    while f<1.0 or f>2.0:
        if f<1.0: f*=2.0; e-=1
        else: f/=2.0; e+=1

    i+=(e+127)*(2**23) #add the exponent
    i+=round((f-1)*(2**24))

    return int(i)


EDIT:
round(((f-1)*2)**24) #add the mantissa


0.35 >>> 0x3e800000 >>> 0.25
0.2 >>> 0x3e00004f >>> 0.12500117719173431


Title: Re: Universal Model Converter - dev5 is in the works
Post by: jdaster64 on March 25, 2013, 09:42:12 AM
def enc(f):
    i=0

    if f==0: return i
    if f<0: i+=2**31; f*=-1 #set the sign
    #NOTE: 2^31 = 29; 2**31 = 1<<31

    e=0
    while f<1.0 or f>=2.0:
        if f<1.0: f*=2.0; e-=1
        else: f/=2.0; e+=1

    i+=(e+127)*(2**23) #add the exponent
    i+=round((f-1)*(2**23)) #add mantissa

    return int(i)
    
print enc(0.35) = 3EB33333, which is correct

This seems to work, you just had this exponent wrong, and it was throwing the result off slightly.  I tested my program enough and it should have been correct to begin with.  Note the >= in the while loop, else it might let in numbers that are a power of 2 one early (although it might not make a difference, it should be inclusive one side and exclusive the other).


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on March 26, 2013, 05:43:58 AM
ahhh I see...
well now you've told me more than PyTony over at  Daniweb :P
thanx :)

now it's time for me to make this work with multiple any byte-size,
and then 'or' the calculations together.
(adding is less efficient, so I believe)
^built a binary adder in minecraft...

prove me wrong plox :)

Post Merge: March 26, 2013, 06:04:42 AM
@Diddy:
your exe for UMC...

is there a way you could make it display the results of the python interpreter??

if so, UMC can be launched with pythonw.exe (no console)

also...
please make it close itself when you close UMC :)

Post Merge: March 26, 2013, 07:27:14 AM
as for progress...
the GUI is now just as functional as it was previously :)

I'm now working on the scrollbar and scrollbox widgets.

after that comes the file browsers.
(yes, custom file browsers for each type of file handling)
 ^ mainly models, animations, and images...

Post Merge: March 26, 2013, 08:34:51 AM
@jdaster: it works! :)
and it works perfectly :D

dec(enc(0.35,1),1) >>> 0.34375

for an 8bit float, that's 0x16
(tested with other tests as well)

here's the code for whatever uses you may have: ;)

def enc(value, byte_size=4):
    if value==0: return 0 #speedy (before performing calculations)
    e= #copy this code from one of my previous posts
    S,E,M=0,b,0 #set the exponent as the bias
    if value<0: S=1; value*=-1
    while value<1.0 or value>=2.0: #calculate the normalized exponent
        #this code hasn't changed (other than renaming 'f' to 'value' and 'e' to 'E')
    M=int(round((value-1)*(1<<m))) #calculate the mantissa
    return (S<<(e+m))|(E<<m)|M

you can now get an int of any size from a float of whatever you input ;)
eg:
enc(1.0,5) >>> 0x3f80000000

thanx again :D

Post Merge: March 26, 2013, 06:16:50 PM
let's not forgot...
both of you are getting credit on what you did for UMC :)

in both the credits and the src ;)

er... Diddy...
yours shows easily :)

it just needs some work XDD

thank you guys so much for your help, honestly :)

you have no idea how excited I am and can't wait to release dev5 for you guys =D


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on March 28, 2013, 07:07:28 AM
alright... if you guys aren't going to start off with something I'll just ask if you'll like what I have in mind...

the model panel is split into 3 secions:
Import/Management
Features/Modifications
Export

the import tab simply will have an import button which opens the file browser with import script input.
below that will be a few scroll-boxes...
the first will display the scenes and models.
the next will display the objects of the selected model(s).

the features tab is for what the libraries can do to a selected model
I'm not sure how to structure this...

and the export tab is self explamitory...
it contains a directory browser,
a scrollbox containing the radio buttons for certain scripts based on a particular file type,
and another scrollbox containing the widgets a particular script uses.
and then the export button :P


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on March 31, 2013, 12:26:59 PM
the scrollbars are finally finished and working flawlessly :)

though now that much more has been added to the display management,
that frame-lag has come back to pay another visit...
I assume this time it would have something to do with GL's immediate mode.

there is a much faster solution which I've noted in the src,
however this would require me to add another system almost as complex as the smart GUI management interface to speed it up...

basically, I'm saying this lag isn't gonna get fixed until dev6.
(I have to limit myself, otherwize you won't see another release until the official release is made)

the fix is actually quite simple,
however management is what gets complex...
what needs to be done is to recompile a single display list each time a change is made to the GUI.
and instead of redrawing the data in the buffers, use the updated compiled data instead.

NOTE: scrollbars are the only exception due to moving the slider


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Bush on April 01, 2013, 10:27:16 PM
This is quite the feat. :srs:

I'm rooting for you Tcll. This would be such a help to the modding community everywhere.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 02, 2013, 06:12:40 AM
well thanx =3
I actually really needed that :)


I've got proroffessionals telling me that this thing isn't worth wasting a life on because it's more work than one man could even fathm...
though, I don't think of it like that...

all the interfacing support can be added once the main program is built.
(meaning the scripts and libraries)

the main format (UMC's internal format) simply stores the at most HQ rendition of the model you're importing...
though it remembers things like wheather a model has 2D, 3D, or 4D verts
which is used for exporting the data into a similar format...

scripts will have GUI interfaces for input verification as well,
which can be used for both importing and exporting.


alot of time and thought has been put into UMC, but I don't think it stops at that...

if I could get my hands on more info about other graphics systems, it would greatly help the outcome of the program.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Bush on April 02, 2013, 02:36:13 PM
well thanx =3
I actually really needed that :)


I've got proroffessionals telling me that this thing isn't worth wasting a life on because it's more work than one man could even fathm...
though, I don't think of it like that...

all the interfacing support can be added once the main program is built.
(meaning the scripts and libraries)

the main format (UMC's internal format) simply stores the at most HQ rendition of the model you're importing...
though it remembers things like wheather a model has 2D, 3D, or 4D verts
which is used for exporting the data into a similar format...

scripts will have GUI interfaces for input verification as well,
which can be used for both importing and exporting.


alot of time and thought has been put into UMC, but I don't think it stops at that...

if I could get my hands on more info about other graphics systems, it would greatly help the outcome of the program.

Though I can't help programming wise, I would gladly drop some cash on this. I really feel that this is something worth fleshing out to a full degree.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 02, 2013, 03:57:40 PM
Though I can't help programming wise, I would gladly drop some cash on this. I really feel that this is something worth fleshing out to a full degree.
lol
this is definatly something worth selling...
but I have a reputation to uphold, and I'm not letting it go even if it kills me :3
(I will always provide the best free software I can think of) ;)

and I won't program anything that would harm your compy. ;)
I'm not like that, and I HATE the use of programming for that usage.

that's why I push recommendations for using IE8...
(if you can protect your compy from the source of where the attacks come from, then do it)
^no other browser I've used does as good of a job as IE8 ;)

and although I don't use virus software, I'd reccomend it as not all attacks come from your browser...
eg: I've just experianced a rootkit attack which deleted my compy's networking (TCPIP)
this was done through a network attack from connecting to another modem.


EDIT:
I know the IE8 and virus software part wasn't really needed...
that was just to make a point...

I believe in free conveinent software...
not crap you have to pay for just to get ripped off... >_<
screw them... screw them all... >:O [/personal]


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 05, 2013, 06:47:21 PM
found out what was causing the rest of the lag... >_>
it was the fonts... -.-*

so... now I'm simplifying the font layers to just contain text with some font info,
and then set up another buffer specifically for holding the character-texture IDs for a particular font size...
(these will be managed to not recalculate the same font)


one problem I'm having though is I have to try not to use dictionaries to store the ID,
or {'A':0, 'B':1}...

while dictionaries are ungodly fast for access, they consume quite a bit of memory...
(I'm already getting memory access issues from the widget and layer buffers, since they use multi-dimentional dictionaries)
 ^ luckilly that doesn't happen very often. :)

I'll try to have it as good as I can...
but right now, I have no idea on how to set up a font system as complex as this >_<

Post Merge: April 06, 2013, 07:12:01 PM
I'm not sure if this is good news or bad news...
take it how you please XD

well...
I've just recently stumbled across the input module for PyGame/PyOpenGL called Albow

Albow adds the ability to have widget control in your "game"...
(since UMC is technically a game)

this is exactly what I was working on coding, except compaired to this, I've only got about 30% support for what's needed...


this thing does throw quite a large stone in my path as it hijacks the GL run-loop and supplies it through it's 3rd-party interface...

this means that all of my current work with GL and SDL is now scrap...

however, the replacement code will be more than simple XD

subtract 1284 lines of code
add 5 lines of code :P


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Bush on April 06, 2013, 11:32:48 PM
replacement code will be more than simple XD

subtract 1284 lines of code
add 5 lines of code :P

What happend to "complexity == fun >:3"? D:<

Lol jk, glad to hear you found something much more simple.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 07, 2013, 06:36:17 AM
What happend to "complexity == fun >:3"? D:<

Lol jk, glad to hear you found something much more simple.
lol, glad you noticed that =3

it still applies :)
but sadly, the time to work on it doesn't...
I don't think people can wait another 2 years for this... heh

this thing just killed about 40% of the whole program... heh
(or the code I've put into it)

don't mind me though,
this is about my 5th time scrapping and rebuilding this thing XDD

I lost count of how many scrap and rebuilds I've done since UMC2x :P


and thanx btw :)

Post Merge: April 07, 2013, 09:01:33 PM
well...
I've just done enough research about Albow to know that it's not what I want...

while it efficiently manages widgets,
it draws it's widgets using PyGame surfaces and converts them to GL pixel draws...

if I didn't have around 20 to 50 widgets being drawn on the screen,
and if PyGame surface alpha worked for me, I'd use it.

but because I use GL, this thing isn't very efficient with alot of widgets... :/


so while this wasn't what I needed,
it did inspire me to look for other similar libraries,
and I've found one that has a better screenshot and description. :)
it's called SPG (Simple Pygame GUI)
and actually mentions about a widget order, which caught my interest...

I've asked to see if this will:
- work with GL
- allow for back-layering (drawing frm FG to BG)
- allow rendering of transparent fonts (PyGame does not do this)

I'll keep you guys updated on the results ;)

but for the meantime,
does anyone have any ideas they'd like to see in UMC's GUI?? :)
I havn't really been thinking of operations to perform, or what to put in the layout as I've been busy designing the layout itself... heh


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DoctorFlux(Mariodk) on April 08, 2013, 02:08:20 PM
the main thing here on this project i am hoping for getting to work:
convert brawl/NSMBwii animetions to 3ds max without models or animetions gets messed up
and convert the mld0 models aswell perfect since for some ppl export the mld0 to dae via brawlbox and the import that dae to 3ds max dont work the bones/polygons gets messed up and also alot of times the normals

also hoping it will be possible to keep the model´s shaders/materials with this program from mld0 to 3ds max (or from 3ds max to mld0 models)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Large Leader on April 08, 2013, 02:29:09 PM
This looks incredibly interesting. Definitely be keeping my eye on this (even though I have for a while now, just didn't say anything).

This will be a great asset to the hacking community.

Keep up the good work Tcll. You got this.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 08, 2013, 02:59:15 PM
the main thing here on this project i am hoping for getting to work:
convert brawl/NSMBwii animetions to 3ds max without models or animetions gets messed up
and convert the mld0 models aswell perfect since for some ppl export the mld0 to dae via brawlbox and the import that dae to 3ds max dont work the bones/polygons gets messed up and also alot of times the normals

also hoping it will be possible to keep the model´s shaders/materials with this program from mld0 to 3ds max (or from 3ds max to mld0 models)
well for the models...
I'll be supporting materials and texture parameters (they're not shaders) 100%.

I'm still learning and experimenting in sub-programs, thank you Ian ^_^


as for animations, I've got too many ideas for linking them to the model, and I'm not sure which to choose... :/
I'll make a list soon, as my ideas are kindof dis-organized and tied into one another...
(that's my disability in action for ya) :P

Post Merge: April 08, 2013, 03:04:00 PM
This looks incredibly interesting. Definitely be keeping my eye on this (even though I have for a while now, just didn't say anything).

This will be a great asset to the hacking community.

Keep up the good work Tcll. You got this.
well thanx ;D

though I'm really hoping for some feedback on features to fill this thing with :)
(it'll help me design the GUI and organize the operations better)

I can at least understand some of C++ now, though Blender24 is still too complex for me >_<

Post Merge: April 08, 2013, 06:14:33 PM
well...
forget everything I've said about the removed controls in dev4...
I wasn't expecting this much change... :/

to shorten the release date by alot,
instead of worrying about the viewer and everything...
the main part of UMC isn't it's viewer...
it's it's console.


so I'll release the console converter as a pre-release,
and then work on developing it's viewer, and it's GUI from there. :)

UMC as a console converter WILL be fully compatable with the dev5 script format,
meaning you can work with materials, textures, and the new PT buffer. ;)

however, you will be limited to single-file imports for both models and animations.

if the file is an archive for models or animations, it will handle all of them as the same file...
("batch" conversion via the scripts)


for the console commands:
Ctrl+I/E - import/export Model(s)
Ctrl+Alt+I/E - import/export Animation(s)

the reason you won't be able to I/O multiple files is because of script conflicts.

although I've just now thought of a way to work with re-initializing the scripts for each file, so I just may allow opening multiple files... :)

once I finish the viewer, all you'll need to do is DL and copy it to the data directory :)

UMC's viewer will work w/o it's GUI as well ;)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: E-scope12 on April 11, 2013, 10:02:04 AM
Will this model converter work for the game Beyond Good & Evil?


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Shinobu Nyan! on April 11, 2013, 01:09:59 PM
It's been a while since I last check on this, and I must say the progress is amazing. I'm glad more people have noticed your awesomeness, I'm behind you 100+%. If you need I can beta test and send over some code I found. (Don''t know if it's a language you know)
Quote
this is definatly something worth selling...
but I have a reputation to uphold, and I'm not letting it go even if it kills me :3
Lolz, good to know.
BTW I'm using a script I found for bmd and bdl file importing for 3ds max 2010. I think it reads the file structure from the BMDView2 program though, but it may reveal something about bmd and bdl's. I can send it your way if you want.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 11, 2013, 02:26:38 PM
It's been a while since I last check on this, and I must say the progress is amazing. I'm glad more people have noticed your awesomeness, I'm behind you 100+%. If you need I can beta test and send over some code I found. (Don''t know if it's a language you know)
lol thanx :3
and sure :D

Quote
Lolz, good to know.
BTW I'm using a script I found for bmd and bdl file importing for 3ds max 2010. I think it reads the file structure from the BMDView2 program though, but it may reveal something about bmd and bdl's. I can send it your way if you want.
sure :)
I do have a BMD, or BMD0 if you prefer, viewer... :P
it comes with NSBTX Extractor
...though I thought it had a src, but I guess not...
it's old anyways...

sure, go ahead :)

Post Merge: April 11, 2013, 02:28:59 PM
Will this model converter work for the game Beyond Good & Evil?
depends upon UMC's scripts...

if it doesn't support the models, you could always build a script to add support :)


EDIT:
I must also mention, I've asked some professionals about proper GL structuring for animation...
but until I get some feedback, I'm working on UMC's documentation,
which will have everything needed to get even the noobest of noobs who can't even do math started :3
all they need is will-power ;)

as an extra, the documentation will also contain info about my scrapped Auto-Dynamic Modelling system. :)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Shinobu Nyan! on April 15, 2013, 03:49:32 PM
Sorry it took a while but here (http://www.mediafire.com/?pde4ndkj8y74ziy). I looked at the plugin and it called a lot of side scripts so I uploaded the original download.
Quote
I do have a BMD, or BMD0 if you prefer, viewer...
it comes with NSBTX Extractor
Never heard of NSBTX Extractor, is it a tool for a game like the early brawl tools. (ASH, STASH) or a general extractor?


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 16, 2013, 06:57:15 AM
lol that's ok, thanx :)

as for NSBMD viewer (with NSBTX Extractor)...
DSX8 sent me the program...

all I know is it's a DS model viewer (I have a few models), and that the BMD(0) format is alot like the MDL0 format.


EDIT: the BTX extractor, if I'm guessing correctly, extracts the texures from btx0 archives...
I'm not sure as the models I have come with png textures...

Post Merge: April 16, 2013, 07:08:11 AM
well, as another plus, I've been working on my system for ADMs, and actually have a working bezier algorythm now :)

I'm still making minor fix-ups on it, but the system, for getting it up and running, is near complete :)

Post Merge: April 16, 2013, 09:02:17 AM
leaving this here for anyone else who'd like to get into advanced OpenGL programming:
http://nehe.gamedev.net/tutorial/vertex_buffer_objects/22002/ (http://nehe.gamedev.net/tutorial/vertex_buffer_objects/22002/)


in truth, I'm looking into this cause IDK where to start on building an advanced dual-buffered interface with a GL-side animation buffer.

Ian simply said "It's up to you" when I asked her how I should go about structuring it...
so she's kindof no help, and I'm lost 9_6

I've sent one of the dude's over at blender forums a PM and they won't respond... as usual... 9_9

no matter... I'm sure looking over NeHe a few times will help me get an idea >_>

this stuff is ungodly hard to learn.
and BJ's "working" program, doesn't even begin to compair to this small part.
(not compairing for fame, it's comparison is for advanced works)

Post Merge: April 16, 2013, 10:24:31 AM
looks like I won't be able to DL your max-script for quite a while...
MF doesn't work right on this stupid phone.

it DL's the file as the MF DL page
(rename "*.max" to "*.htm")


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Shinobu Nyan! on April 18, 2013, 12:09:00 PM
No problem, sorry about the late reply. I guess you wont belive I was seducing girls and fighting evil. ;D Anywho the DL is in a .rar file because its actually multipul scipts that run by using a macro in the shortcut bar of max. I think that out of all of them one decodes the file format. Hopefully its a obvious name, otherwise its following the calls. When ii get to my computer ill search to see if it exists.
Now i cant fight evil on an empty stomach you know. (Ill applude if you get the reference)

p.s did you say she's kind of no help!? If so does she mod brawl also? If thats the case will you set me up?  :laugh:


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 18, 2013, 04:29:33 PM
lol I do know that reference,
but me and my stupid memory isn't making any links to it... GRRRR >_<

anyways...
no she doesn't mod brawl...
she's into "higher", or extremely complex stuff...
she does have her own website though... <_<
http://geometrian.com (http://geometrian.com)

EDIT: link still doesn't work...
she may be performing maintanence :/
(or it could be my connection through VTunnel)

it loads about 50% and then hangs there...


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Shinobu Nyan! on April 20, 2013, 08:40:53 PM
lol I do know that reference,
but me and my stupid memory isn't making any links to it... GRRRR >_<
The fishmen in Wind Waker say it, game's 10/11 years old so impressive you recognized it.
Anywho, was there anything useful in the max script?


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 20, 2013, 08:50:17 PM
The fishmen in Wind Waker say it, game's 10/11 years old so impressive you recognized it.
Anywho, was there anything useful in the max script?
:facepalm: that's right...
how the heck did I not recall that XDD
my brother beat that game 3 times in a row just because... :srs:


anyways...
I can't DL from MF

whatever the download is, just rename it to "*.htm" and open it in your browser.
hello MF's download page for that file. :srs:


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Shinobu Nyan! on April 20, 2013, 11:19:42 PM
Meh, to much work, I manged to pull some stuff out though. It's some .DLL files along with the viewer so it should be useful. I think it was made during Project SMG 2.5 so it's very crude and basic.
Here it is: http://www.mediafire.com/?u7i591vkhaehe37 (http://www.mediafire.com/?u7i591vkhaehe37)
Maybe DLing will be easier this time.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 21, 2013, 04:29:03 AM
Meh, to much work, I manged to pull some stuff out though. It's some .DLL files along with the viewer so it should be useful. I think it was made during Project SMG 2.5 so it's very crude and basic.
Here it is: [url]http://www.mediafire.com/?u7i591vkhaehe37[/url] ([url]http://www.mediafire.com/?u7i591vkhaehe37[/url])
Maybe DLing will be easier this time.
it's still MF

it's MF that has a problem with this dumb phone.
(my only means of downloading anything)


as far as I recall...
dropbox is the only one I know of that downloads the file properly
(instead of sending you the download page named as the file)


EDIT:
sure I'm on my wii through the phone's hotspot,
but gave92's wii browser is still full of bugs, and very much in development.
(it can't quite download yet)



EDIT2:
just tried DL-ing with rev27 instead of rev70...
it's more than a hastle with MF >_<

guess I'll just have to wait till he updates before I can DL from MF


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Shinobu Nyan! on April 21, 2013, 10:35:14 AM
I have a dropbox, I just prefer MF. I can upload it there though. Do you do everything on you Wii and phone?


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 21, 2013, 11:41:58 AM
I have a dropbox, I just prefer MF. I can upload it there though. Do you do everything on you Wii and phone?
Y U do dis
@mods: ^ feel free to replace that with the image.

and yea, pretty much...
I'm mainly on my wii cause I have a USB Kbd...
I just use the phone for download... (when I can)

it's my mother's phone :P

Post Merge: April 22, 2013, 07:19:48 AM
uugh...
I'm just geting too many new ideas for iplamentation,
and the src is completely messed up because of it... >_<

I think I'll just scrap it and start from scratch again...

buut, at least now I have a decently good idea towards the dual-sided buffer
(there's actually 3 buffers)

here's a short example of the implamentation:


#C++: typedef struct replication:
def _MdlVert(): pass
_MdlVert.x, _MdlVert.y, _MdlVert.z, _MdlVert.w = None, None, None, None

def _PTVert(): pass
_PTVert.x, _PTVert.y, _PTVert.z, _PTVert.w = None, None, None, None


#C++: struct replication:
class Vert(object):
    def __init__(self):
        self.MdlVert = None #_MdlVert
        self.PTVert = None #_PTVert
        self.dim = 4

        self.x, self.y, self.z, self.w = 0.0, 0.0, 0.0, 1.0

class Weight(object):
    def __init__(self):
        self.boneName = ""
        self.boneID = 0
        self.infl = 1.0

        self.next = None #Weight()
        self.prev = None #Weight()

class FacePoint(object):
    def __init__(self):
        self.vertID = 0
        self.normID = 0
        self.colorID = [ 0, 0 ]
        self.uvID = [ 0 ]*8
        self.weights = None #Weight()

        self.next = None #FacePoint()
        self.prev = None #FacePoint()


yes this is verts only, and a very small portion of the vert part of the buffer

all verts are pre-defined as 4D as that's how GL expects them


I'm making comparisons to C++ because I've learned NOT to let the Python interpreter handle everything dynamically.

it increases performance by alot if you define everything before using it


the only reason I still prefer python rather than learning the last 60% of C++
is because Python actually decreases the amount of code needed by about 50-60%
(meaning brbx's code could be half the size it is now, and still perform just as well)
 ^with the exception of NO DESIGN FLAWS AT ALL

how is this since Python IS one of the SLOWEST languages out there?
Python's bases such as PyOpenGL, NumPy, PyGame (SDL) are all written in C++, and are ported into python with the ctypes module.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: Shinobu Nyan! on April 22, 2013, 11:01:58 AM
I don't know much about Python, but it looks like you're using separate classes for each part of the verts. IMO to clean it up combine similar classes into one, and separate them with sections. Then make a class that calls all of them with conditional statements as to eliminate call code in every class. I'm assuming that you already did this from the start, but I don't know how Python works. :-\
Quote
Y U do dis
Lolz, because I'm evil. >D


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 22, 2013, 03:22:42 PM
I don't know much about Python, but it looks like you're using separate classes for each part of the verts. IMO to clean it up combine similar classes into one, and separate them with sections. Then make a class that calls all of them with conditional statements as to eliminate call code in every class. I'm assuming that you already did this from the start, but I don't know how Python works. :-\Lolz, because I'm evil. >D
yea...
that last little example of mine wasn't really good for much...
there's 2 things I've corrected in the actual code...

1 using functions as demonstraited below was a bad idea, as the variables inside them (such as x,y,z,w) are global throughout any var = function call...

2 the model and PT "classes" do the exact same thing, so we just need a single "Vert" class to be added as an instance to both MdlVert and PTVert:

example:

        self.MdlVert = _Vert() #instantiate the _Vert class when this class is instanced
        self.PTVert = _Vert()

the local XYZW coords in this class are specifically for GL transfer


and that's where the 3 buffers comes in.

only 1 of the 2 model buffers  will be filled when importing.
the other will be filled with the modified data once the model is imported.
(the GL buffer gets it's data from the PT bufffer)


also...
Python is EXTREMELY simple...

it's literally JUST functions and classes at it's base, with some (very little) advanced control...

to get the advanced control for a lower level, you have to use an extension...
such as:

import array
myarray = array.array('b', [0xfe,0xff,0x80,0x20])

"myarray" is now a byte-array of u8 ints...

though now I've recently stumbled accross bytearray(), which I'm still playing with to see what it does :P

the default output looks like a string in the function:
bytearray(b'MDL0')



and ROFL



EDIT:
also...
I'm not sure of your idea about calling all of the classes with conditional statements...

I'm honestly not even sure of my own idea <_<

but, I'm getting no feedback from other sources,
and googling my answer is hard >_<

I just need something that can deliver at maximum efficiency, and be somewhat easy to manage...


also...
all of this class stuff is still quite new to me >_>


one reason I don't understand you so much on this is cause I have my own terminology developed from playing around with Python just to figure out things <_<
(I had no net to look at to learn)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: ForOhFor Error on April 22, 2013, 04:48:40 PM
Does python have class inheritance? Because that [censored] is useful in Java.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 22, 2013, 04:53:19 PM
Does python have class inheritance? Because that [censored] is useful in Java.
oh yah:

class A(object):
    ...

class B(object):
    ...

class C( A, B ):
    #code with functions from class A and B (I think)



IDK...
I don't really understand inheritance that much :/

Post Merge: April 22, 2013, 05:22:25 PM
also...
check this out:

def func(ptr,v): ptr[0] = v #hint hint

var = [' ']

func(var, 'mystring')

print var[0]
>>> mystring


don't just take that from me typing that in, try it yourself =)
(it's a mutable object)

you know what that means right?? =D

Post Merge: April 22, 2013, 05:36:27 PM
also...
I doubt anyone here would know, but I still have to ask...

you guys know about UMC's COMMON functions...

anyone know how I can do this:
in idle:
>>> bu32() #reads from the file
...
>>> bu32
<type 'bu32'>

instead of

>>> bu32
<function bu32 at 0x########>

can anyone help me on that??


EDIT:
I guess what I SHOULD be asking is
does anyone know of a good place where I can ask that??

Yahoo answers... VTunnel can't access the server when asking a Q.
StackOverflow... I can't login through VTunnel (links don't work)
DaniWeb doesn't work with wii anymore, so I can't use them...

anywhere else I can try??

Post Merge: April 22, 2013, 10:22:33 PM
here's something cool:

def sizeof(obj): return int.__sizeof__(obj)


I'm sure you C++ programmers already know what this is ;P
but it doesn't work in the way you'd expect it...

for example:
sizeof(0) >>> 12 #int
sizeof(int) >>> 436 #class
sizeof(func) >>> 44 #function


I'm still not entirely certain as to how it actually works, I just ran across it,
but I more than believe it's the size of python's internal memory structures for those...

you could put in an int that you know is 16bytes long, and it still returns 12

so I believe the 12 refers to the class manager for the int


EDIT: yes, I'm getting down to the nitty gritty of python.
I'm going to fiure out the best methods to implament into UMC.


here's a tip:
for lists, list+=[value] is 2-3 times faster than list.append(value)

I'm sure you guys rmbr me complaining about the loading time for files taking much longer than it could be...
well, that's one of my findings :)

Post Merge: April 23, 2013, 07:40:38 AM
well, I've gotten something that works and can be called a "type"

class bu32(int):
    def __init__(self, value = ""):
        self.value = _BIT(value, ... )
    def __call__(self):
        return self.value

with this you can do:

v = bu32() #read a value from the file

if type(v) == bu32: pass

print bu32
>>> <class '__main__.bu32'>



EDIT:
I actually have this planned for some new functions which allow you to specify the attributes of vert/normal/color/uv arrays.
(they'll no longer be limited to float types)


NOTE:
color arrays are specific and only allow inputs of:
- (b)u8
- int #defaults to bu8
- (b)f16
- (b)f32
- (b)f64
- (b)f_ #auto-calculates between (*b)f16, (*b)f32, and (*b)f64
- float #bf_


EDIT2:
would you guys like me to add (b)f8 to the list??

Post Merge: April 23, 2013, 04:17:27 PM
EPIC news guys =D

according to some newfound documentation, I may be able to turn:

switch(7)
if case(7): #do something

into:

switch 7
case 7: #do something

let me know if you want the code once I finish doing so. =D


Title: Re: Universal Model Converter - dev5 is in the works
Post by: ForOhFor Error on April 23, 2013, 08:20:00 PM
That's.... not what inheritance is.
Inheritance is where a class is a specific subset of another class, with specific code added. Really useful.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 24, 2013, 04:49:35 AM
That's.... not what inheritance is.
Inheritance is where a class is a specific subset of another class, with specific code added. Really useful.
O.o
I'm not sure I understand...

python explains inheritance as:

class A:
    #No __init__ method
    def func(): return 15

class B(A):
    def __init__(self): pass
    def __call__(self):
        return self.func() #inherited from class A



could you explain inheritance from your end plox :)


Post Merge: April 24, 2013, 05:14:25 AM
also...

I'm working on a pointers sub-system for UMC,
but it won't actually be implamented until dev6...
until that arrives, I need some usage information... :/

in C, I know pointers work like this:
(written as of the python syntax)

a = 0
p = &a #sets 'p' as the address of 'a'
*p = 7
print a #>>> 7

so what exactly is 'p' itself?? an int??
(since '*p' is 'a')
and what happens when we do (p = 7)??


no you can't write this in python through UMC's interface... it still doesn't work like that...

here's what I intend:

a = bu32() #a bu32-type object ghosted as an int
#meaning python can't tell the difference when parsing: b = a + 2
# in this case, b is also a bu32 object

p = addr(a) #initializes a custom address in the sub-system of the bu32 object
#^ meaning 'a' doesn't have an address until 'addr()' is called

#not sure if I can accomplish this:
p = 7

#if I can't invoke the '=' operation of the 'addr' class, then you'll be limited to using:
p.set( 7 )
or
p.v = 7


EDIT:
NOTE:
UMC's type-objects also modify the "address" by it's size.
eg:

a = bu32()
b = bu8()
c = bu16()

pa = addr(a)
pb = addr(b)
pc = addr(c)

print pa, pb, pc #>>> 0 4 5
#addresses are also ghosted as ints

Post Merge: April 24, 2013, 05:46:18 AM
Inheritance is where a class is a specific subset of another class, with specific code added. Really useful.

re-read about 3-4 times :P

you mean like "inner classes"??

class A:
    class B:
        ...
    ...


useage:
var = A()
var2 = var.B() #or define this as something in class A

though I think this method takes up more memory...
Python has an ungodly amount of memory overhead >_<

Post Merge: April 24, 2013, 07:00:42 AM
finally figured out how to download using gave92's wiibrowser
http://code.google.com/p/wiibrowser (http://code.google.com/p/wiibrowser)

there's still alot it can't do yet, but it's being worked on...

I don't have to use VTunnel when I browse with that =D

but yea, I can finally download now :)
though MF doesn't work properly... >_>

Post Merge: April 24, 2013, 07:06:03 PM
well, apparently I just dove right into the belly of the tokenize module,
and now am having a little trouble getting out of this one... :/

guess I'll have to take the slow way and naturally learn how to parse grouping by indentation before I can make it out...

usually I get out by forcing my way out to get a working code...
like I did with a tkinter OBJ viewer which I turned into my TMP viewer before I even fully understood geometry :P


NOTE: the highest class I've ever taken in school is Pre-Algebra


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 26, 2013, 06:29:51 PM
great news everyone ;D
I've just figured out how to implament switch and case to imitate keywords,
and am nearly finished with it =D

meaning their usage IS as follows:

def func(x):
    switch x
    case 1: return "x is 1"
    case 2,4,6,8:
        return "x is an even number"
    case range(100): return "x is less than 100 and not equal to 1, 2, 4, 6, or 8"
    else: #default
        return "x is %s"%str(x)

NOTE: this does not support multiple cases with the same value, but I could easily implament it...
I just need to know if C is able to do this...
(I'm basing cases off of C/C++ with python-ic implamentations)

does C allow this:

switch 1
case 1: print "case1"
case 1,3,5: print "case2"
case 1,4,7: print "case3"


what would be the output?:
1: >>> (current)
case1

2: >>>
case1
case2
case3

let me know plox ;)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: ♤♡◇♧ on April 26, 2013, 09:04:50 PM
Please refrain from starting new and unnecessary threads.
Next time, just add a poll to your already existing thread.

Also, mind the double/triple/quadruple posting.
It's not that pleasant for the eyes.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 27, 2013, 05:42:15 AM
Please refrain from starting new and unnecessary threads.
Next time, just add a poll to your already existing thread.
I tried...
so I guess thanx :P

Quote
Also, mind the double/triple/quadruple posting.
It's not that pleasant for the eyes.
would you like it better if I disabled my sigs??

or is it the post merge text causing you problems??
(I'll make it gray if so)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: ♤♡◇♧ on April 27, 2013, 05:59:57 AM
Just try to tone down the double/triple/quadruple posting.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 27, 2013, 09:31:21 AM
Just try to tone down the double/triple/quadruple posting.

- per day, OK
- per week, probably not

I'm updating UMC with such drastic info that I need to be able to post...
I don't like using the SWF thread because it's too slow for comfort through VTunnel >_<

once gave92's browser is up and running well enough to fully display pages as it should,
or I get a net connection to where I don't have to use VTunnel,
I'll consider posting on SWF again, and not so much here ;)


as for some news on UMC,
I do intend to implament switch/case to be usable in a single-line manner:

x = 1
y = x switch case(1) 0 case(2,4,6) 1 case(range(8)) 2 else 3

"""
switch x
case 1: y=0
case 2,4,6: y=1
case range(8): y=2
else: y=3
"""

this is what I like about python XD


Title: Re: Universal Model Converter - dev5 is in the works
Post by: ♤♡◇♧ on April 27, 2013, 10:54:39 AM
You can either edit your already existing post, or delete your last post, add the contents of the deleted post along with the new contents to the new post.
Do I need to remind you that double/triple/quadruple posting is still against the rules?


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 27, 2013, 02:03:22 PM
would you quit bamfing me for it... -.-*
it's my thread, if a user has a problem with me, I want to know,
and I'll try to do something about it.
like I said, I can disable my sigs among other things to help out, if there's a problem.

if I could copy/paste to bump the thread, I would.
how much more can I stress that I'm on my wii.

as for editing, I prefer the post-merge for certain things such as topic change or updates.
otherwize I do edit:
EDIT:
EDIT2:
EDIT3:

get off my butt about it already...
you're the only forum who has a problem with me. :srs:


if I could do something about it, I would,
but considering my current position IRL, I can't.

unless something happens where I'll be able to make a change,
I'm going to be stuck on my wii through this crappy hotspot for some time.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: BlueBrain on April 27, 2013, 02:13:56 PM
it's your thread, but it's not your forum, nor your rules.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 27, 2013, 02:33:35 PM
it's your thread, but it's not your forum, nor your rules.
ok...
my point is
why can't users be allowd some freedoms in their own threads?

if a user wants to spam their thread, they should be allowed...
however, that being said, there should still be a limit as of too much spam... :/


I want to multipost in my threads.
and I have toned it down compaired to SWF, so I'm not going overboard with it.

if you're getting complaints from other users about my multiposting,
send those cry-babies over to me and I'll deal with them myself.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: ♤♡◇♧ on April 27, 2013, 03:40:52 PM
If that were the case, I wouldn't give them over to you.
But it's just that, even though this is your own thread, you'll have to albeit to the forum rules, which includes not double/triple/quadruple posting and not spamming.
I'm not saying that I'll suddenly go all strict on you (seeing as this thread doesn't get that much posts to begin with), but I do want to make it clear that you don't have the freedom to do whatever you want on the forum, where it would be in your thread or in someone else's.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on April 27, 2013, 03:54:14 PM
alright fine, I'll accept defeat on this one...
thank you btw :)

however...
can I multipost asking you to merge it? :/

since I can't copy/paste to bump the thread,
or if I have something OT which I want the post merge for after exceeding the time limit.

please don't remove the time limit :oshi:
it's very helpful in certain "other" cases.


EDIT:
there are also cases were a post becomes too long for the wii to simply edit.
if this is the case, I won't ask to merge, but I WILL disable my sig.

Post Merge: April 27, 2013, 04:32:34 PM
love your ava btw ds22 XD

anyways...
about the switch/case implamentation,
I will be using "default" instead of following Python's rules and using "else" as
that would cause more complication which would slow down the interpretation.

so usage is as follows:

switch 1
case 1:
    pass
default:
    pass

Post Merge: April 28, 2013, 09:36:38 AM
ok... I just found something I need to work on... :/

once the release comes out,
try to avoid code usage between switch/case/default statements, as it may not get parsed.

example:
for x in range(5):
    switch x
    y = x+1
    case 3:
        z = x+y

reason being...
all the code between the switch and the last line of the last case/default code-block is ignored by the python interpreter.
my parser takes care of what's between that range and executes only the needed portions of the code before sending the interpreter to the end of the range.
but what's executed is the indented code blocks in the case/default statements,
and not any code between them.


Title: Re: Universal Model Converter - dev5 is in the works
Post by: ZX_BraveSol_ZX on May 01, 2013, 07:23:45 PM
are you still trying to figure out ps2 model support?
I have some links that might end up helping you
http://forum.xentax.com/viewtopic.php?f=16&t=2957 (http://forum.xentax.com/viewtopic.php?f=16&t=2957)
http://s1.zetaboards.com/InfernalWorks/topic/3820468/1/ (http://s1.zetaboards.com/InfernalWorks/topic/3820468/1/)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on May 01, 2013, 07:55:51 PM
lol, IDK how to say thanx enthusiastically XDD

not currently...
I'm actually working on rebuilding UMC from scratch again :P

I have some new COMMON info to add which is about data types...

data types in UMC are basically nothing more than ranges.
for example:
x = BS8() #defines an int within range(-128, 127)

if the value should exceed the range on either end, a traceback is thrown

types are used by the converter to verify internal data types for conversion.

for example:
setting a vertex array as BU16 and feeding it BS8 values will convert the values to BU16 when importing.
when exporting, if a different format is specified, it will convert the values to that format.
NOTE: an int vertex array requires an exponent.
(I'm not sure if Nintendo's standards follow GL's standards for exponent conversion)
 ^ if I had to guess, I think both use the same standard (value/(2.0**exponent))


EDIT:
also...
modifying a UMC type changes it's type to int/float unless types match:

x = int( BU32(4952) + 16 )
x = BU32( BU32(4952) + BU32(16) )
x = int( BU32(4952) + BU8(16) )
x = float( BU32(4952) + 4.952 )


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on May 08, 2013, 08:11:45 AM
well...
since I've had to scrap my last build of UMC...
would you guys like me to release my last working build??

you won't have to convert your scripts because it still uses the dev4 system :P

the only difference really is better control...

also...
materials won't be supported because I never recieved alot of help with structuring them appropriatly :/

while the parser does support them, somewhat,
the functions were never worked on due to the incomplete structuring...

good news though if you want to display them (not textures), you can add the structure to the ses export, and import that. ;)
(the data in the ses gets transferred directly to UMC's memory w/o verification)
 ^ that will change in the actual release of dev5 as I'm switching the system to using classes.

Post Merge: May 08, 2013, 04:54:49 PM
are you still trying to figure out ps2 model support?
I have some links that might end up helping you
[url]http://forum.xentax.com/viewtopic.php?f=16&t=2957[/url] ([url]http://forum.xentax.com/viewtopic.php?f=16&t=2957[/url])
[url]http://s1.zetaboards.com/InfernalWorks/topic/3820468/1/[/url] ([url]http://s1.zetaboards.com/InfernalWorks/topic/3820468/1/[/url])

oh wow :o
I'm glad I've finished the float manager just in time for this :D

so the mod format actually uses 16bit float values =D
[/hopes I have the right 16bit format supported]

by the release, I will also be adding 2 new float formats (IBM, and Borland)
thus finishing my main data handling function ;)


I'm still awaiting info to add MDL0 fur support...
apparently the dude wants the info kept secret :srs:
until then UMC won't be able to support fur data,
unless I figure it out from another src <_<

that src being Final Fantasy Cryatal Chronicals for GCN.
the moogles in that game used fur data since you could cut their fur or paint it.

does anyone have the data files for the moogles??
if so, please send them to me using dropbox.
(MF has issues on both the phone and my wii)
 ^ DB works perfectly on either.

thanx :)


Title: Re: Universal Model Converter - dev5 is in the works
Post by: DarkPikachu on May 11, 2013, 01:31:40 PM
I'd just like to make the announcement that I'm not really gonna be posting here too much anymore :/

this forum has been less and less friendly towards my being forced to use the wii...
so I'm moving more towards SWF.

if you'd like to get in contact with me, please do so there.

I'll prbly update a little here once in a great while,
but I'll mainly be here (http://smashboards.com/threads/334292)


it's been fun :)


Title: Re: Universal Model Converter - dev5 will be released on GitHub
Post by: DarkPikachu on June 13, 2013, 07:45:11 PM
just to let you guys know, I will no longer be hosting UMC on Google Code.
I am moving the repository to GitHub upon dev5's release.

GitHub had a more user-friendly and pre-updated interface that I can even update while on my wii ;D
they also have a local program which can easily sync with their repository, so code commits will be alot easier...
and finally, you can easily download the whole repository as a zip.
(unlike G-Code, you don't need an SVN downloader to obtain a src)
 ^ for me, I won't have to download a src 1 file at a time. D:


as for current progress:
I'm looking into IPython, Live Coding, PyStream, and GLEW.

GLEW will allow the usage of today's OpenGL standards
(unlike the old slower FFP standards I was using previously)

PyStream will allow the use of GLSL Shaders written in Python

Live Coding will allow active edits to UMC's code while it is running

IPython will allow interactivity with UMC's code from it's console.
(this is for developers who want to use UMC's console as if it was ran through IDLE)
 ^ this could greatly improve UMC's development rate with real-time coding ;)


that being said, since I've found both Live Coding and IPython,
my idea for UMC Devel >D mode can actually be implamented now =D

Devel mode can be actively switched on or off...
when entering Devel mode, those 2 additions will be activated and you can immediatly start development on UMC yourself :)

if the UPDATE module is installed, you will also have the ability to commit your edits to my server.
a built-in IDE will be able to assist you with continuously updated code.
(it's like you're editing UMC's src right off the server)
 ^ safety checks will be made to make sure you can't just up and delete the entire src file or important parts from it.

NOTE: the UPDATE add-on for UMC hasn't even made it into development.
the console app has to be made first...

Devel mode will not be available upon the first (and possibly the 2nd) release of the console app.

EDIT:
oh yea...
I'm also switching from SDL to Qt.

with Qt, I'll have alot more control over how UMC can manage windows.


Title: Re: Universal Model Converter - dev5 will be released on GitHub
Post by: DarkPikachu on June 18, 2013, 06:14:40 AM
updated UMC's local interpreter from Python to Iron Python (a much faster interpreter)

IronPython also has a 64bit interpreter, meaning good news for everyone else out there. :)

I'm currently working on the basic IPython event handler for the console.
(to detect and handle key-presses appropriatly)

this will work just like the dev4 Ctrl+(I/E) commands.
though this will also have the added Ctrl+Alt+(I/E) for animation support. ;)

working with the console shouldn't be too much different from dev4 for conversion, in terms of file I/O. :)
however, once I release VIEWER with GUI, you will many see more controls than with dev4.

UMC uses 2 seperate sub-systems depending on if VIEWER is available or not.
so that's why the controls will be similarly different.

Post Merge: June 18, 2013, 08:19:09 PM

alright, forget the console session for the RAW API =D
Qt is SOOOOO much easier to where I can actively define all options in just a single function. :3

as much as I hate wrappers, I like wrappers that take the low-level stuff from it's roots and give you the simplest interface to work with :3
Qt4 does exactly that, so I'll just wrap up the console stuff, and give you guys a better API GUI ;)

can't believe how much more loose this is than even SDL. =o

anyways...
I'm working my hardest on UMC now. P=
I want this to be as Pro-like as possible.
(excluding Registry integration, that will come later)
 ^ credit to Diddy Kong for the idea. ;D


Title: Re: Universal Model Converter - dev5 will be released on GitHub
Post by: N64killer on June 19, 2013, 10:42:30 PM
Sorry if this is a dumb question but UMC having a 64 bit interpeter mean that it can view N64/Ps1 game models?


Title: Re: Universal Model Converter - dev5 will be released on GitHub
Post by: DarkPikachu on June 22, 2013, 03:18:55 PM
lol no :3
it has to do with the OS and CPU word size.
- if you're using 7, that's a 64bit OS
- if you're running a quad-core CPU, that's most likely a 64bit CPU.

I'm running WinXP Black (the 32bit build) on an Intel Celeron (32bit) CPU.
so the 64bit interpreter won't work for me...
but if you're using 7, or XP Black (64bit) on a 64bit machine, then it'll work for you. ;)

also...
in the poll's 3rd option, "simplify" is loosely stated.
it's ment to provide a virtual memory space access for files,
to verify and retrieve a simulated location in virtual memory.
(basically, it's simulating what a compiler has to go through with pointers)


Title: Re: Universal Model Converter - dev5 will be released on GitHub
Post by: N64killer on June 22, 2013, 04:46:17 PM
ah ok when you said 64 bit i thought of games not coding or computer type. I use a 32 bit laptop so it doesn't matter that much


Title: Re: Universal Model Converter - dev5 will be released on GitHub
Post by: DarkPikachu on June 22, 2013, 05:17:56 PM
ah ok when you said 64 bit i thought of games not coding or computer type. I use a 32 bit laptop so it doesn't matter that much
yeh...
anyways... so there's 2 interpreters nao :P
your system type automatically decides which one is used. ;)
(when the loader EXE is run)


Title: Re: Universal Model Converter - dev5 will be released on GitHub
Post by: pokemoner2500 on June 22, 2013, 07:43:59 PM
I have figured out how to import models is there a way to export as mdl0 or minecraft yet?


Title: Re: Universal Model Converter - dev5 will be released on GitHub
Post by: DarkPikachu on June 22, 2013, 08:51:45 PM
I have figured out how to import models is there a way to export as mdl0 or minecraft yet?
well... I can't promise I'll have it working by dev5...
but MDL0 exporting IS being worked on ;)
minecraft models though, unless someone's been working on that table I asked for a few posts ago on SWF,
minecraft... well... statues, will only be built with white-wool blocks (like in the images I've posted).

like I stated on SWF, I need a cubular color table from [0,0,0] to [255,255,255].
( [X,Y,Z] == [R,G,B] of course ) :P
 ^ I think you guys can figure the rest out XDD

if I could get the 3D list in text format with block and data ID's in their proper places, that would greatly help out. ;)
( Block, Data = block_table[ X ][ Y ][ Z ] )

for details on the required blocks, see my SWF thread:
http://smashboards.com/threads/334292 (http://smashboards.com/threads/334292)

EDIT: also...
it looks like people want me to implament my virtual pointer system...
I currently don't know everything about how C data types work just yet and how to associate them properly with pointers...
so implamenting the system could take a little while... (as in months)
are you sure this is how you guys want it? :/


Title: Re: Universal Model Converter - finally got dev4.5 working again
Post by: DarkPikachu on July 04, 2013, 10:02:21 AM
just because my wii got bricked by DOP-MII's crash
doesn't mean the world has to end w/o anything done XD
(I'm extremely depressed right now if you don't get it)

so as the title states, I've finally gotten rid of that pesky error in dev4.5 which kept me from getting what I had in my last images working again.

dev4.5 only has a few renamed functions from dev4...
and I think it also has the string encoding implamentation...
(meaning PMD files can be supported)

this version is only a filler version for dev5...
but in any case, it should be released soon ;)

NOTE: it won't be fast as it uses all the old interfacing from dev4...
though it does have a few improvments ;)


for example, to increase speed,
bu32(['','','','']) doesn't run bu32('') for each value anymore.

instead, it creates [0x80000000]*4 to reserve space in dynamic memory, and then sets the index with the value and returns that.

appending a value to a list is slower than setting an index of a list.


what else does it have?
well it has a more blender-like control...
the mouse actually rotates, scales, and pans the display view ;)
(panning is a little sensitive based on scale, but it works)

that rotation bug has been fixed, so it actually rotates from the center of the screen, wherever you are. ;)

a simple GUI... (no text, I'll do that with Qt+GLEW)
I'm not going to implament the drop boxes in this version as they caused alot of lag last time...
(the GUI system is the older one (not the smart one))

in any case there's 5 toggle buttons which just play with the display...
have fun ;)


the GUI's hitdef events are buggy, and don't have layer reaction...
(meaning every hitdef under the mouse reacts to any button press)

I'll try to individualize the buttons,
but the layer support was something for the smart interface...

like I say... this version is a filler...
I just want to get it released as something decent, not perfect... :)

dev5 is what will be perfect ;)


if you guys wish to enhance 4.5, feel free. =)
you'll only be helping me and will see your featues in dev5, with proper credit given.
just make sure you keep the version at 4.5. XDD

Post Merge: July 04, 2013, 06:54:53 PM
finally figured out how to get a BAT to decide which program to use based on your CPU ;D

@echo off

IF "%PROCESSOR_ARCHITECTURE%"=="x86" (GOTO 32) ELSE (GOTO 64)

:32
; run 32bit program
GOTO End

:64
; run 64bit program

:End

that means high performance on 64bit machines ;)

Post Merge: July 05, 2013, 08:19:05 AM
well... it looks like IronPython and PyOpenGL don't seem to get along well...

IronPython, after precompiling, seems to run UMC at least 4 times faster than Python ;)
but that's only until it gets to VIEWER...

apparently ctypes has a problem with IronPython's types:
TypeError: unable to bind object of type 'IronPython.Runtime.Types.PythonType' to type 'INativeType'

I'm working on a fix right now, but it could take a moment :/

Post Merge: July 06, 2013, 07:31:19 AM
I've switched back to Python 2.7.5
screw IronPython... it couldn't import for crap.

all of my modules failed:
-OpenGL
-PyGame
-ArcBall
-NumPY

I havn't tried Qt yet, but I expect that to fail as well. 9_9


in any case, I've started working on my melee template again ;)
BJ's notes didn't work, so models still don't transform correctly... >3<


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 16, 2013, 10:02:40 PM
here's a simple fix for my Melee script to get the normal vector from NBT vectors:

all you have to do is use a text editor to find:
"elif case(25): pass"

and replace "pass" with:
"LABEL(' -- NBT Index/value'); N=('' if I=='' else transform(Get(1),mtcs))"

and enjoy properly lit portions of a model using NBT vectors.
(such as Giga Bowser)

Post Merge: July 17, 2013, 11:14:11 AM
looking at some stuff I overlooked when I wrote UMC's new function list...

take your vote for the new feature's implamentation ;)
see the official thread for info :P


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 22, 2013, 07:53:37 PM
is anyone else getting errors with dev4??

Revel8n just reported an issue literally after downloading it :/
(it's indexing a list with a string instead of an int)

Post Merge: July 23, 2013, 08:48:51 AM
if anyone wants a pre-release (many features still not implamented) of dev4.5,
email me ;)
tcll5850@gmail.com

WiiBrowser can only upload to GMail...
(for what I know)
for some reason it redirects you to Google after the upload completes...
Gmail has a "send" button,
so it uploads while it sends, then redirects to google...

EDIT:
this pre-release was originally intended for Revel8n to look into and he already knows the controls:

Ctrl+I - Import
Ctrl+E - Export

NumPad 8,2,4,6 or MMB - Rotate (U,D,L,R)
Shift + (NumPad 8,2,4,6 or MMB) - Pan
+/- or MouseWheel - Scale


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 26, 2013, 07:13:25 PM
update: UMC dev4.5 pre-release
http://tcll5850.hostoi.com/UMC30ad45.7z (http://tcll5850.hostoi.com/UMC30ad45.7z)

images:
(https://cloud.fernode.de/index.php/s/RggWYkqZa2bmaqB/preview)
(https://cloud.fernode.de/index.php/s/ci5YRNCSorbjK5P/preview)

script is included ;D


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: Snivy on July 26, 2013, 07:15:43 PM
Hate to say this, but the pic is broken.


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 26, 2013, 07:16:58 PM
Hate to say this, but the pic is broken.
refresh...
I fixed the links after posting :P


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: Snivy on July 26, 2013, 07:20:08 PM
Oh... I was never here then.


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 26, 2013, 07:27:38 PM
Oh... I was never here then.
hmm...
images work fine for me now :/

I can't easilly resize them like I can with Picasa URLs
(that's IMGur for ya)
 ^ small URLs with no resize capabilities.

check out my SWF thread if you can't see them :/
http://smashboards.com/threads/334292 (http://smashboards.com/threads/334292)

images are 1400x1050

Post Merge: July 26, 2013, 09:32:24 PM
gonna be making another update here soon...

found out export variables were mixed with runtime variables, and that I also had a few nonexistant references...
(so you can only import for now)

hey... it's an unfinished pre-release... what more can I say :P

all bugs will be fixed by the release ;)
(the interface needs to be cleaned up after all the copy/paste work from GLUT to SDL)
 ^ the mess isn't small either... just be glad the pre-release actually works ;D


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: N64killer on July 27, 2013, 12:47:40 PM
So i downloaded the version you just released and when I activate the .exe it doesn't work. I also look through the files and noticed like 2 or 3 files are called README but are not .txt documents just files that don't do anything is that susposed to be like that or is that something you need to fix?


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 27, 2013, 01:48:29 PM
So i downloaded the version you just released and when I activate the .exe it doesn't work. I also look through the files and noticed like 2 or 3 files are called README but are not .txt documents just files that don't do anything is that susposed to be like that or is that something you need to fix?
sorry about that...
apparently I missed something for the x64 side...
though first off, what mode is UMC running in for you??
(x86 or x64)

I'm gonna see if I can fix up any interpreter issues

if it's running in x86, then IDK what the problem is, cause I have an x86 CPU and OS...

but if it's running in x64, then it's probably OpenGL :P
(what I forgot to install)

Post Merge: July 27, 2013, 05:04:34 PM
has anyone else (who has gotten it working) gotten a "windowsError" from resizing the GL window??

I'm currently having that issue...
I'm not sure how to fix... :P

I blame pygame


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: N64killer on July 27, 2013, 06:18:44 PM
My computer is x86 32 bit. If that what you mean by mode


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 27, 2013, 06:41:56 PM
My computer is x86 32 bit. If that what you mean by mode
ok... what's the error you get??

I've updated the download btw.
(I quick-test all updates before uploading) ;)

still don't have a readme though...
not until the actual release...
(or perhapse sometime soon before) ;)


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: N64killer on July 27, 2013, 08:36:04 PM
Well i don't get a error i click the .exe and it brings up your banner thing for a couple of seconds then vanish and 2 windows open and close quickly and then thats it nothing else happens. However i notice there is not a pythonw.exe in x86 folder while there is one in x64. 


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 27, 2013, 08:49:43 PM
Well i don't get a error i click the .exe and it brings up your banner thing for a couple of seconds then vanish and 2 windows open and close quickly and then thats it nothing else happens. However i notice there is not a pythonw.exe in x86 folder while there is one in x64. 
pythonw.exe is for pyw files...
(it (the exe) initializes without the console)

dev4.5 doesn't need pythonw :P
though that's odd... must be something with the initialization of loader.py

does any text show w/in that split second the window appears??
(that's a Y/N Q) :P

that text is more than likely a traceback error if so...

EDIT: try this:
in loader.py, comment out the first line with '##'
(put that before the 'from')


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: N64killer on July 27, 2013, 09:03:40 PM
in the second window that appears a see a line of text but that it


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 27, 2013, 09:09:38 PM
in the second window that appears a see a line of text but that it
ok... forget what I said to try...

that line of text is probably "running in mode: x86"

EDIT:
can you run BAT files??


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: N64killer on July 27, 2013, 09:23:55 PM
Yeah I should be able to.


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 27, 2013, 09:30:02 PM
alright try this:

UMC.bat: (UMC/ )
Code:
@echo off
data/Python/x86/python.exe loader.py x86

pause

the pause is so it can catch an error. (if one should occure)


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: N64killer on July 27, 2013, 09:36:36 PM
The .bat file is not there (should of mention that some posts ago *facepalms*)


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 27, 2013, 09:41:42 PM
The .bat file is not there (should of mention that some posts ago *facepalm*)
I'm telling you to create the bat and put that code in it. :P

I prbly should've clarified on that :af: [/derp]


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: N64killer on July 28, 2013, 08:21:01 AM
Yeah i have no idea how to make a .bat file do i need a program of sorts to do that?
edit: I think i figured it out
edit2: i made the bat file and copy and paste the code you posted in it but it didn't do anything.
however i need to if i made the .bat right. right clicked, new>text document, copy and pasted your code, renamed the file UMC.bat put it in the UMC folder.


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 28, 2013, 09:19:05 AM
Yeah i have no idea how to make a .bat file do i need a program of sorts to do that?
edit: I think i figured it out
edit2: i made the bat file and copy and paste the code you posted in it but it didn't do anything.
however i need to if i made the .bat right. right clicked, new>text document, copy and pasted your code, renamed the file UMC.bat put it in the UMC folder.
yep that's right :)

but that didn't work??
"pause" is supposed to keep the window from closing...

though I've just gotten some recent info...
apparently the build references a REAL python installation...

if anyone can find me a portable version of Python 2.7.5 (both x86 and x64), I'll install that...

Post Merge: July 28, 2013, 10:17:48 AM
oh...hooo yep
I've just renamed C:/Python27 to C:/Python275
and I'm getting the same issue as you :)

I'll see if I can find a portable version...

thanx :)

Post Merge: July 28, 2013, 12:59:29 PM
just installed PPython 2.7.5.1 x86 with everything needed (including NumPy)

that fixes your issue...
but now ArcBall (MMB View Rotation) is reported missing...
so I'll be working on that ;)


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: N64killer on July 28, 2013, 02:24:05 PM
So now I just waiting for you update the download right? (I'm fine with that)


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on July 28, 2013, 03:26:39 PM
So now I just waiting for you update the download right? (I'm fine with that)
updated :)

now everyone should be happy :3


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on August 07, 2013, 08:56:55 PM
just wanted to post a small dev5 update:
(https://cloud.fernode.de/index.php/s/4RfsxYaP6rRbtpX/preview)
testing UMC's update system
(updated API to a blank file with the version and revision IDs)

fixed a bug displayed in the image:
version: 0.0001

but yes, dev5 WILL have an update system (API only)

API checks for COMMON, FILE, or FORMAT updates.
(this will be passed (not deprecated) to the UPDATE module once it's released)


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: SonicBrawler on August 08, 2013, 07:32:53 AM
I have been following this since the beginning. I dont understand most of what you post, but its good to see progress on this.


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on August 08, 2013, 08:35:39 AM
lol thanx, glad I got followers ;D
I'm twice as active over at SWF, so do me a favor and hit "follow" on my profile. 8)

lol, you don't have to, but I would appreciate it :)

anyways... for some info in the upcoming dev4.5 update, I'm working on an MD5 I/O script for the BRRES viewer.
it's been requested by Tiberious for quite a while now... :P

but in addition, it requires me to turn my string() function into somewhat of a parser...
for example, this text:
joints {
   "Pachirisu" -1 ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )
   "Origin" 0 ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )
   "Waist" 1 ( 0.126114 0.000000 0.397004 ) ( -0.707107 0.000000 0.000000 )
   "LThigh" 2 ( 0.068227 0.285930 0.397052 ) ( 0.000000 1.000000 0.000000 )
   "LFoot" 3 ( 0.068227 0.285930 0.125448 ) ( 0.000000 1.000000 0.000000 )
   "RThigh" 2 ( 0.068227 -0.285930 0.397052 ) ( 0.000000 0.000000 0.000000 )
   "RFoot" 5 ( 0.068227 -0.285930 0.125448 ) ( 0.000000 0.000000 0.000000 )
   "Spine" 2 ( 0.126114 0.000000 0.639819 ) ( -0.707107 0.000000 0.000000 )
   "Head" 7 ( 0.126114 0.000000 1.099892 ) ( 0.000000 0.000000 0.000000 )
   "LEar" 8 ( 0.090657 0.433147 2.319344 ) ( -0.694692 0.000000 0.000000 )
   "REar" 8 ( 0.090657 -0.433147 2.319349 ) ( 0.000000 -0.719307 0.694692 )
   "LArm" 7 ( 0.212077 0.319108 0.929318 ) ( 0.000000 1.000000 0.000000 )
   "LHand" 11 ( 0.492319 0.319108 0.929318 ) ( 0.000000 1.000000 0.000000 )
   "RArm" 7 ( 0.212077 -0.319108 0.929319 ) ( 0.000000 0.000000 0.000000 )
   "RHand" 13 ( 0.492319 -0.319108 0.929319 ) ( 0.000000 0.000000 0.000000 )
   "Tail1" 2 ( -0.301451 -0.000000 0.397000 ) ( 0.000000 0.000000 0.000000 )
   "Tail2" 15 ( -0.985160 -0.000000 0.496078 ) ( -0.070561 -0.070561 -0.703577 )
   "Tail3" 16 ( -2.049089 0.000000 0.757557 ) ( -0.054335 -0.054335 -0.705016 )
   "Tail4" 17 ( -3.221888 0.000000 0.939409 ) ( -0.131021 -0.131021 -0.694862 )
}

if string( stop=' ' ) == 'joints':
    data = string( [], start='{', stop='}', recursive=True ) #set 'data' as the lines of the text between { and } in list [,] format.

where data returns as:
[ ''
'   "Pachirisu" -1 ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )',
'   "Origin" 0 ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )',
'   "Waist" 1 ( 0.126114 0.000000 0.397004 ) ( -0.707107 0.000000 0.000000 )',
...
]


Q: what does "recursive" do?
A: recursive is for code blocks:
{
    {
        { }
    }
}

if recursive is off, it returns this:
    {
        {

instead of this:
    {
        { }
    }

not every read needs the recursive attribute,
such as string( stop=' ' ) where it stopps as the first occurence of a space.

'start' just skipps the text before the start character and then starts reading.


I try to make my functions work for noobs who've never programmed a thing in their life. ;D
that's why making function edits takes so long...

3D is QUITE the complex field, and it's my job to make it as simple as possible when it comes to conversion. ;)


EDIT:
also, setting start='' will simply skip all whitespace before the next read.
(and reads until the stop character)

Post Merge: August 09, 2013, 09:14:54 PM
hmmm nobody reported my download got removed :/
luckilly I still have the files of the last release, so I'm building another 7z archive now ;)

or would you guys rather wait for the updates posted below?? :/
(such as the MD5 I/O script)

EDIT:
errr... above...
wasn't expecting a post merge...
(wanted to bump the thread)


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: pokemoner2500 on August 17, 2013, 02:20:44 PM
Well I'll bump it for you :)


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on September 22, 2013, 09:27:34 AM
just bumping with a little update :3
(https://cloud.fernode.de/index.php/s/6NxAjXD5RrcmDJK/preview)
got surface normals to display ;)

once I release dev5, I intend to make a mod to make them editable :)

I'm still working on the toggles and such...
I'm also gonna try to get my old font working just so I can draw the labels and such.
I also have an idea to reimplament my last GUI much more efficiently ;D
(no promises everything'll work though) >.>

one thing I can promise though is BASIC texturing will be implamented by the official release of this build ;)
(just applying the texture to the model with material and vertex colors)

the advanced stuff would require too much re-structuring to the SES format, forcing me to push SESv2 to v3
(SESv2 is dev5's class format, and is basically an executable script in itself) ;)


Title: Re: Universal Model Converter - dev4.5 is working again!
Post by: DarkPikachu on September 25, 2013, 07:52:01 PM
here's an update from the SWF thread:

I've magaged to fix the material glitch seen in the last image:
(https://cloud.fernode.de/index.php/s/FBRrzeosREckf9k/preview)

and the method also works with different vertex colors:
(https://cloud.fernode.de/index.php/s/FqPFfxpTeewoQay/preview)
^ see the SWF thread for the script

textures are on their way, but I need some info first before I can build the interface. >_>

and for some recent news, I've created a repository for dev4.5 ;D
https://github.com/Tcll/Universal_Model_Converter_dev4x (https://github.com/Tcll/Universal_Model_Converter_dev4x)

if anyone would like to help out (wherever possible) let me know. ;)

EDIT:
you can also download the source files from the repository for unofficial updates ;D


Title: Re: Universal Model Converter - image scripts finally supported
Post by: DarkPikachu on October 23, 2013, 05:15:27 PM
finally here with something legit to post :3

(https://cloud.fernode.de/index.php/s/zgyB8xcas6LXCyT/preview)

it's not quite ready for release just yet as the interface is very unstable and crashes with about half of my imports while others simply don't work... heh
but it's definitely some progress XD

:>.>:
lets see who can have the preview looking like it does in-game first :3
the interface is literally only a few steps away from TEV support like Brawl's ;)

NOTE: (again)
Brawl doesn't use Shaders, Brawl (and Melee) uses TEV settnngs to simulate Shaders
they're basically the retarded and dwarf'd version of a fake shader XD


Title: Re: Universal Model Converter - image scripts finally supported
Post by: Kabutomaru on October 23, 2013, 06:13:12 PM
Yesss, very nice indeeded


Title: Re: Universal Model Converter - image scripts finally supported
Post by: DarkPikachu on December 12, 2013, 11:57:43 AM
alright guys :)

development has been fully shifted to my forum (http://tcll5850.proboards.com/thread/143/official-universal-converter-development-thread).
I will most likely not be updating here (nor SWF) about UMC anymore.

it was fun while it lasted :)

feel free to question me on here though ;)
I'm not trying to force anyone to subscribe to my forum. XD

for the most recent images:
(https://cloud.fernode.de/index.php/s/XGDmM93qK7xzjMd/preview)
^ my laptop (gonna replace Win7 with XP-Pro x64 soon so I can do more on it)
(https://cloud.fernode.de/index.php/s/D2iCDQ4JfQkigoa/preview)


EDIT:
materials and textures can only be imported, not exported yet, which is why it's not released.
that aside, minor fixups and improvments to base-functions are also being made.

I still can't import Pachirisu (v11 mdl0) or Pikachu (Melee),
and Pichu still has texturing issues.


Title: Re: Universal Model Converter - image scripts finally supported
Post by: DarkPikachu on May 09, 2014, 10:05:29 AM
gonna try to breath a little life back into this thread...

I'm currently restricting all updates to my forum...
dev5 is now known as v3.0 (no more 'a') due to the interface evolving into what I originally wanted v3.0 to be.

so here's to some input to and from you guys :)
http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread?page=1&scrollTo=937 (http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread?page=1&scrollTo=937)

v3.0a is still being worked on here and there,
but I'm thinking about releasing an unofficial build of the latest features,
since I'm unable to get to the needed export functions and fixes I expected to finish for that release.
(I'm too caught up with the interface for v3.0)

if anyone thinks they can help out and take the previous version off my hands, please contact me.
otherwize, all I can say is to be patient.
(the v3.0 interface is based on GLSL implementations, and has many improved and added features)


Title: Re: Universal Model Converter - v3.0 development is taking off
Post by: DarkPikachu on May 20, 2014, 08:21:18 PM
just to post a small amount here of what I have over at SWF :)
(I don't feel UMC_SIDE is worth updating my forum's thread for) :P

(https://cloud.fernode.de/index.php/s/aHzcot4tsFGKBSG/preview)

for more info:
http://smashboards.com/threads/universal-model-converter-official-development-thread.334292/page-7 (http://smashboards.com/threads/universal-model-converter-official-development-thread.334292/page-7)


Post Merge: May 21, 2014, 09:18:44 AM
well I woke up to a scare this morning and it pushed me to use my forum for UMC.

I didn't think I was ready to make the jump just yet, but now I realize I'm more than ready, so here it is:

the thread for UMC updates: (just to follow)
http://tcll5850.proboards.com/thread/143/official-universal-converter-development-thread (http://tcll5850.proboards.com/thread/143/official-universal-converter-development-thread)
and the thread for UMC discussion: (I will also talk about UMC_SIDE here)
http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread (http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread)

@mods:
I'm not trying to advertize...
this is just something to let the people know I won't be posting here (this thread) much more,
and where to go if you want to get a quick reply.
(I'm too busy now, more than ever, to manage everywhere at once)

Post Merge: May 22, 2014, 11:52:20 AM
well, I got enough people making me hit myself for not making the release...
so here's a pre-release for you guys. :)
http://www.4shared.com/archive/TH8ac5Iiba/UMCv30ad45.html (http://www.4shared.com/archive/TH8ac5Iiba/UMCv30ad45.html)
(https://cloud.fernode.de/index.php/s/yHR9mqBiyTJkB95/preview)

what doesn't work yet:
- proper exporting (this still uses the previous functions and exports only up to bones (not weights))
- the GUI (the port didn't work out well, and it's still a little laggy and buggy)

I'd hoped to have these improved and more stable by the actual release.
sorry I couldn't make it guys. :(

what you can do with it is import materials and textures, and actually read the available features :)
(these will also be available (including weights) in the SES file if you'd like to try to convert directly to another format)
^ I've provided the SES v1 documentation :)

you may also edit the source of this release to try to make improvements ;)
as well as release your improvements, but please notify me, I have a group just for doing this. :-\


EDIT:
also, there are known bugs with the OBJ importer, the model is there, it just has a clear texture over it.
there's also another known bug:
(https://cloud.fernode.de/index.php/s/D3bqjpW6BpYHGaW/preview)

also... sorry about the crummy post merge screwing everything up... not exactly my fault here. :P


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: Sammi Husky on May 22, 2014, 12:14:19 PM
This is nice, been looking forward to the next pre-release. If i knew python and had time between my schedules i'd help you out..but yea no time+Multiple Projects+ no python experience = bad.

In any case, keep up the good work mate.


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: DarkPikachu on May 22, 2014, 01:07:23 PM
If i knew python and had time between my schedules i'd help you out..but yea no time+Multiple Projects+ no python experience = bad.
this is exactly how I feel about Brbx XD
except for the fact I'm now not willing to learn C# since it's a horrible language (worse than Java)
^I'm not calling python spectacular either... it's extremely slow for being interpreted, but it's simplicity makes up for it. :P


but yea, many thanks :)

I'm working on the interface for v3.0 so I can't say when I'll get back to 3.0a...
if worst comes to worst, this may be the last release of v3.0a.

v3.0 is so much faster and much more organized as well as more informative ;)
(UMC_SIDE will show just how informative it is)

not to mention v3.0's extendability, I'm even introducing a mods system. :)
(mods may or may not be implemented to the actual interface... it depends on their quality of use)

as for progress on 3.0, I'm still on the automated backend... heh

I'm expecting automation almost as good as click team fusion, but for data. ;)


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: TheShyGuy on May 22, 2014, 01:17:08 PM
Hey Tcll, it's nice to see that you're devoted to this after so long.  How do you do the conversion from one format to another?  I'd imagine you import from one format to an internal intermediate more general one.  Then convert from that to the export format.  That way you're not trying to code ways to export directly from one format to another.  If this is how you do it, couldn't you support basic formats to more complex ones as you move forward?  The main dev would then be  focusing on allowing the internal intermediate blah format/structure to support everything -or chunking the internal format up so it's less coupled to eachother ([verts,edges,faces], [vert IDs, uvs, normals, binorm,tan],[vert IDs,bones,weights], etc instead of [verts,edges,faces,uvs,normals,binormals,tans,bones,weights] .....if you get what I'm saying hehee). 

I haven't kept up-to-date with things around here.  Sorry if you answered this or I misunderstand how you're doing things.


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: DarkPikachu on May 22, 2014, 01:42:36 PM
TSG, good to see ya again ;D

but yep, you called it right off :)
v3.0a's format is handled as a large list of structures. (the SES v1 format is exactly that list)
v3.0 does things using classes now which are 10x faster and much more efficient as well as easily extendable :)

but the SES v2 had to be changed to basically a python script format, similar to how you supply data to OpenGL using the fixed function pipeline.
^ what I mean is all of the formatting functions you use in your script are called with given data types.

if you've ever used OGLE, you'd understand what I mean when you look into an export.

but for those who havn't, it'll look something like this:
'''
ugeSetScene( "Scene0" )
ugeSetObject( "Player_Rig" )
ugeSetBone( "Top" )
ugeSetObject( "Player_Model" )
ugeSetObjectParent( "Player_Rig" )

...

'''

I will support legacy exporting since SES v1 IS fully extendable, but needs alot of extra work to support the extensions.
(heck in the v1 documentation, you can see I've already made plans to add animation) ;)
^ VIEWER.py can't render the animation though in v3.0a

in v3.0 VIEWER.py is a plugin (UMC can work without it) :P


might I mention I'm looking into the GitHub API for validating UMC updates ;)
(updates aren't performed directly... there's a separate interface that checks a separate file to validate the updates before any operations are actually performed.)

yes, this means the first release of v3.0 will auto-update.

as far as UMC goes, as of v3.0 nothing is expected to be removed in future updates. ;)


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: DarkPikachu on May 27, 2014, 09:42:43 PM
maybe I won't let this thread die :)

but any updates I make, I'll just post a link to my thread now...
(same for all my other 5-10 side-threads) :P

anyways...
boom: (UMC_SIDE)
http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread?page=1&scrollTo=957 (http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread?page=1&scrollTo=957)

the go button now recognizes the functions being called and returns the appropriate data :)
now to start feeding the previewers :3


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: Shinobu Nyan! on May 29, 2014, 10:45:48 AM
Totally stopped coming here after it got to technical for me, but glad to see this is much further along.
maybe I won't let this thread die :)

but any updates I make; ll just post a link to my thread now...
(same for all my other 5-10 side-threads) :P
Just make sure you do update here periodically, this still is an interesting program.


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: DarkPikachu on May 29, 2014, 11:01:07 AM
thanks :)
I updated the OP btw with the download ;)

Just make sure you do update here periodically, this still is an interesting program.
I'll be updating kc-mm and SWF the most ;)

can't promise periodicly though...
I'm working on much more than just UMC (both projects including externals and docs) alone.

I'd have more frequent updates if people (not here) knew what "helping" was. >_<
(I'm talking about a bunch of python "experts" who think my "overly complex" code is a load of garbage)
^ they seem to want UMC to have a complex Blender-script style coding...
WTF do they know! >.<
if I do that, you can kiss the "70% less code needed" good bye... heh (not happening)

if you think I'm depressed by this, you can think again. ;)
this type of behavior makes me want to be a better person/developer than anyone else.
(it fuels me to continue working so I can punch them in the face with my program) ;D


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: N64killer on May 29, 2014, 08:59:33 PM
Nice to see a new version of this being released.


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: DarkPikachu on May 29, 2014, 09:24:00 PM
Nice to see a new version of this being released.
again, I must warn, it's only a pre-release...
the export system isn't really worth the effort it offers

if you actually want to get anything, you'll need to support the SES v1 format in outer importers. ;)
(that format is what stores everything including animations (future))


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: N64killer on May 30, 2014, 05:10:10 PM
Where do I go to have this file format supported is this part of the download? Because google search gets me nothing. Also I should have a new sd card by next month just sayin. 


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: DarkPikachu on May 30, 2014, 05:21:50 PM
Where do I go to have this file format supported is this part of the download? Because google search gets me nothing. Also I should have a new sd card by next month just sayin. 
I've provided the v1 format with the download. ;)

google returns nothing because the SES (session) format is native to UMC.
(everything imported into UMC gets stored in that format) :)

external support is unavailable as I've built the SES format...
this is my first time actually passing a legit documentation for it around... heh


remember guys, this is only a pre-release...
I was nagged by a few people to release what I had (since it was taking me forever to get to)...
so this is more for them than for you guys. :P

what I have in store for you guys (by the actual release of v3.0a):
- a decent export system (including textures and weights)
- a decent, more stable and controllable GUI

^just to finish what I started

feel free to edit the source code of the download ;)
heck, if you make some decent improvments to the code,
let me know cause I'd like to add you to my box and give you credit for everything you do. ;D
^maybe you could even help me improve v3.0 and UMC_SIDE. :)


Title: Re: Universal Model Converter - dev4.5 pre-release
Post by: DarkPikachu on June 03, 2014, 02:11:28 PM
UMC_SIDE update: http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread (http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread) :)
put alot of work into this and had to change the interface a bit to get it working... heh

EDIT:
btw, sorry if work on this seems to be slowing down...
I'll be honest, I'm actually trying to speed it up,
but I've only just released another plugin I've been working on (Unlimited Custom User Smileys) for my forum. ;)

EDIT2:
don't forget about my biggest forum plugin I'm working on though:
Unlimited Role-Play Character Dialogs with sync-age between forums ;)


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on June 27, 2014, 09:02:19 AM
major update to scripts announced:

http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread (http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread)

also, if I must point out a misconception, I don't build the scripts for converting formats, everyone else does.
UMC provides a scripting interface simple enough for non-programmers and hacking noobs to use and learn from,
and by 3.0, an IDE to make things even easier and more convenient for noobs to write scripts for the interface. ;)


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on June 29, 2014, 02:08:34 PM
updated the 3.0 function layout for the 3.0a port-release:
http://tcll5850.proboards.com/thread/182/layout (http://tcll5850.proboards.com/thread/182/layout)
^the reddish functions cannot be used in 3.0a

I've still got a few updates to make on the functions as the release will be able to both import and export bones and weights ;)
(since the SES format in the current release already supports it)
^the problem was the provided interface being a tad too complex to modify, to where it was a tad too overwhelming to do anything.


Title: Re: Universal Model Converter - updates
Post by: N64killer on June 30, 2014, 10:48:03 AM
After seeing the word non-programmer I am now interested at attempting to make a script for converting formats. Where do I go to look into this?   


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on June 30, 2014, 11:13:14 AM
After seeing the word non-programmer I am now interested at attempting to make a script for converting formats. Where do I go to look into this?  
unfortunately, the new documentation isn't very far...
I've got about 5 people working on the documentation, but have made no progress with adding anything to it...

all you need to know is the functions, and the structure.
UMC does all the work of format management and file handling for you, so all you need to do is convert the data in your script. :)

3.0a isn't very friendly as it expects a pre-transformed (T-Pose) model in it's format.
this means that for a format such as MDL0, you have to pull off all the conversions in the script.

in 3.0, the dual-buffered interface takes care of both untransformed and pre-transformed data, so that's something to look forward to. :)

3.0 also promises animation (since now I know how to build the dual-buffered interface

yea, 3.0a's interface can support animation, but there's no way of testing it because the interface itself can't render it.

anyways... here's what's available of the documentation so far:
http://tcll5850.proboards.com/thread/182/layout (http://tcll5850.proboards.com/thread/182/layout)
not much... but at least you can tell what functions are in 3.0a vs 3.0

most functions will have only a single input, but only a few will have multiple inputs.
almost every function will have defaults. ;)

so basically, the interface is as smooth as GL programming...

# read your data from the file:
vertex = bf32( ['','',''] ) # vertex = [0.0, 0.0, 0.0]
# send your data to UMC:
ugeSetVert( vertex ) # assuming your vertex is in T-Pose position


sorry for 3.0a being a tad complex... I didn't know what I know now to fix this.
(unfortunately I had to entirely rebuild UMC to fix it)

if you find anything else that could be simplified even further, let me know. :)


Title: Re: Universal Model Converter - updates
Post by: N64killer on June 30, 2014, 12:54:14 PM
I be honest with you is the documentation that I suppose to look at in the UMC download. Cause I'm starting to think I'm looking at the wrong place.


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on June 30, 2014, 01:29:04 PM
I be honest with you is the documentation that I suppose to look at in the UMC download. Cause I'm starting to think I'm looking at the wrong place.
no, the only documentation I provide there is the SESv1 format... heh
the only documentation I really have is on my forum, though it's unfinished... sorry :(
http://tcll5850.proboards.com/thread/182/layout (http://tcll5850.proboards.com/thread/182/layout)
^people were supposed to be working on this... >_>
(all they had to do was copy the comments from the 3.0 code, and write threads using them)

please be patient though, as this documentation will be written to be noob friendly ;)
I can only do so much by myself... heh

the current UMC download does not follow the standards of this documentation...
in fact... I didn't really have any standards defined until I started working on 3.0 ("dev5" at the time)

now I'm making ports of those functions
the export functions are pretty much finished except for materials currently (I'll have those when I release)
all I have left is the import functions to port.

I'm currently trying to run tests using the old SESv1 functions with the SESv1.1 export functions.
(just to make sure the export functions work before starting on the import functions)


Title: Re: Universal Model Converter - updates
Post by: N64killer on June 30, 2014, 02:03:29 PM
The forum part is what confusing me because I went into this thinking it would be like mugen (a fighting game engine where you create the characters and stages) files like .cmd and .cns which have coding for whatever it is and your able to edit it using notepad. Take note I not trying to go off topic but using something that can be related to how the python thing your using for umc takes certain words to cue certain actions.
You understand what I mean right? 


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on June 30, 2014, 02:34:20 PM
The forum part is what confusing me because I went into this thinking it would be like mugen (a fighting game engine where you create the characters and stages) files like .cmd and .cns which have coding for whatever it is and your able to edit it using notepad. Take note I not trying to go off topic but using something that can be related to how the python thing your using for umc takes certain words to cue certain actions.
You understand what I mean right? 
ah yea, and with the fact of my shelved 3D-MUGEN project, it comes as no surprize. :P

yeh, UMC is just nothing more than a basic model converter... heh

but yea, you do write and edit scripts using a text editor ;)
(IDLE preferred, till I release 3.0 with UMC_SIDE)


Title: Re: Universal Model Converter - updates
Post by: N64killer on July 01, 2014, 09:42:14 AM
I'm about to download IDLE but since it packaged with python which version do I download? Since I'm pretty sure you use a certain one.


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on July 01, 2014, 10:37:59 AM
I'm about to download IDLE but since it packaged with python which version do I download? Since I'm pretty sure you use a certain one.
the latest Python 2.7 ;)

yea, in IDLE, it's only good for the syntax highlighting...
UMC_SIDE by 3.0 will help builders be able to test their scripts. ;)

if you want to be a hardcore script builder, you can spend some time learning Python in codecademy :)
http://www.codecademy.com/en/tracks/python (http://www.codecademy.com/en/tracks/python)

basically, a UMC script IS a python script, but you don't use import or open()/file(), and everything needed is already handed to you in it's simplest form. :)
there are some occurrences where you may need to import, but file management is entirely done in UMC. ;)

I'm trying to work on simplifications for everything, so tell me if something's a little too complex for comfort. ;)


Title: Re: Universal Model Converter - updates
Post by: N64killer on July 01, 2014, 01:43:32 PM
Okay I'm looking at the python 2.7.7 shell thing right now. And I noticed in umc there is a mld0 format somewhat done I just wondering where that is at in function and that it what i should be editing/figuring out since I was going for a mdl0 format.  

EDIT: Just to point out when i press ctrl + e to export i keep getting this in umc on the python.exe i can't copy/paste this.

Something about traceback on these 2 files API.py in line 56, viewer.py in line 881, and COMMON.

saying UnboundLocalError: local variable 'COMMON' referenced before assignment
press enter to exit.



Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on July 01, 2014, 02:09:44 PM
Okay I'm looking at the python 2.7.7 shell thing right now. And I noticed in umc there is a mld0 format somewhat done I just wondering where that is at in function and that it what i should be editing/figuring out since I was going for a mdl0 format.


ah, you can find that in UMC/scripts/NTDO_MDL0.py
though with the current release, you can't export well enough...
(nothing more than what the OBJ format supports really)

this next release here soon should fix that as I've ported the export functions and am currently working on the import functions.
though right now I'm porting the OBJ script to test that the export functions at least work.

in the current version you have, the scripting interface didn't follow any standards, and as such it was designed horribly.


as for the error, I'll be sure to look into that ;)
not sure why that hasn't happened to me :/


Title: Re: Universal Model Converter - updates
Post by: N64killer on July 01, 2014, 02:29:44 PM
So you already have it figured out have to fix the mdl0 for exporting into brawlbox? If so I'm not really needed then. Because I be honest i really wasn't sure on what I needed to do. 


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on July 01, 2014, 02:39:02 PM
So you already have it figured out have to fix the mdl0 for exporting into brawlbox? If so I'm not really needed then. Because I be honest i really wasn't sure on what I needed to do. 
oh so that's what you wanted to learn the scripting for.
well, I havn't really been able to work on MDL0 exporting as I didn't have a solid interface.

if you want to help out with finishing the script, I can add you to my box :)
though it may take a bit before I have anything to test out the script on. >_>
(for one, the pointer system in 3.0 will help to do it properly)

but in any case, you lead me into believing you wanted to add a format to UMC. :P
again, please wait until the next release, where I'll have a solid scripting interface. ;)


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on July 21, 2014, 08:57:19 AM
update: (progress being made on the interface down-port)
http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread?page=1&scrollTo=1042 (http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread?page=1&scrollTo=1042)

once this gets fixed, I can start work on the material, texture, and image export functions, and then hit up the import interface as well as the header function.
(everything should work the same as it should (and more) in the 3.0 release) ;)
I also have to work on the data functions, which unfortunately won't be able to type-check like in 3.0...
the interface there is a bit complex to simply merge

so I can promise a release soon, but I can't say how soon :P

Post Merge: July 21, 2014, 08:56:03 AM
I... am an idiot *facepalms*
update:
http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread?page=1&scrollTo=1043 (http://tcll5850.proboards.com/thread/144/public-umc-discussion-thread?page=1&scrollTo=1043)

and my last update is included with me being an idiot :P


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on September 26, 2014, 06:51:25 PM
just switched to Linux :3
expect Wine support by the update ;3

*hopes this doesn't break windows support*
(I'll need to install a VM before I'll be able to test on XP64 again)

Why XP64 and not 7 or 8?
even through VM, I will never support MS's new RAT (Vista, 7, and 8).

other info:
apparently XP (x86 builds) also had a RAT interface that I just learned about...
csrss.exe, which provides network access to remote administration and allows processes to be started and overridden anonymously.

if it can be patched, great :)
I think XP64 already has it patched, and does not include the newer RAT.
(XP64 works on x86 systems)


EDIT:
already managed to get it working :3
http://tcll5850.proboards.com/thread/143/official-universal-converter-development-thread (http://tcll5850.proboards.com/thread/143/official-universal-converter-development-thread)
though it's not very friendly as-is


Title: Re: Universal Model Converter - updates
Post by: DSX8 on October 02, 2014, 02:39:33 AM
so in other words... ur program wont work for Win7 or 8 users? if so, then thats an issue ur gonna have to handle as most ppl dont use XP anymore... as for me, I don't even know any1 that uses XP anymore lol


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on October 04, 2014, 10:43:42 AM
so in other words... ur program wont work for Win7 or 8 users? if so, then thats an issue ur gonna have to handle as most ppl dont use XP anymore... as for me, I don't even know any1 that uses XP anymore lol
oh I'm not saying it won't work
but I can't promise you won't have issues, despite the fact I'm only using cross-platform libraries features.

if you do have any issues, I will blindly try to fix them.


just to mention
I feel sorry for anyone who stores personal information on a Win-Aero compy
(if you think you're safe and private, think again)
(Aero is not used by XP or lower)

XP64 is the safest OS, it has most of the safety improvments in Win7.
I'm not going into a whole rant over it, I'm just saying I've done the research.


Title: Re: Universal Model Converter - updates
Post by: BlueBrain on October 04, 2014, 11:10:03 AM
aren't programmers supposed to evolve with the media they are working on, instead of keeping on the same outdated version just because reasons?

tbh i don't really know what you are aiming for? is this program for pure personal use and you just happenned to make a thread about it, or do you intend other people to actualy use it?
because if it's the latter, staying on XP is not the user's problem, it's yours.


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on October 04, 2014, 11:43:59 AM
aren't programmers supposed to evolve with the media they are working on, instead of keeping on the same outdated version just because reasons?
so you're saying you want programmers to evolve and support a life where you have no freedom over your personal belongings and are fully controlled by a corrupt company??

or let me put it this way... would you want to have naked sex in the middle of your most public mall's parking lot with everyone looking at you??
(I know I wouldn't, and this is why I don't support WinVista and up)

I'm not for that, where MS has been basically supporting it and enforcing it (I know I'm putting it waay loosely here)...
think of what happens when people take control of the MS RAT
(which I'm finding out some people already have, though it's not verified yet).
^ I can't post proof as I don't have a recording of the call >3<

I'm trying to get people to think smarter... I only support what's safe, and if that means you guys can't use it well (if at all) then oh well, use something better than what MS is taking advantage of the public with.
(use something I support and you won't be harmed much by outsiders while being able to be free)

don't just use what's being blindly thrown at you and expect it to work as everyone wants.
be smart about it. go back and do research on it to verify these arguments.
don't listen to anything by MS, listen to what people have found in windows by MS.

heck, I don't even know everything about how windows works, but I do have enough sence to know I don't want to be controlled.

MS dropped XP because they built an interface that seems to work much more decently (Aero) and put a RAT in the kernel of every OS running Aero so they could enforce their control.

MS only says they remove stuff or certain things are safe and what not... if you know as much about windows as me, you'll be able to see them lieing through their teeth.
7 is not much more safer than XP, which XP64 is alot safer than any x86 version of XP.

have you been paying attention to what MS has been doing since Bill Gates retired??
they've basically become 10x more corrupt (and that's putting it lightly)

people need to wake up... I personally am sick of all this following standards BS and crap going around...
what's this garbage about XP being dropped because it's 13 years old?
isn't Linux older? I don't see people dropping support there...
in fact, I see the support getting even better with NO control on Linux

if you wanna try to argue with me, get about 5 years of knowledge about everything first before even addressing me on it.


EDIT:
aren&#039;t programmers supposed to evolve

also, I have evolved, I know what's right and what's wrong.


Title: Re: Universal Model Converter - updates
Post by: Gamma Ridley on October 04, 2014, 12:17:01 PM

or let me put it this way... would you want to have naked sex in the middle of your most public mall's parking lot with everyone looking at you??

yes


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on October 04, 2014, 12:30:00 PM
yes
lol
eh... not to be mean or rude or anything, but you do realize you've kinda made yourself look extremely low right now... right?? :/


Title: Re: Universal Model Converter - updates
Post by: KnightMario on October 04, 2014, 02:37:49 PM
or let me put it this way... would you want to have naked sex in the middle of your most public mall's parking lot with everyone looking at you??
(I know I wouldn't, and this is why I don't support WinVista and up)
Because Microsoft is going to turn on your webcam which happens to be directly pointed to you having naked sex then put it on display on a huge screen at a public mall's parking lot. And they support other people to do the same.

But in all seriousness, I've never had a problem with Windows 7 security, and know nobody who has. Windows XP is no longer updated, so there's really no reason to want to keep it on there.


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on October 04, 2014, 04:07:46 PM
Because Microsoft is going to turn on your webcam which happens to be directly pointed to you having naked sex then put it on display on a huge screen at a public mall's parking lot. And they support other people to do the same.
I was talking from a non-computer-related perspective :P

Gravity understood it XD

but now apply that to your personal information, with the new form of control that's being found in windows, you tell me the dangers there.


if you wanna say there is no danger, then go build a house next to an active volcano and see how long you live

But in all seriousness, I've never had a problem with Windows 7 security, and know nobody who has. Windows XP is no longer updated, so there's really no reason to want to keep it on there.
keep in mind MS thinks you're only using their stuff and doesn't consider stuff like Comodo.
XP is still very much suppported when you look at the standards there ;)

I'm actually glad they stopped the updates to a point...


and you wanna know why you havn't had a problem with Win7 security?
do you know why MS pulled back the market control features on the XBox One??
MS: "People aren't ready for them" (meaning they will put these features to use in the future)

look, if you want to continue using Win7 and putting your personal life at a potential risk to the public, go for it.
just keep in mind, I'm not for that type of monstrous control and will NEVER support it.

if you want my support, move back to freedom and leave MS in that concealed hole they're digging.

get WinXP x64 or get Linux, with those, you give yourself more freedom and personal security.
rather than limiting yourself to a not so configurable environment.

when it comes to tweaks and customization, Linux can easily do what you have to jump hoops to do in XP, and good luck with 7 and up as you're constrained and forced to use the environment they give you, along with them watching everything you do.


if you want your freedom and safety, don't listen to a corrupt company like MS.
I may not have the knowledge to verify that XP is ENTIRELY safe, as I can say linux is safer (to a point).
but I can verify that XP x64 is safer than other XP installations and doesn't have the MS-control implementations that've been found in 7 and up. (Vista is only questionable)

must I mention I'm a Windows hacker to know this. :/
(relax, I'm white-hat, not gonna hurt anyone)
^ black-hatters make me sick, though they do provide better information as they ACTUALLY look into the stuff.

one of my black-hat friends (online) has a friend who disabled a Win8 RAT on one of his schools compys using Python and surprized his computer teacher.

I'm trying to get info on it, but my friend hasn't been able to get in contact with him...


I was wanting to take control of the MS RAT only to post a dialog warning everyone how unsafe they are with that OS.
but I can't do that, I'll possibly get jailed for it.
one of my local friends knew about black hat software when it was just coming out (which the initial intent there was to help people) and they were jailed for breach of privacy on local networks.
(the same thing can be applied to me if I was to take my action)

it's just like our corrupt gov't to jail someone for helping people 9_9


so yea, the absolute BEST I can possibly do is warn everyone that the RAT exists in newer Windows OS's and hope they're smart enough to move away from it.

if you don't know what a RAT is:
it stands for either of "Remote Administration Tool" or "Remote Access Trojan".
what a RAT does is allow a host to take control of a user's computer and even disable the user's input.

normally the infection would be done using a catalyst (an EXE disguised as an installer or patched with the RAT client)


x86 builds of WinXP (which again I state are not safe) also have their own RAT known as csrss.exe

I believe this was patched and fixed in XP x64.
XP64 also removes most unsafe ActiveX controls and improves stand-alone network security (same implementations as 7 I believe)

Aero (from 7) can most likely be ported over XP wih wrappers and extended libraries.
(along with version control to extend the support wrongfully blocked by MS)

yes, this means most of the stuff that now works with 7 should work near flawlessly with XP.
I just wish someone would actually get off their lazy butts and actually port it.
(I can't as I can't program in C++, and as everyone knows, have UMC/UGC/UGE to deal with)


Title: Re: Universal Model Converter - updates
Post by: KnightMario on October 04, 2014, 04:16:59 PM
I was talking from a non-computer-related perspective :P

Gravity understood it XD

but now apply that to your personal information, with the new form of control that's being found in windows, you tell me the dangers there.


if you wanna say there is no danger, then go build a house next to an active volcano and see how long you live
keep in mind MS thinks you're only using their stuff and doesn't consider stuff like Comodo.
XP is still very much suppported when you look at the standards there ;)

I'm actually glad they stopped the updates to a point...


and you wanna know why you havn't had a problem with Win7 security?
do you know why MS pulled back the market control features on the XBox One??
MS: "People aren't ready for them" (meaning they will put these features to use in the future)

look, if you want to continue using Win7 and putting your personal life at a potential risk to the public, go for it.
just keep in mind, I'm not for that type of monstrous control and will NEVER support it.

if you want my support, move back to freedom and leave MS in that concealed hole they're digging.

get WinXP x64 or get Linux, with those, you give yourself more freedom and personal security.
rather than limiting yourself to a not so configurable environment.

when it comes to tweaks and customization, Linux can easily do what you have to jump hoops to do in XP, and good luck with 7 and up as you're constrained and forced to use the environment they give you, along with them watching everything you do.


if you want your freedom and safety, don't listen to a corrupt company like MS.
I may not have the knowledge to verify that XP is ENTIRELY safe, as I can say linux is safer (to a point).
but I can verify that XP x64 is safer than other XP installations and doesn't have the MS-control implementations that've been found in 7 and up. (Vista is only questionable)

must I mention I'm a Windows hacker to know this. :/
(relax, I'm white-hat, not gonna hurt anyone)
^ black-hatters make me sick, though they do provide better information as they ACTUALLY look into the stuff.

one of my black-hat friends (online) has a friend who disabled a Win8 RAT on one of his schools compys using Python and surprized his computer teacher.

I'm trying to get info on it, but my friend hasn't been able to get in contact with him...


I was wanting to take control of the MS RAT only to post a dialog warning everyone how unsafe they are with that OS.
but I can't do that, I'll possibly get jailed for it.
one of my local friends knew about black hat software when it was just coming out (which the initial intent there was to help people) and they were jailed for breach of privacy on local networks.
(the same thing can be applied to me if I was to take my action)

it's just like our corrupt gov't to jail someone for helping people 9_9


so yea, the absolute BEST I can possibly do is warn everyone that the RAT exists in newer Windows OS's and hope they're smart enough to move away from it.

if you don't know what a RAT is:
it stands for either of "Remote Administration Tool" or "Remote Access Trojan".
what a RAT does is allow a host to take control of a user's computer and even disable the user's input.

normally the infection would be done using a catalyst (an EXE disguised as an installer or patched with the RAT client)


x86 builds of WinXP (which again I state are not safe) also have their own RAT known as csrss.exe

I believe this was patched and fixed in XP x64.
XP64 also removes most unsafe ActiveX controls and improves stand-alone network security (same implementations as 7 I believe)

Aero (from 7) can most likely be ported over XP wih wrappers and extended libraries.
(along with version control to extend the support wrongfully blocked by MS)

yes, this means most of the stuff that now works with 7 should work near flawlessly with XP.
I just wish someone would actually get off their lazy butts and actually port it.
(I can't as I can't program in C++, and as everyone knows, have UMC/UGC/UGE to deal with)
Correct me if I'm wrong, but it sounds like he needed physical access to the computer first before he could hack it.


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on October 04, 2014, 04:19:08 PM
Correct me if I'm wrong, but it sounds like he needed physical access to the computer first before he could hack it.
not with python :3
I have personal experience with that XD


Title: Re: Universal Model Converter - updates
Post by: Sammi Husky on October 04, 2014, 11:28:09 PM
ooookkaaayy OS preferences aside, just being on the internet nowadays puts information out there. Even just speaking on cell phones or texting puts info our there. The way i see it, if people don't attract attention then people won't need to be one of those who experience said negative things. I understand you want your privacy and such, and that's fine. But, this isn't the time nor place to discuss OS choices. You can create your program to be universal to the OS's, and it won't be any skin off your back bro. .__. Let people decide for themselves if they want to run it on an aero system. Well, that's my opinion at least. It would be pretty dang suckish to not be able to use this on my casual comp and just have to run wine on my linux machine or something :/

Anyways, im not against you or your opinions man. Just...i'd like to see the discussion in this thread come back to the program rather than OS's :)


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on October 04, 2014, 11:47:27 PM
ooookkaaayy OS preferences aside, just being on the internet nowadays puts information out there. Even just speaking on cell phones or texting puts info our there. The way i see it, if people don't attract attention then people won't need to be one of those who experience said negative things. I understand you want your privacy and such, and that's fine. But, this isn't the time nor place to discuss OS choices. You can create your program to be universal to the OS's, and it won't be any skin off your back bro. .__. Let people decide for themselves if they want to run it on an aero system. Well, that's my opinion at least. It would be pretty dang suckish to not be able to use this on my casual comp and just have to run wine on my linux machine or something :/

Anyways, im not against you or your opinions man. Just...i'd like to see the discussion in this thread come back to the program rather than OS's :)

+1

only one thing to gripe about though...
just being on the internet... good luck finding any information about me IRL :3
I dare you to try and figure out my real name (if you do, PM me) :P
heck, I don't even use a phone, nor want one XD


as far as support, it's python, and as long as an OS can run a python interpreter, favorably python.exe (which can run on both Linux and mac through an emulator) which means a smaller download, it can run UMC. :)
the only incompatibility issues you should experience are with the libraries I'm using, which SHOULD be cross-platform.

so yea, even though I refuse to support unsafe OS's and such, UMC/UGC/UGE should still work on them ;)

Post Merge: October 06, 2014, 07:27:43 PM
just wanted to mention, after getting to know more about GPUs and such since I made this claim,
and correcting my countless statements I made saying the wii doesn't have a GPU...

no, the Wii HAS a GPU, but like most proper games today, the GPU is the only thing used.

so now I can correct my dozens of statements saying the wii doesn't use shaders.

I was wrong when I believed the TEVs were just duplications of OpenGL's abilities from the FFP.

and after playing around with Blender a bit more and seeing how GLSL shaders could be integrated into materoals through python scripts, I've been doing comparisons as to just how similar this is to brawl's TEVs

so now I can officially verify that YES the TEV data is basically it's own scripting language (in a way) which mimics the abilities of GLSL shaders.


I wasn't entirely wrong in my beliefs though, as GL's FFP is just wrappers for doing the same stuff, though the FFP uses the CPU as much as the GPU.

so yes, the TEVs mimick the GLSL shader system, but on a lower level, and with slightly more control.


so now everyone who told me I was wrong gets a cookie :)
(http://images-mediawiki-sites.thefullwiki.org/11/3/0/5/476911825833948.png)


Title: Re: Universal Model Converter - updates
Post by: N64killer on October 11, 2014, 08:33:44 AM
not to keep this off topic but where do these RAT files come from? Are they just another hacker's file or do they  appear once you installed windows 7 from the disc? Also to get this topic back on track how progress been?


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on October 11, 2014, 09:09:19 AM
not to keep this off topic but where do these RAT files come from? Are they just another hacker's file or do they  appear once you installed windows 7 from the disc?
from what hackers have told me, the RAT is integrated with the kernel...
(meaning it comes with Windows)

not knowing much about Win7's and Win8's files, I assume the RAT is in kernel32.dll (if that's what it's called, as that's WinXP's kernel name)

only way to remove the RAT is to remove the code from Win7's and Win8's source files and build a new dll.
(no promises, this might break Aero, meaning GUI problems)

My friend hasn't contacted me yet, so I still have no info about disabling the RAT with Python.
(that's the absolute best that can be done, because MS devs are retards)
^I might actually use Win7 and Win8 if I can at least disable it.

Also to get this topic back on track how progress been?
painful :P

I'm adding support to linux just so I can work on everything.
I'm having the same issues installing VS2010 as I did with XP...
only problem is, I'm not sure how to remove .NET in Wine.

with linux, you actually have support for both types of platforms :)
windows support is extendable, and is actively being worked on.

so anyways... until I can figure out VS2010 (newer versions don't work at all), I've stumbled across another cross-platform IDE with similar features called Code::Blocks.
unfortunately though, trying to obtain a python plugin is a real hastle...

I've also tried MonoDevelop which supports VS2010 SLN files, but again, doesn't support python...
I just need an IDE with intellisense code-hints. :(


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on November 02, 2014, 08:49:26 AM
just to bring a little life here, UMC3.0ad5 is almost half way ready for a release :)
http://smashboards.com/threads/universal-model-converter-official-development-thread.334292/page-8#post-17896722 (http://smashboards.com/threads/universal-model-converter-official-development-thread.334292/page-8#post-17896722)

once I fix these small issues (since materials work correctly now), I can work on the DATA functions


Title: Re: Universal Model Converter - updates
Post by: Sirkura on November 03, 2014, 02:11:07 PM
i tested the latest build on my comp, (not even sure if it is functional yet but was curious xD) but it seems to work fine for me on windows 8. i'm not 100% certain how to use it tho. i can see that you were able to import models, but i couldn't figure out how to do much more then open it at the time. i think i read somewhere as well in the last release it was not possible to export models yet?

anyway i was just checking in to see how progress was going. what can we epect in the next release?


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on November 03, 2014, 03:38:32 PM
i tested the latest build on my comp, (not even sure if it is functional yet but was curious xD) but it seems to work fine for me on windows 8. i'm not 100% certain how to use it tho. i can see that you were able to import models, but i couldn't figure out how to do much more then open it at the time. i think i read somewhere as well in the last release it was not possible to export models yet?

anyway i was just checking in to see how progress was going. what can we epect in the next release?
eh, the latest release right now still uses the old scripting system...
that's the reason why I stated the only possible exports were not much more than OBJ worthy (could get bones, but not weights)

and I do have a README in the release with info on how to use it :P

sorry that build has a horrid GUI :P
I can't do too much to the GUI w/o maxing out one's CPU
(I can make a good GUI, but being a noob, I'm using the wrong interfaces)

this next release will still use the CPU as I'd have to completely rebuild GUI.py to make it run on the GPU...
(I'd rather rebuild UMC and THEN redo the GUI, when most of my work in the viewer will already use the GPU)

one problem with using the CPU like I'm doing is it's extremely slow and weak compaired to the GPU.
the only upside the CPU has is it's ability to handle more advanced data structures.

so while I'm still using the CPU, I'll do my best to optimize the draw-code and make it alot less tasking on the CPU.
just keep in mind, the more you have displayed in UMC's window, the higher the CPU usage will be.

this is the main problem with OpenGL's Fixed Function Pipeline.
UMC 3.0 will fully use the GPU, and if needed will wait for the CPU to process a few requests.
(this is how animation will be much more possible to display in 3.0)


let's not forget, Python is slow when compared to C++, though it's not the slowest language for being interpreted :)

what can we epect in the next release?
the only reason I'm still working on 3.0a is because 3.0 is going to take a heck of a while to develop (with me being the only one working on it)...
however, I've modified the SES format with NBT support (bump maps), so I'll probably push out a few more releases before officially scrapping it. :)

as of the next release, you can expect to write scripts using the functions supported in UMC 3.0:
http://tcll5850.proboards.com/thread/182/layout (http://tcll5850.proboards.com/thread/182/layout)
^ I do intend to document these a little better

What this means is that any scripts you write for the next release of 3.0a will work in 3.0 whenever it's released. ;)


one problem that still persists in 3.0a though is library support is very lacking...
so try to keep things at script level, or contact me if you need help on an advanced interface with extended support.

a problem with the library support is that UMC's viewer uses the CPU to do it's work, however, the model displayed is stored in GPU RAM, so it's kinda hard to gain access to the data for modification.
(scripts are not allowed to have this kind of access as they're meant to be single file)

OpenGL does provide an interface to share data between the CPU and GPU, but doing so requires a shader to properly handle the data, which UMC 3.0a lacks.


This means something like my minecraft library will be pushed back to UMC 3.0.
I can still work on basic scripts for this, but you won't see any viewable features until 3.0.


the purpose of a library is to provide extended and shared support for scripts, thus meaning your scripts can be made smaller and contain less code, rather than contain duplicate codes.

the only library I have right now to test with is for Nintendo texture formats (RVL_IMG.py)
this is being used across my TEX0 and DAT scripts


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on November 06, 2014, 10:02:51 PM
may as well post an update :)

this is the kind of support you can expect to see by the next release: ;)
(https://cloud.fernode.de/index.php/s/XRLR85cZrE6tgPm/preview)
http://smashboards.com/threads/universal-model-converter-side-development-thread.334292/page-9#post-17926136 (http://smashboards.com/threads/universal-model-converter-side-development-thread.334292/page-9#post-17926136)


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on January 28, 2015, 10:42:08 PM
another update

so I've been working on completely overhauling and rebuilding the GUI, and this is currently how far I've come:
(https://cloud.fernode.de/index.php/s/7dJPkMxEazqfzfJ/preview)

and oops, I messed up with the text and used the widget names... lol
that's a simple fix :P

soon enough this thing will be functional, and I can start working on the rest of the UI ;)

this rebuild uses a crap-load less CPU and is alot easier to work with.
this means I can add alot more with alot less hassle and alot more efficiency (more FPS).

I'm still a ways away from a release, but I'm slowly crawling there as I add more functionality and widgets :)
(I'm hoping to get script-GUIs working as well, now that I have an interface that can handle them) :D


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on February 07, 2015, 11:34:27 PM
figured I may as well post an update since the GUI has now come a long way since I got the dialog working :)
(https://cloud.fernode.de/index.php/s/knC5DtXEEZitrTC/preview)

I'm still sorting out a few small issues with the select box functionality, but after this, I'll be working on the panels and perhaps a few options as well :)
or I might save the options for an update :P
either way, they'll be added ;D

since the UI is alot simpler to work with now, I might start updating a bit more often on here as well as other forums. ;)
but I think I'll save the updates for something major... heh

if you want the most up-to-date stuff, my most active location will be SmashBoards until my forum's activity picks up a bit better.
(not saying the inactivity is bad, I actually currently like it as it's less stress for me) :3


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on February 10, 2015, 07:52:14 AM
just thought I'd post another update :)

almost back in business :)
(https://cloud.fernode.de/index.php/s/g5eyqWdSMraYZ4D/preview)
and even missing images:
(https://cloud.fernode.de/index.php/s/pTYCszJ4aaTMAbY/preview)
ERROR: ugeSetImageData() image 'metal00' not found.
ACTION: Skipping

now I just gotta work on the export panel, which is roughly the same as the import panel,
and I think I'm just gonna restore the display panel to what I had before.


Title: Re: Universal Model Converter - updates
Post by: pikazz on February 10, 2015, 09:13:28 AM
question, what animation formats will it be able to export?


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on February 10, 2015, 10:37:29 AM
question, what animation formats will it be able to export?

well... when animation support is being focused on...
any formats you could write a script for. :)

here's a piece from COMMON showing planned support ;)
Code:

global _UGE_Scripts; _UGE_Scripts = {
    UGE_MODEL_SCRIPT: { 'Import':{},
                        'Export':{} },
    # I'll leave this... might update FORMAT later (SES can suport it w/o messing anything up)
    UGE_ANIMATION_SCRIPT: { 'Import':{},
                            'Export':{} },
    UGE_IMAGE_SCRIPT: { 'Import':{},
                        'Export':{} },
    UGE_PALLET_SCRIPT: { 'Import':{},
                         'Export':{} },
    UGE_COMPRESSION_SCRIPT: { 'Import':{},
                              'Export':{} }
    }

I should change "might" to "will" lol

also, that's SESv1 supported internally by 3.0a
VIEWER can't support animation w/o some huge framerate drawbacks.
but FORMAT can, which I can add later. ;)

back then I wasn't sure if this interface could handle it as it was only an idea... heh

I plan to have a release out soon after if not within the week ;)

script support is not planned because UMCSL cannot run properly in this build.
UMCSL will be supported by 3.0 (along with alot of other stuff 3.0a just can't do well, if at all)

Post Merge: February 12, 2015, 07:54:48 AM
well...
I hate to say it... but I'm not gonna be able to make the release...

it WILL be extremely soon, but I can't exactly say how soon

hey at least I'm not like the low-lifes at Ubisoft. XD
I want to clear up as many bugs as possible to have this thing as functional as needed by the release. ;)


Title: Re: Universal Model Converter - updates
Post by: DarkPikachu on February 14, 2015, 05:01:14 PM
]I'm just about ready to go into beta testing before releasing :3
(https://cloud.fernode.de/index.php/s/sY8FT5gERGaG38J/preview)
I'm just now restoring KBd interaction with the UI and fixing minor display issues

CPU usage has gotten better as well (the purpose of the new UI, aside from making things easier to work with):
(https://cloud.fernode.de/index.php/s/RKwTfGCDyKTd2cP/preview) - old UI
(https://cloud.fernode.de/index.php/s/2RgEHiSZNRSpYWg/preview) - new UI (with import)

I've still got a few optimizations I can do, but that'll take a while to clean up.
so I can promise a release here soon :)
(I just can't say how soon as big issues could arise during beta testing)

Post Merge: February 15, 2015, 01:28:49 PM
I AM NOW BETA TESTING! :happy:

for those who want to try it out, download a zip of my folder here:
https://copy.com/3Zg7S8HwFyVaXstm (https://copy.com/3Zg7S8HwFyVaXstm)


(http://i.ytimg.com/vi/PT79IVQ-89I/hqdefault.jpg)
Please understand, this is my active collaborative repository, which is updated as I edit the src.
alot of included scripts here don't work properly if at all and won't be in the release.

the official release will be hosted on GitHub ;)

Post Merge: February 15, 2015, 04:29:19 PM
just to notify, I know about the GL error on some model imports:
Code:
importing TyPichu.dat 100%
Converting from import format...
Verifying data...
Finalizing...
Updating Viewer


Traceback (most recent call last):
  File "Z:\home\tcll\sync\copy\UMC_v3.0a\API.py", line 40, in run
    VIEWER.Init()
  File "Z:\home\tcll\sync\copy\UMC_v3.0a\data\VIEWER.py", line 1039, in Init
    else: __Draw_Scene() #no 3D display
  File "Z:\home\tcll\sync\copy\UMC_v3.0a\data\VIEWER.py", line 565, in __Draw_Scene
    __GL.glCallList(__MODEL_DATA)
  File "Z:\home\tcll\sync\copy\UMC_v3.0a\data\Python\x86\lib\site-packages\OpenGL\error.py", line 208, in glCheckError
    baseOperation = baseOperation,
GLError: GLError(
err = 1281,
description = 'invalid value',
baseOperation = glCallList,
cArguments = (270L,)
)
this will eventually be found, I'm not sure what causes this, so please don't report these cases ;)


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on March 30, 2015, 11:57:26 PM
just wanted to announce a major update to a few things, see here: (too much to fix up and post on here)
http://smashboards.com/threads/universal-model-converter-side-development-thread.334292/page-11 (http://smashboards.com/threads/universal-model-converter-side-development-thread.334292/page-11)
(https://cloud.fernode.de/index.php/s/kjWLFb9qgB6YxK6/preview)

it's still not exactly close to an actual release, but things are being worked on ;)


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on April 04, 2015, 08:56:45 PM
I think I'll just leave this here :3
(https://cloud.fernode.de/index.php/s/SZTwJXjJSENAJYY/preview)


Title: Re: Universal Model Converter - beta testing
Post by: DSX8 on April 04, 2015, 08:58:31 PM
stages ehh? noice :vyse:


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on April 04, 2015, 09:33:41 PM
yeh, it seems my hype is cut short though as it's literally the only stage that has shown anything on import w/o an error out of what I've tried so far.

eventually though once I figure out these extra structures (Shuall is providing some amazing documentation) I should eventually have the stage displaying as well as in Melee :)

though still, UMC currently doesn't support lights other than it's own, so that's a bit of a drawback for the release...
I've still got a crap-ton of functions to port and more support to add to make it suitable enough to release.

EDIT:
idk why the smileys are misbehaving >.>

EDIT2:
and I just deleted the 2nd half of my post because this thing screwed up 9_9

I'm not retyping that

the smiley is in the middle of the post not here -->

Post Merge: April 04, 2015, 11:06:17 PM
more stuff here:
http://smashboards.com/threads/universal-model-converter-side-development-thread.334292/page-11#post-18908735 (http://smashboards.com/threads/universal-model-converter-side-development-thread.334292/page-11#post-18908735)


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on April 11, 2015, 06:53:02 AM
just wanted to make a mention :)

(https://cloud.fernode.de/index.php/s/BTFxFzYwofF5ddw/preview)

older:
(https://cloud.fernode.de/index.php/s/7pdPPNma9CwKrQ8/preview)

I'm still working things out ;)

EDIT:
btw, I want to mention, during the next few updates before I officially scrap 3.0a, we may or may not see a dev6
and definitely not a dev7

the devs usually update with a major interface change.

by rights this current version should actually be called 4.1b (due to another (almost) major rebuild), but recent sub-standards and no releases have kept the version at 3.0a

for those who need an explanation as to why there's still no release yet:
the front-end interface is still far too shoddy and the data verification is still incomplete,
though it's being worked on with my best knowledge: ;)
Code:
def __VerifyBoneTree(BID,Data,children,wpbind,wptransform):
    BoneName, BDL, (l,r,s), Res, Bind, Inv_Bind, PBID, PrBID, CBID, NBID = Data
    
    default = __rr.Matrix44(DM) # default (same as identity)
    
    transform = __rr.Matrix44.from_scale(s) * __rr.Matrix44.from_eulers(r) * __rr.Matrix44.from_translation(l) # Local Transform
    bind = __rr.Matrix44(Bind) # Local Bind
    inverse = __rr.Matrix44(Inv_Bind) # World Inverse Bind
    
    wtransform = __rr.matrix44.multiply(transform,wptransform) # World Transform
    wbind = __rr.matrix44.multiply(bind,wpbind) # World Bind
    
    cinverse = __rr.matrix33.inverse(wbind)
    if (transform == bind).all():
        if (default == bind).all(): # possible problem (this may be the proper local location)
            if (default == inverse).all(): # this may not be the proper locations
                if (default != wpbind).all(): # assume identity to parent and recalculate the inverse bind.
                    inverse = __rr.matrix33.inverse(wpbind)
            else: # recalculate defaulted bind and LRS
                wbind = __rr.matrix33.inverse(inverse)
                pinverse = __rr.matrix33.inverse(wpbind)
                bind = wbind * pinverse
                transform = bind
                
        else: # make sure the bind matches the inverse
            if (default == inverse).all(): # this is obviousely wrong
                inverse = __rr.matrix33.inverse(wbind)
            elif (cinverse != inverse).all():
                inverse = cinverse
    
    elif (default == bind).all(): pass
    elif (default == transform).all(): pass
    else: # neither are default, but don't match
        pass
    
    # recalculate
    #wtmtx = __rr.matrix44.multiply(ltmtx,wptmtx)
    #wbmtx = __rr.matrix44.multiply(lbmtx,wpbmtx)
    
    if BID in children: # if this bone has any children
        for CID in children[BID]:
            __VerifyBoneTree(CID,Data,children,wbind,wtransform)
^ what does this do?

after everything has been imported, the data is still likely unstable, especially for bones.
what this does is gather the current bone's LRS, Bind, and Inverse coords (for each bone) and tests to make sure everything matches accordingly and even attempts to fix what doesn't match.

what this means is you only need to specify 1 of any:
- Loc,Rot,Sca
- Bind Matrix
- Inverse Matrix

and the verifier will calculate the rest.

if everything is defaulted and nothing is supplied, the verifier maps the Inverse to an inverted world-bind matrix at the parent's location.
(LRS and Bind don't need to be touched as they're locally defaulted)

so all in all, the verifier stabilizes the supplied data to make it display and export properly as needed.


Title: Re: Universal Model Converter - beta testing
Post by: DSX8 on April 11, 2015, 03:24:06 PM
r those maps from kirby air ride?


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on April 11, 2015, 04:44:27 PM
r those maps from kirby air ride?
What else could they be (https://copy.com/wwlvxFgXYb74YcLV) :3


Title: Re: Universal Model Converter - beta testing
Post by: BlackJax96 on April 11, 2015, 06:06:10 PM
([url]http://lh6.ggpht.com/-ker8qnEJRn0/VSih2uSvcrI/AAAAAAAAI2g/lrgKleluxtA/s802/UMC_DAT_KAR_Stage3.png[/url])


I'm cry


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on April 11, 2015, 06:11:05 PM
/me hits like button


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on April 29, 2015, 06:46:15 PM
just so everyone knows, I'm currently stuck at the end of my knowledge...
if anyone would like to help out, I'm trying to figure out how to calculate the bind matrix from the supplied LRS coords.

I'm doing LRS only for supplying data to UMC's bones as it's the only solid method to start off with w/o alot of work

if you don't know, Sm4sh .vbn (bone data) files don't have any matrices...
and with my knowledge in game development, the LRS is the root of all bone matrix data.

I'll add matrix functions later for formats that only supply a matrix (such as DAE)


so could anyone knowledgable help me out with creating a proper matrix from the LRS coords please :)
every attempt BJ's tried giving me has failed...

so UMC's currently at a hault until I know what I'm doing. :(


Title: Re: Universal Model Converter - beta testing
Post by: Shinobu Nyan! on May 21, 2015, 02:44:36 PM
Sorry for posting almost a month after the last post, but I want to state that in the time I was  absent this as really progressed a lot. Can't help on the progression side, but I hope you can learn whatever you need. It would be sad to see this project die.


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on May 25, 2015, 01:12:33 PM
Sorry for posting almost a month after the last post, but I want to state that in the time I was  absent this as really progressed a lot. Can't help on the progression side, but I hope you can learn whatever you need. It would be sad to see this project die.
haha, don't worry, I don't believe in dead threads ;)

personally, I see nothing wrong with necro-posting...
it's not like a thread disappears from the internet just because it hasn't been posted on in 3 months.
lol
to me, dead threads create clutter, so why promote creating more clutter by posting another thread after one dies... why not just resurrect the old thread if you have the same problem or a solution for it, or just wish to post info... blah blah

anyways, don't worry about this project dieing, if I ever quit, I'm releasing my unfinished source with descriptions on my ideas...
but I've got too much to look forward to to be quitting on this project any time soon ;)
I have too much hype and a burning passion for this project and everything about it.


many thanks for your concerns =3

not sure if I mentioned here, but UMC_SIDE might just make an appearence in the next release ;D

I'm currently rebuilding the program to be developer-friendly (meaning friendly to me and my group), more efficient (no more array lookups for widgets), and much much cleaner.

by god, SIDE was probably my most dirtiest code, to the point I had to write an extension module for UMC 3.0
heck no, I've taken that and re-written a moddable decorator for UMC's API which is currently being built into 3.0a's API.

what this means is I can keep SIDE's code local to SIDE instead of putting a quarter of it in UMC.


I've also been working on much more automation tricks for scripts:

switch( bu8, { 0: '''#python code''', ...} )() #WIP

field( [1,7,15], bu8 )() #read bu8 bit-field
field( [1,7,15], bu8 )( [0,2,8] ) #write bit-field as bu8

there's much more I'm working on than that :)
I don't update much here though due to kc-mm restrictions.
please follow me where the big crowd is for the up-to-date stuff: ;)
http://smashboards.com/threads/334292 (http://smashboards.com/threads/334292)


Title: Re: Universal Model Converter - port to GLFW3 and some Intel Chipset issues
Post by: DarkPikachu on June 10, 2015, 11:08:08 AM
so I've ported to GLFW... still havn't fixed the bone issue yet...

for exporting, the LRS is still as good as supplied if supplied in parent relation
the problem though is UT data can't be transformed w/o the matrices,
and I'm not getting or finding anything legit to build the matrices.
so I can't make a release until I can build the matrices properly.

I was using BrawlBox matrix building functions, but if you followed my SB thread, you saw how bad that was...
I'm now using the matrix building functions from transformations.py through _transformations.pyc using the slow numpy arrays.

anyways, so the port to GLFW now works on:

windows:
(https://cloud.fernode.de/index.php/s/9s6bm9rWmKirMXC/preview)
^ intel chipset not registering font textures (invalid value)

linux: (not sure about mint, APott has yet to test that for me)
(https://cloud.fernode.de/index.php/s/TsQzLEZMGKKECMk/preview)
^ screenshot tested on Xubuntu 14.04

mac: (Matt Sitton is working on a native python implementation with his screenshot here)
(https://dl.dropboxusercontent.com/u/37405488/umc_mac.png)
^ intel chipset not displaying the model textures correctly.

I'm also working on some minor GUI improvements.
porting to GLFW means only having to build my display lists once :)
(no more SDL deleting the display lists)
however, now my CPU usage averages around 75%


EDIT:
btw, I should also mention, this somehow works perfectly now:
(https://cloud.fernode.de/index.php/s/XjJwDsJsc89Ykpz/preview)

Post Merge: June 11, 2015, 08:57:59 AM

fixed the CPU usage issue =)
apparently I was drawing roughly 1000 frames or so... lol

so I've limited the redraw to your primary monitor's refresh rate:
time.sleep(1./mode.refresh_rate)

the good thing about this is I can now re-implement 3D shutter display :)
(should work with BT/USB shutter glasses)

my CPU usage is about ~35% now with chromium and other things going :P

EDIT:
erg... forgot about the annoying post merge delay...
this is one reason I don't post here much >_<


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on June 18, 2015, 08:23:06 AM
well here's an update :)
wrote a nice little hacky model script which exports all imported images as png images :)
(https://cloud.fernode.de/index.php/s/Ya83Yrsjg3CjZwk/preview)
I'll include this with the release ;)

here's the script btw:
Code:
ugeScriptType(UGE_MODEL_SCRIPT)
ugeScriptFormats('PNG Textures', ['dummy'])

def ugeExportModel(T,C):
    while ugeImagesExist(Global=True):
        name = ugeGetImageName()
        ugeGetImageData('%s.png'%name, isfile=True)
probably my smallest script yet :P


Title: Re: Universal Model Converter - beta testing
Post by: Afterthought on June 18, 2015, 09:42:19 AM
It's a damn shame no one posts here. You're doing some excellent work with this program.


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on June 18, 2015, 11:12:22 AM
It's a damn shame no one posts here. You're doing some excellent work with this program.
aww man big thanks :)
don't worry, I still have yet to get anything on SmashBoards, VG-R, my forum, and the Mario Kart community (though I update the least there due to attitudes and behavioral problems)...
there's also alot of other forums who havn't responded.

but I know I've got alot of watchers :)

I deeply want to make this release so bad, but I can't until all issues are cleared.
at least updating the backend like this is making things easier to work on :)


I should also mention, I have a co-dev.
I mentioned him (Matt Sitton) before with the mac screenshot, but with no detail about him.
so yea, he's helping me get up to date with my python coding standards, and is also helping me make UMC more cross-platform with less issues.
(all UMC needs is portable python interpreters in their own isolated environments)
^this means you don't need to install anything

portable python (what I'm currently using which is windows x86 only) is only 18MB without it's Lib/ directory, but it includes all the base libraries and binary modules for things like tkinter and such

as for current progress on this, I've managed to get it running on all 3 of my machines (I've still got the font issue on my secondary compy) and also have it running on Matt's

the only problem I have with Matt is he's using a local python installation rather than UMC's provided interpreter.
the problem with this is alot of modules will be loaded from native directories instead of UMC's directories, which will cause alot of unexpected results.

so Matt's intending to work on a C-loader while I work on finding something more cross-platform.

I've looked into Pyzo, but that's python34 where I need python27
(copying the linux and mac interpreters would add roughly 300MB to the release due to the dependencies)

so yea, I've still got alot of work and cleanup to do.


for another thing I'm trying to do, there's this channel for Wii called Wii Channel TV or something...
Lars informed me about it and sent me the files.
the channel's data uses the same Hal Labs DAT format, but this time there's an interesting twist.
the format actually has string structures, giving it a pseudo string table just above the relocation table.
the format of this table is very similar to MDL0 strings, however, there's only a 1-byte pad string or perhaps a stop character.
(I'm guessing the stop character may only be needed if the hardware (Wii or WiiU) ignores the string size)

in any case, most structures are the exact same as Melee or Kirby AR, however I've run into an object structure who's "material offset" is 0x04 which translates to 0x24.
the structure at that location starts at 0x00 and is over 32 bytes...
so yea, it's causing my script to cough.

I havn't gotten much further than this, but I'm looking into it :P

EDIT:
now that I'm on my compy and not my WiiU, here's a few links :)

download and test UMC 3.0a: https://copy.com/gs8OGUauqMuQmjtl (https://copy.com/gs8OGUauqMuQmjtl)
you can start working on scripts if you like, but things are currently strict.
if you need help with anything, send me a contact request on skype explaining as such. ;)

writing UMC-scripts is getting increasingly simpler as development continues with focus set on automation
(automation is the process of passing data to UMC with little to no use of variables)

example:
Code:
        weights_list=[
            array( [bu32,bf32], label=' -- [ [Bone_Offset, Weight], ... ]:' )( offset=WO+32
            ) for WO in array( bu32, label=' -- [ Weight_Offset, ... ]:' )( offset=weights )
        ] if weights>32 else []
^would be easier to read with syntax highlighting
basically the code is a large 1-liner that reads nested arrays (in this case Melee bone-weight arrays)
it doesn't pass the data to UMC as the full definition of UMC's automation explains, but it's on it's way to doing so.

currently known issues with UMC:
- MDL0 is borked (need to redo the weights)
- other supplied scripts may or may not work correctly (I've intended to fix this but have been working on the backend support)
- UT transformation is borked (it's WIP but still doesn't properly transform)
- various functions don't work as have been advertized (havn't yet gotten to fixing or updating anything there)
- GUI laggs on large directories (I've explained this before but people don't seem to listen)


and for WCTV, here's the channel data: https://copy.com/gcFSKzb44SJyDGBZ (https://copy.com/gcFSKzb44SJyDGBZ)
what is WCTV?: https://www.youtube.com/watch?v=4amHBKlj6Nw (https://www.youtube.com/watch?v=4amHBKlj6Nw)


EDIT2:
I was wrong about WCTV's strings, apparently that start character is part of the string, the string is terminated by 0x00


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on June 21, 2015, 08:21:30 AM
WiiChannelTV data is supported :)
http://smashboards.com/threads/universal-model-converter-side-development-thread.334292/page-12#post-19475348 (http://smashboards.com/threads/universal-model-converter-side-development-thread.334292/page-12#post-19475348)


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on June 23, 2015, 09:05:00 PM
just for some news, here's for some support:
(yes I'm actually updating here first for once... lol)

who and all here remembers my blender script which could export bf32 vertices?
well, now I'm working on a script for UMC which can export more than the same data :)
more info here: http://smashboards.com/threads/zack-fair-tournament-legal-project.407245/#post-19483358 (http://smashboards.com/threads/zack-fair-tournament-legal-project.407245/#post-19483358)

also, I'm thinking about including the 32bit header regardless of float or int formats (that way you don't need to tell people more info when schooling them on how to hack with UMC) :P

as far as melee vertexing, I can only hope it'll work well since Melee vs Brawl is global vs local vertices >_>


btw, anyone know someone who could help me fix my MDL0 script??
(my weight issue with Pachi is now affecting almost all weighted models)


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on July 08, 2015, 10:23:10 AM
been doing some major work on the backend...
got scripts to load in their own private namespaces.
I'll do the same with libs and even implement multiprocessing support in an update.
(multiprocessing means I'll be able to display the imported data while it's importing)

but yea, I'll have a method for registering lib-functions with scritps as well:


@ugeScript() # register with all script types
def libFunction( arg ): pass

@ugeScript( UGE_MODEL_SCRIPT ) # register with model scripts only
def libFunction( arg ): pass

@ugeScript( UGE_IMAGE_SCRIPT, UGE_PALLET_SCRIPT ) # register with specified scripts only
def libFunction( arg ): pass



also updated the loader to be more dynamic:

Loading scripts...

ugeImportModel(): 9
|   UMC_SES.py
|   HAL_Labs_DAT.py
|   MDL02.py
|   MMD_PMD.py
|   testBoneRel.py
|   Sm4sh_NUD.py
|   NTDO_MDL0.py
|   Wavefront_OBJ.py
|   HAL_Labs_DAT2.py
|
ugeExportModel(): 3
|   UMC_SES.py
|   PNG_Textures.py
|   Wavefront_OBJ.py
|
ugeImportImage(): 2
|   NTDO_TEX0.py
|   IMG.py
|
ugeExportImage(): 1
|   IMG.py
|
ugeImportPalette()/ugeImportPallet(): 0
ugeExportPalette()/ugeExportPallet(): 0
ugeDecompressor(): 0
ugeCompressor(): 0
ugeImportArchive(): 0
ugeExportArchive(): 0
Bad Scripts: 0

what this means is I'll now be able to extend script-type support (such as game scripts and logic) w/o having to update the loader.

still have yet to find the UT problem that's plaguing UMC's release though... :(
it's pinpointed to have something to do with the weights...

Post Merge: July 08, 2015, 05:28:45 PM
see update on smashboards ;)
post-merge can suck itself. :P

Post Merge: July 10, 2015, 08:51:17 AM
*removed post because it's not at the top of the page*

yea screw this, if you guys what updates, please visit my SmashBoards thread.


Title: Re: Universal Model Converter - beta testing
Post by: Sir Soundwave on September 18, 2015, 11:13:36 AM
I'm cry
Is there a version that I can test?


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on September 18, 2015, 11:30:50 AM
well... it's unofficial, and there's alot broken with it in terms of support, but you can download my repo if you like:
https://copy.com/DB24NZi4ejlxFo4I (https://copy.com/DB24NZi4ejlxFo4I)
MDL0 (Havok) needs a re-write... I'm getting no help with understanding my issue with the bones:
(https://cloud.fernode.de/index.php/s/re8oBQQRsZ6P2qS/preview)
I'm also noticing not all weights are applied, same with this Melee trophy:
(https://cloud.fernode.de/index.php/s/j54DFBmSTxwDZCy/preview)
^not sure if that's the scripts or if it's actually something in my backend/transformer

and I've never gotten an answer to my question about how brawlbox handles invalid definition links...
Pachi for example has a vert-matrix primitive that references the definition ID of 2, which doesn't exist in Pachi's definitions.

also, I've done a little work on the transformer and fixed half of the Singular Matrix issues which comes from matrix inversion, however the other half is in the data verification, which is many times harder to fix...

so... yea... issues...

EDIT:
for some good news though, I've removed that annoying '...' at the top-left of the screen and sorted the file-browser directory list from A-Z, so that should be alot easier...

I'm currently trying to work on intellisense (code-insight) for SIDE
(I need SIDE to fix my MDL0 script, since nobody will help me)


Title: Re: Universal Model Converter - beta testing
Post by: Sir Soundwave on December 20, 2015, 07:27:13 AM
Ugh World's latest reply...
 Anyway I'm getting this error
Quote
___________________________________________
ERROR in
action number 1
of Create Event
for object <undefined>:

Cannot execute "C:\Users\tyler\Universal_Model_Converter_dev4x-main\data\Python\x86\python.exe" loader.py x86
"ignore" just closes it.


Title: Re: Universal Model Converter - beta testing
Post by: DarkPikachu on March 12, 2016, 10:05:51 PM
sorry for the late reply... I've had no internet since November...

I know the dev-version on copy doesn't work, there was actually a slight tragedy before I lost net...

but now... there's been alot that's been completely redone and ported,
but I still have yet to actually update copy.
I hope you guys have been following smashboards to stay updated. ;)
(due to my position, I don't have all the time to update everywhere)