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3916  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Mesh & Textures IMPORTED!!! Check OP on: March 31, 2011, 05:07:23 PM

it's not really parallel :/

his only does a single conversion...

mine handles multiple conversions for almost any file type...

I need to redo a few functions though DX<

Who said I wasn't going to add import/export for other model types when I was done X)
I'll know most of the model parsing code like the back of my hand by then Cheesy
3917  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Mesh & Textures IMPORTED!!! Check OP on: March 30, 2011, 08:48:35 PM
Wait, are you saying the model headder thing is the only thing stoping you??

I'm pretty sure, but it's not as easy to fix as you might think. I can't just open a hex editor and change some values around. I have to MAKE and set the values from scratch using a system Kryal has set up that I don't fully understand yet...
3918  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Mesh & Textures IMPORTED!!! Check OP on: March 30, 2011, 06:42:14 PM
Let me know how it goes. Especially if it fails in some humorous way XD

Well it won't be enough to fix everything, I'll tell you that >_< It'll just be a few extra values set correctly. I think the problem is because I'm rebuilding the entire model and not each group inside the model seperately. I'll try that
3919  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Mesh & Textures IMPORTED!!! Check OP on: March 30, 2011, 06:20:35 PM
Ok, I'll pre-set those values in the struct for the mdl0 header (if they aren't set already)
3920  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Mesh & Textures IMPORTED!!! Check OP on: March 30, 2011, 06:03:16 PM
Hmm... as a fix, try running it through the auto-header fixer for imports (Probably terrible advise, but the worst thing it can to is not work)? Or can it not be saved at all in any form?

It can't be exported or saved at all.
3921  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Mesh & Textures IMPORTED!!! Check OP on: March 30, 2011, 05:51:40 PM
Hey everyone quick update, I figured out how to create the correct headers for each node in the model but they're returning the wrong values, like 824327534 for the brres offset. I now know how to create instances of folders though so I just need to figure out this header issue (which will still probably take a while since I don't fully understand it yet) and that will automatically correct everything in the mdl0 so it can be saved/exported.

If you didn't understand anything I just said, it's ok lol
3922  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Mesh & Textures IMPORTED!!! Check OP on: March 29, 2011, 06:15:08 PM
Then don't say pretty damn close! lol

So what about a percentage? From your attitude...maybeee....around 65% or something?

idrk, I guess
3923  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Mesh & Textures IMPORTED!!! Check OP on: March 29, 2011, 05:32:36 PM
Ehhh 
So uh blackjacks....how close are we to being done with this piece of badasness?

Pretty damn close, let's just put it at that. But don't get your hopes up
3924  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Mesh & Textures IMPORTED!!! Check OP on: March 29, 2011, 04:42:28 PM
I have a question:

Is it already possible to import simple stuff like blocks and spheres and the such from outside?
And about bone adding, is it possible to import bones added in 3DSMax/Blender as well?

1. Yes and no. Export/Save isn't possible with an imported model because too many values are null (I need to set them)

2. Yes. It builds the bone structure perfectly and you can even view it in the viewer, but I haven't rigged a model yet to test it with a mesh so I don't know if weights work yet, but they should.
3925  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Mesh & Textures IMPORTED!!! Check OP on: March 29, 2011, 04:25:00 PM
Sorry...

i was asking anybody. for i'm completely new to this.

so sorry, i'm still looking.

if i cannot find a model, i'll just make one in DAE format.

I don't think he was responding to your post, he was talking about that earlier
3926  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: BlackJax96's Various Mod Projects: Konata, Nel, a Chao, and... the PPGZ!? on: March 24, 2011, 05:52:34 PM
Sorry for the DP, I'm on an iPad...

You may want to update your OP/title with this new stuff you've got. Wink

mmmmk Awesome Face
3927  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: BlackJax96's Various Mod Projects: Konata, Nel, a Chao, and... the PPGZ!? on: March 24, 2011, 04:35:10 PM
wait who is yoko and fladre on?

I practically died when I saw that mmd model of Yoko it was so awesome, XD Yoko will probably be on someone like, i dunno... ROB probably.
And Flandre will be over whoever Roo chooses to put her over.
I think I'm going to port the Konata model over Lucas and make a psa.

Don't worry guyz I'm working on the Brawlbox importer like a madman! (But I'm not insane Tongue ...yet)
3928  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: BlackJax96's Various Mod Projects: Konata, Nel, a Chao, and... the PPGZ!? on: March 23, 2011, 05:09:14 PM
So you're gonna restart with an import once the converter is finished?


Sorta, I'm still gonna finish my vertex but I'll focus on the import more (it also has customizable face morphs!)

Here's the import. The renderer didn't render any shadows and yes, the model DOES have a mouth.

And a few other models I'll be importing (all with customizable face morphs) Cheesy
Yoko:

Flandre:
(I had the wrong settings on the renderer so it's bright lol. Btw this is for Roo.


So, how close are we to a full release.
Let me guess.... impossible to say?


I could give a guess, but I don't want anyone to rely on that date and be disappointed if I don't meet it. I'm still studying Kryal's code too, it'll probably be a while before I can create a whole new mdl0 correctly.
3929  Help & Tutorials / Help / Re: Vertex Help! on: March 22, 2011, 07:17:22 PM
You can't just glue two characters together.

I'm not trying to. I just want the Hammer on his hand!

you would have to export it onto Dedede, hex out the rest of him, then call it using PSA and articles.
3930  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Mesh & Textures IMPORTED!!! Check OP on: March 22, 2011, 05:37:15 PM
I hope that, when this is finished, someone can rig the Naruto import model with Ike's boneset.

about that (bones and rigging)

can you take a short break to work on a bone adder / placement editor
that would kinda be more useful than a dae importer right now :/
(kinda doing what TSG's BTE was supposed to do)

@ds22: You can start rigging the model now, so you can import it asap. (I've already started ripping and rigging models I'll be importing)

@tcll: I'll work on it, like I said.
Sadly, I don't really know how to rig a model.

Me neither! Cheesy I'm teaching myself as I go lol
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