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46  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Shrine of BeyondYou: Back to hacking Wednesday. Seriously. on: June 21, 2011, 11:03:55 PM
Nope, BLU.

I'm just glad someone else knew what I was talking about XD
So basically, you're halfway through making an amazing new application that can solve all of our NUMEROUS problems regarding normals and patching, and you think there is going to be absolutely no demand for it?

You nuts man? I'd love that so much! Maybe I'll get back into hacking if you finish it. If I were more confident in my programming ability (halfway through a CompSci course myself) maybe I could even help you in some way.

Ignore that "Person" person. He's just trolling you

I'm much less than half. The only usable thing from the current build is the vertex parser. I may make it, but there will be no need for it when BJ releases his model importer, this one of the major, unsaid reasons to why I don't want to make it.
47  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Shrine of BeyondYou: Back to hacking Wednesday. Seriously. on: June 21, 2011, 06:51:14 PM
I'm not sure, I THINK this program would be used by some others with these issues. If you feel it's not worth it, though, it's your time, no one can complain. Tongue

Stop trying to talk me into updating my program so Vegeta can be fixed, he is manually fixable (but without any sort of programing knowledge, it could be a really long, boring, chore).
48  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Shrine of BeyondYou: Back to hacking Wednesday. Seriously. on: June 21, 2011, 06:44:54 PM
But are you in some way going to fix vegeta?

Tell you what, if I feel the sudden urge to update my program for whatever reason, you can all fix him yourself, 'k?
49  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Shrine of BeyondYou: Back to hacking Wednesday. Seriously. on: June 21, 2011, 06:04:59 PM
Just to clear some stuff up about Vegeta. I'm not directly fixing Vegeta, I was going to use a beta of my program to fix his normals (which I still have not made).

The reason I have barely worked on my vertex program is because I don't receive any signals that people want it to be made and since I hardly make any hacks, I don't really need it either. Just to apply transforms properly, I need to rewrite like 80% of my code and add a whole bunch extra (this is just for the verts, the other stuff is even more on top of this), which I don't feel like doing (nor do I have much time for it). Why would I make something for 1 hack that isn't even mine?

Well the point I'm trying to get at is that while the code isn't terribly difficult for me to create, it is time consuming, flat out boring and people might as well refer to it as "The Program That Will Fix BeyondYou's Vegeta". I'm not going to create something for such little purpose, I'd rather work on other things.
50  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion & Brawlbox v0.64 Modset Development on: June 20, 2011, 06:56:53 PM
lol
if webcams don't work then how come 3D scanners are possible with them XD

anyways...
hate the 360, love the Kinect

btw...
it's $140.00 for a Kinect

3D scanning works off regular video and light being tracked on a surface. Kinect is a whole different deal.

As for the Kinect animations, I like the idea, but with other programs that have supported it, models seem to fidget about, but I guess tweaking the bone in the center should fix that.
51  Help & Tutorials / Help / Re: Mdl0 to DAE Converter on: June 18, 2011, 11:37:10 PM
Look at any of the vertex hacking guides.
52  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion & Brawlbox v0.64 Modset Development on: June 18, 2011, 11:35:09 PM
They didn't praise me >.>
53  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Illegal? on: June 18, 2011, 06:37:54 PM
alright. thanks, this can get locked now. i am keepign them up.

I just want to know, has anyone even donated? Your hacks don't really have many downloads and you aren't really the most popular hacker on the forum.

If you are bringing in some donations, keep it up. If you aren't, you should probably take it down, for your reputations sake.
54  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Shrine of BeyondYou: Back to hacking Wednesday. Seriously. on: June 18, 2011, 08:39:05 AM
I accidentally voted for "Keep trying to fix Vegeta! Don't wait for VILE.", I was supposed to vot for "Something Beyond would like but most people wont give a sh*t about.".

Anyway, lets talk about Vegeta. I'm going to release a new version of my program that will rid the needs of patching, convert normals, convert UV coordinates and will only need an MDL0 file and an OBJ file. But this will take a little bit of time (there is a fair bit of work needed to add these features, plus I need to clean up my code, it's unbearable to look at now), so I guess if you want to try fix Vegeta yourself, you can.
55  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Undo and Redo anyone? (Post 1426) on: June 18, 2011, 08:28:57 AM
hey VILE :/
what are all the values of a matrix??

I tried looking it up... twice...

the best result I got was:
X - 1,0,0,0
Y - 0,1,0,0
Z - 0,0,1,0
W - 0,0,0,1

and then add the values across for the result...

this don't quite work for brbx as the values there (if you stacked them) are:
 W Z Y X
 | | | |
(1,0,0,0),
(0,1,0,0),
(0,0,1,0),
(0,0,0,1)

anyways...
so I need some good notes on a matrix :/

We already talked in chat about all this stuff, but just to post it here for anyone else who wants to know.

3F800000 00000000 00000000 3FC78D50
00000000 3F800000 00000000 4176C5F8
00000000 00000000 3F800000 BED0A3D6

Above is what the typical bone matrix looks like, 12 standard 32bit float values.

----------------------------------------------------------------------------------------------------

1 0 0 1.559000015258789
0 1 0 15.423332214355469
0 0 1 -0.4074999690055847

This is what it looks like converted.

----------------------------------------------------------------------------------------------------

x - 1 0 0 1.559000015258789
y - 0 1 0 15.423332214355469
z - 0 0 1 -0.4074999690055847

A breakdown of what these values determine:
Red = The iterations of the raw vertex's x position used to calculate the weighted vertex position.
Green = The iterations of the raw vertex's y position used to calculate the weighted vertex position.
Blue = The iterations of the raw vertex's z position used to calculate the weighted vertex position.
Yellow = The additional amount added to total generated by red, green and blue, to make the weighted vertex's position.

----------------------------------------------------------------------------------------------------

To apply the transforms with these values, this procedure must be followed:

weightedVert.x = (rawVert.x * matrix[0]) + (rawVert.y * matrix[1]) + (rawVert.z * matrix[2]) + matrix[4]
weightedVert.y = (rawVert.x * matrix[5]) + (rawVert.y * matrix[6]) + (rawVert.z * matrix[7]) + matrix[8]
weightedVert.z = (rawVert.x * matrix[9]) + (rawVert.y * matrix[10]) + (rawVert.z * matrix[11]) + matrix[12]

----------------------------------------------------------------------------------------------------

Just thought I should post this so other people can read over it and so I don't forget (haven't archived any of this and I'm pretty tired).
56  Super Smash Bros. Brawl Hacking / Programming / Re: VILE's Vertex Box ~ *VERSION 0.2 OUT NOW* ~Read OP For Changelist~ on: June 18, 2011, 07:39:13 AM
than at least explain GOOD what to do to make it work, what is the use of such an awesome program, when u dont know how to use it properly??

I thought it was pretty straight forward, but I do intend on making a better guide later.
57  Super Smash Bros. Brawl Hacking / Programming / Re: VILE's Vertex Box ~ *VERSION 0.2 OUT NOW* ~Read OP For Changelist~ on: June 18, 2011, 05:37:39 AM
only a mdl0 and an OBJ??
sounds great, but idk what to believe dude, u say this method is working for all characters, for me it'll just crash and give me nothing... so why dont u first make a video showing how its done before promissing more and more... sorry if i sounded too rude, but its just that i havent seen a single post here saying that it works...

It works, people have seen small vertex hacks that I have made and I can guarantee I only use my own program. Video guides will come in time.
58  Super Smash Bros. Brawl Hacking / Programming / Re: VILE's Vertex Box ~ *VERSION 0.2 OUT NOW* ~Read OP For Changelist~ on: June 18, 2011, 12:52:16 AM
The upcoming version should require no patching and only an MDL0 file and 1 OBJ file.
59  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Undo and Redo anyone? (Post 1426) on: June 18, 2011, 12:49:52 AM
Re did the algebra, try this:
( wv.x - (rv.y * m[1]) - (rv.z * m[2]) - m[4] ) / m[0] = rv.x
60  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Undo and Redo anyone? (Post 1426) on: June 17, 2011, 07:30:47 AM

yes... that you did >.>

didn't notice that because you didn't mention the verts XD

EDIT:
how do I get the bone matrix for that vert??

and how come you don't come back to the chat ;_;
we all miss you
Chatango. There is delay with each letter, it's sickening. Get your website back up and I will probably be in the chat a little more.
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