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256  Super Smash Bros. Brawl Hacking / Programming / Re: Tcll5850's program box on: May 30, 2013, 05:00:12 AM
I'm trying to use your utimate model convertor the download from the opening post and i can't figure out how to activate it

also can this be used to convert .obj to .dae files that ssbb uses
with dev4, you have to run the BAT file.
dev5 will have it's own exe Wink

I'll post a link to the EXE Diddy Kong built for me in a moment. Smiley

and yes it can, but not at the moment...
I need some help with building an XML library so I can build a DAE script.

also...
dev4's interface isn't good for building part2 of it's libraries.
but part2 is for the graphical stuff so that really doesn't matter atm... Tongue
(since dev4 can't do materials just yet)

all of these things will be fixed in dev5, but I can't say it won't take a while...

I'll try to get my last running version working again and upload that as dev4.5...
(uses a slightly improved dev4 base code, but improves the viewer control by alot)

Post Merge: May 30, 2013, 05:19:20 AM
here you go:
https://dropbox.com/s/4e31kq5rx0oh7g1/1.exe

just drop it in UMC's root directory and run it. Wink

you may also wanna rename it Tongue

Post Merge: May 30, 2013, 05:57:45 AM
oh, btw
dev5 won't have a viewer upon release.

I'm working on that as a plugin for the console app.

I was working on the viewer stuff rather than working on the main aspect of the program like I should've been...

even though the initial release of dev5 will be a console app,
I will still add support for everything I talked about Wink
meaning you'll be able to convert animations and even deal with compression Smiley
however, it will be a little limited due to the limitations of such a simple text interface.

everything internal will work as if it was working with the viewer.
meaning pre-transformed coords will be supported,
along with the dual-buffer interface, and everything else I talked about earlier. Wink
257  Super Smash Bros. Brawl Hacking / Programming / Re: Tcll5850's program box on: May 29, 2013, 04:03:02 PM
well, lets just say, I went with the SDK terms, but tried to simplify it for noobs learning the format. Wink
when following that perspective, learning the MDL0 format should be quite conveinent Grin

and good news! =D
I'm going over to my friends,
and unless their lap-top's dead, I'll have my MDL0 template updated in only a few hours Grin

the material nodes are still called nodes until I can figure out what to call GL's advanced texturing interface (ATI)

NOTE:
Shaders use the GPU
GL's ATI uses the CPU (does the same thing as shaders)

Post Merge: May 29, 2013, 06:27:51 PM
well, guess what...
I UD'd it. ^_^

here it is:
http://gist.github.com/Tcll/3196110

NOTE: color structure now uses Vector (vec4) definition,
so the "color header" will now be the "vector header".

loading time also take a little longer because of the fur data.
(also uses the Vector definition)

I'll UD the OP later... Tongue


EDIT: I'll be working on data highlites for the next update Wink
258  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss on: May 29, 2013, 06:55:46 AM
I'll have to rmbr to fav this thread when I get my compy online Grin

impressive work my good man Smiley
259  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68c Released on: May 29, 2013, 05:26:57 AM
holy sweet
an update already Cheesy

you're beginning to impress me BJ Smiley

now I need to catch up XDD

EDIT:
but like my quote on my SWF thread states, dev5 is gonna be a bomber Wink

if dev5 can't deliver...
SHOOT MEH AND BURN MY CORPSE UNTIL THERE'S NOTHING LEFT OF MEH! >=D
I'll only just respawn XD
260  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68c Released on: May 28, 2013, 07:06:07 PM
That was my second assumption, but why would I code a program to do something if there was already a perfectly functional program to do it already?

implamentations for higher quality formats such as PNG
or if you would also like smaller file size then TIF

though the TIF format is brutally ignored... T3T
it does have an alpha channel mind you... <_<
261  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68c Released on: May 28, 2013, 06:58:13 PM
I highly suggest you get glasses, if you don't have them already.
And if you do already wear glasses, learn to read.
And if you already can read, you're lying.

Model viewer->Options->Take Screenshot->Image Format: (format)
click that
I think he was talking about BIN2JPG =3=
262  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68c Released on: May 28, 2013, 06:15:05 PM
Brawlbox v0.68c doesn't work for me(Bones and vertex doesn't work). I installed .NET 4.5 E but nothing happened
I may be able to help you fix your issue...
PM me on what happens, I don't want to clutter up BJ's thread with this...
263  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68c Released on: May 28, 2013, 05:33:46 PM
I've never heard that before and I have lived in the U.S. since I was a fetus in my mom's stomach.
same here...
but it's soooooooooooooo true XD
264  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68c Released on: May 28, 2013, 04:23:52 AM
Win XP Black comes with .NET 4.5 E Awesome Face

EDIT:
v068c looks nice BJ Grin
265  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 26, 2013, 03:11:08 PM
so no more exporting as a dae to 3ds max then back to bb? that is indeed awesome news there sir. "Wherever Vyse goes, cool follows."
I hate it when people counter-quote a quote to themselves -.-*

in any case, nice job Smiley
266  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 26, 2013, 04:59:27 AM
wellI've managed to get a somewhat working (about 30% working) import into blender24 via the 140 importer.
(no more 141 like with AIS)

though all I get for the mesh is just verts with about 1 or 2 triangles...
the verts aren't even weighted Im srs here


anyways... to get it working, I followed some examples from a 140 DAE I DL'd a long while back...

1 - <matrix> -> <matrix sid="matrix">
2 - added this just under <visual_scene ... >:
<node id="polygon0_Node" name=%2526quot%253Bpolygon0_Node%2526quot%253B type="NODE">
  <instance_controller url="#polygon0_Controller">
    <skeleton>#TopN</skeleton>
    ...
    <skeleton>#ThrowN</skeleton>
  </instance_controller>
</node>

that's all I did so far... Tongue
there is also a problem where each object's skeleton lists every bone in it's controller...
AIS only listed the bones used by the object.
for Pikachu, objects 1-4 only listed and used the bone "NeckN"

but in the brbx export, every bone was listed...


anyways...
doing those 2 things above has gotten me a centered rig and somewhat of a mesh...

had to remove the invalid material effects... Tongue

EDIT:
BJ, blender26 imports wierd because of the normals...
my last attempt in 26 after the edits above, gave me a model with a solid shade.
however, selecting the object gave me that wierd shade again...
but it's easily fixed by tabbing into edit mode and then tabbing out.
(I think blender auto-corrects the normals when you do that)

EDIT:
next stop is to figure out DAE animations Tongue
267  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 25, 2013, 04:39:39 PM
Shocked the skin modifier

that's prbly what's causing the problem with blender26's importer not importing the rig...
or perhaps the reason blender24's 140 importer can't center and properly rotate the rig...
I'm gonna try removing that and see if that works. P=
268  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 25, 2013, 08:31:01 AM
On some PC's, Brawlbox exports corrupted DAE files. In most others it works fine. The dae file itself is corrupted because its f*cked up when imported into Brawlbox aswell.
Shocked
does it have anything to do with texture effects??
or is it something else??

I'm still having problems trying to import in either version of blender...
blender24's 140 importer gets a perfect rig, though it's not centered and turned properly...
the 141 importer doesn't import anything when it goes back to the main scene...

in blender26, it imports the model, but the lighting of the model is messed up until you Tab each object...
(prbly has to do with the normals)
 ^ weighted normals or not both yeild the same results


anyways... while 26's importer does get the mesh, it doesn't get the rig, nor the weights...
kinda hard to get 24's rig onto that when the rig isn't positioned properly...

I hate the DAE format so much >_<



anyways... BJ...
I have some new info reguarding fur data Cheesy

apparently (the count in the fur vectors && the count of the vectors in each fur layer) == the count of the verts on the object it's applied to.

I found this out while looking into smallbard.mdl0

all 3 (or 5 if counting each layer) parts have 976 vectors...


so now I'm thinking the fur vector is just a copy of the verts, while the fur layers is a repositioning value applied to those vectors...
and that the operations done involves that shelling application on those vectors...
269  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 24, 2013, 06:54:07 PM
I've tried blender24 with the collada141 exporter, but that's it...

havn't tried:
24: 131
24: 140
26: 141 (always)

I wish 26's exporter would allow 140 or even 131 if needed >_>
(it imports any version)
270  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 24, 2013, 06:43:42 PM
which "blender" are you referring to??
24 or 26??

both have very different Collada scripts
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