I have an idea, which I think sounds about right... it definatly makes sense >_>
the fur vec data I think would be the start points for each strand... the fur layer data would prbly be the extended lines for each strand. (the index in each layer is the extension in the line_strip for *that strand)
example: 1 - o / / o - 2 | | o - 3 1: fur vec vert 2: fur layer[ 0 ] vert 3: fur layer[ 1 ] vert
I can't test that right now, but that's the only idea I have >_>
I've already got their structures fully figured out...
what I havn't got figured out is how they work, and I've had the feeling you know.
I'm sorry it had to come down to me pestering you for the info, but I'm sick and tired of people with-holding info that should rightfully be public.
not to mention I've put a template out and have waited years for an email of something that uses the data... thanx to your last src I DL'd a while back, I was able to fill in the blanks, but it doesn't actually use the structures, which leaves me hanging until I have the info...
in a way, I'm kinda glad you don't want me bothering him as I'd prbly start quite a commotion... I just hate selfish acts like what was demonstraited earlier...
anyways, I'll gladly drop the topic if I have everything I need to know.
so now that I've finally gotten a sucessful MDL0 which uses both "Unknown1" and "Unknown2" resource offsets... I'm working on my MDL0 template again, and am making quite a few changes
would you guys like me to rename the data fields according to the actual names referred to in the SDK?? or would you like me to just leave them with noob friendly names??
well, BJ... I have some interesting notes in an interesting discussion I had recently with someone you might know
I've thought up the term GLAT for something that isn't used anymore in GL. that would be Advanced Texturing.
this includes things such as TEVs and other methods which all use the CPU. so GLAT is a very large slew of operations performed to make the texture look good on the object. (this includes bump-mapping, NBT, and other sorts of advanced methods)
notice how these few things I've mentioned are also used by the GLSL that's because everything was brought from the CPU over to the GPU.
here's how this compairs to GX:
GLAT GLSL GXAT GXSL
in this case, GXSL doesn't exist as the wii only has one processor being used during run-time of a game. there is another processor, but from what I've read, it's not a sufficient interface to handle the data transactions needed for gameplay... thus it's not used.
so everything in a game is done by the GPU with no 3rd party transactions to a co-processor. as such, GXSL is not required, and thus GXAT is used.
GXAT includes everything in the BP register that you guys know about, along with some stuff in the XF register.
those supposed "shaders" are GX's Advanced Texturing Interface.
keep in mind that GL does fully support what GX supports, and MUCH much more.
EDIT: though emulation of GX using GL would be extremely slow (the extensions (such as GLSL) are required if you want near-Nintendo speed)
this concludes my notes for the day hope you find them helpful BJ
hey BJ... how sure are you about the fur data?? :/ like... how does the dude know what he's talking about?? are you sure you can trust what the dude says about it??
I've finally JUST gotten that MDL0. (it's that thing from Metriod I've seen in a few Pewdiepie - Amnesia wierd videos)
anyways yea... if the dude wants this to remain private, he'll invite me... otherwize I'm sticking to my original plan from years ago.
got a alittle request for Brawlbox i think you should be able to do also there should be a setting for the screenshot button so you can take a screenshot(no matter how big the model preview window is) and in the setting made the screenshot to be 128x160(CSP sized) or 48x56(BP sized) so you dont have to photoshop them lower Size or try to make the model preview Window about that size since that kinda hard
use Paint Shop Pro (I like 7)
when resizing the image, it resizes the alpha mask quite nicely
BJ said he's not working on logic editing anymore. he's basically scrapping it in brbx to work on it in his new program. *currently forgets the name of his program and can't look it up atm* >_<
EDIT: Ikarus Ikarus is the name of his new program gotta rmbr to rmbr the name Ikarus
dang this horribly horrible memory of mine. Post Merge: May 18, 2013, 04:13:29 PM
BJ, do you know if the library does any gif optimization?? are you able to do geometry pre-passes before rendering to gif??
I'm sure doing something with those would at the very least cut the render time in half.
using advanced GL might also help >_> don't quote me on that though as it may also have no effect. though it'll have quite the effect when previewing an animation...
you should probably look into some of Blender's srcs as well :/ for example, you can render an AVI through blender's yaf-ray renderer... you may be able to implament the renderer in brbx >_>
it's saying cookies aren't enabled... I've enabled cookies in VTunnel and Opera can't disable cookies...
so there's now only 2 places I know I can contact you on, and that's here or GMail (need your email)
unless you want to add my forum to the list... but proboards has been changing stuff up on me and certain things havn't worked now... (not sure if I can PM or not)
my only other options are to either make this discussion public, or start blindly asking other people you know... :/
EDIT: NVM this... it was VTunnel causing the problem.
I can login to SWF via https://[censored]yProxy.com XD