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BlackJax96
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    « Reply #2265 on: July 25, 2011, 10:44:13 PM »


    I've just figured something out as well...
    but IDK exactly how it works... and it's extremely complicated DX

    the relocation offsets have a left index and a right index...
    but I need help understanding how they work...

    tbh... you could've told me that the last  times I asked Tongue
    it's all in I think 'common.cs'

    Yeah it's in common.cs, but I dunno how the function that builds the indices works yet. I'll look into it later.

    btw, I figured out the error! The textures overwrote the definitions D:
    I remove the write process for textures and everything works now, just no textures are written. I need to edit the part that calclulates the size of the textures area and we should have a working model rebuilder! Cheesy
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    « Reply #2266 on: July 25, 2011, 11:15:51 PM »


    I need to edit the part that calclulates the size of the textures area and we should have a working model rebuilder! Cheesy


    Wait, so...
    that's...
    it's like...
    ...

    <a href="http://www.youtube.com/watch?v=xK2FyIDsfgM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=xK2FyIDsfgM</a>


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    « Reply #2267 on: July 25, 2011, 11:29:08 PM »


    btw, I figured out the error! The textures overwrote the definitions D:
    I remove the write process for textures and everything works now, just no textures are written. I need to edit the part that calclulates the size of the textures area and we should have a working model rebuilder! Cheesy
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    « Reply #2268 on: July 25, 2011, 11:30:53 PM »


    Hey BlackJax, my math was never wrong...

    I did a quick programming test and it all checks out.

    v._x = (nv._x - (p[4] * v._y) - (p[8] * v._z) - p[12]) / p[0];
    v._y = (nv._y - (p[1] * v._x) - (p[9] * v._z) - p[13]) / p[5];
    v._z = (nv._z - (p[2] * v._x) - (p[6] * v._y) - p[14]) / p[10];


    And if you want to call less values, use:

    v._x = (nv._x - (p[4] * v._y) - (p[8] * v._z) - p[12]) / p[0];
    v._y = (nv._x - (p[0] * v._x) - (p[8] * v._z) - p[12]) / p[4];
    v._z = (nv._x - (p[0] * v._x) - (p[4] * v._y) - p[12]) / p[8];


    You can't say that this doesn't work, I made a little console app that checks the values and they all match up. If it doesn't work, a value is being changed somewhere.

    PS: When you're in the chat next, you are gonna have to try to guess my favourite line from a new song...
    « Last Edit: July 25, 2011, 11:31:58 PM by VILE » Logged

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    « Reply #2269 on: July 25, 2011, 11:33:13 PM »


    ....alright! This is looking good.
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    « Reply #2270 on: July 26, 2011, 06:10:42 AM »


    How can we be so close, yet so far >_<
    Dammit, I want Alpha 152 in brawl already! (needs to get dae of her first.... which means I need to find a DOA 4 iso.....)
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    « Reply #2271 on: July 26, 2011, 08:39:17 AM »


    And after you've finished the rebuilder, are you gonna add some code for vertex editing?

    And I'm glad you've fixed that bug!
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    BlackJax96
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    « Reply #2272 on: July 26, 2011, 11:42:14 AM »


    Hey BlackJax, my math was never wrong...

    I did a quick programming test and it all checks out.

    v._x = (nv._x - (p[4] * v._y) - (p[8] * v._z) - p[12]) / p[0];
    v._y = (nv._y - (p[1] * v._x) - (p[9] * v._z) - p[13]) / p[5];
    v._z = (nv._z - (p[2] * v._x) - (p[6] * v._y) - p[14]) / p[10];


    And if you want to call less values, use:

    v._x = (nv._x - (p[4] * v._y) - (p[8] * v._z) - p[12]) / p[0];
    v._y = (nv._x - (p[0] * v._x) - (p[8] * v._z) - p[12]) / p[4];
    v._z = (nv._x - (p[0] * v._x) - (p[4] * v._y) - p[12]) / p[8];


    You can't say that this doesn't work, I made a little console app that checks the values and they all match up. If it doesn't work, a value is being changed somewhere.

    PS: When you're in the chat next, you are gonna have to try to guess my favourite line from a new song...


    It worked! Cheesy Thanks man, I credited you in the code. Happy Face I'll gladly guess more lines from your songs Tongue
    Using this, I can start working on the vertex editor and make a weighted vertices importer (meaning no more patching)!

    And after you've finished the rebuilder, are you gonna add some code for vertex editing?

    And I'm glad you've fixed that bug!


    Yep, but now there's a new bug, and this one will probably be harder to fix. D:
    I'm pretty sure the weights aren't being written correctly to NodeMix.
    This is a picture of Nel's rebuilt MDL0 doing an animation:
    The T-Pose looks fine though.

    How can we be so close, yet so far >_<
    Dammit, I want Alpha 152 in brawl already! (needs to get dae of her first.... which means I need to find a DOA 4 iso.....)


    I have the iso. I can pm you her raw TPR file and some tutorials on how to extract the model to 3ds Max if you want.
    It's just a really tedious process and ripping Hitomi as my own project is taking a while by itself.

    Wait, so...
    that&#039;s...
    it&#039;s like...
    ...


    I can sense the shadow of the loli-vampire getting even closer...


    Lol how many variations of that video have I seen
    « Last Edit: July 26, 2011, 11:44:10 AM by BlackJax96 » Logged

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    « Reply #2273 on: July 26, 2011, 11:44:50 AM »


    you fixed one bug and a new one come and you say it is even harder to fix
    thats most be really Annoying
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    « Reply #2274 on: July 26, 2011, 11:50:21 AM »


    you fixed one bug and a new one come and you say it is even harder to fix
    thats most be really Annoying

    Yeah it sucks, but I just gotta keep on truckin'. I'm not ever gonna give up
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    Naruto200Man
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    « Reply #2275 on: July 26, 2011, 12:03:29 PM »


    Yes please ^+^ and make the tutorial as detailed as possible, I prefer step-by-step even in a video tutorial. If you could get me Tina's model (preferibly in her cat suit outfit if she even has that outfit in DOA4) as well that'd be great. Cheesy

    I plan to add small bones to each of the breasts(Parrented to the "bust" bone of course) so I can make them bounce just like in the game XD or as close as brawl will get to the "boob physics" anyway lol They won't bounce quite as much in my animations, but I still want to have that option ya know?

    Is it possible to rip the textures from DOA Dimentions yet?(not models, just textures) Cause I prefer those textures over the simi-watery look in the X-box games. At least Alpha 152 will be easy to make recolors for right? XD

    I need to set all the bones and weights and everything from scratch right?

    A future idea for a feature in Brawlbox: Animation Fixer: Basically it reads any animation format from any particular game. (As long as the game uses MDLO for the characters) And creates a new CHRO from scratch, using the uh skeleton tracking thing from the kinect plugin.

    Also, how soon are we to being able to move the vertexes? AWESOME 2.0!

    Not for the super advanced [censored] like  ShadowKong or Zant of course, just simple changes that are even more tedious to do in 3DS Max...

    Also...I use 3DS Max 8....would it still work? I'd hate for you to go to all the trouble of getting the files for me for nothing. Oh shi~

    Yeah it sucks, but I just gotta keep on truckin'. I'm not ever gonna give up


    Looks like I've found a song for blackjacks to sing to the new brawlbox...
    <a href="http://www.youtube.com/watch?v=dQw4w9WgXcQ" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=dQw4w9WgXcQ</a>

    Don't hate on me for this >_> BJ set himself up for this one XD

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    BlackJax96
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    « Reply #2276 on: July 26, 2011, 12:15:26 PM »


    Yes please ^+^ and make the tutorial as detailed as possible, I prefer step-by-step even in a video tutorial. If you could get me Tina's model (preferibly in her cat suit outfit if she even has that outfit in DOA4) as well that'd be great. Cheesy

    I plan to add small bones to each of the breasts(Parrented to the "bust" bone of course) so I can make them bounce just like in the game XD or as close as brawl will get to the "boob physics" anyway lol They won't bounce quite as much in my animations, but I still want to have that option ya know?

    Is it possible to rip the textures from DOA Dimentions yet?(not models, just textures) Cause I prefer those textures over the simi-watery look in the X-box games. At least Alpha 152 will be easy to make recolors for right? XD

    I need to set all the bones and weights and everything from scratch right?

    A future idea for a feature in Brawlbox: Animation Fixer: Basically it reads any animation format from any particular game. (As long as the game uses MDLO for the characters) And creates a new CHRO from scratch, using the uh skeleton tracking thing from the kinect plugin.

    Also, how soon are we to being able to move the vertexes? AWESOME 2.0!

    Not for the super advanced [censored] like  ShadowKong or Zant of course, just simple changes that are even more tedious to do in 3DS Max...

    Also...I use 3DS Max 8....would it still work? I'd hate for you to go to all the trouble of getting the files for me for nothing. Oh shi~

    Looks like I've found a song for blackjacks to sing to the new brawlbox...

    Don't hate on me for this >_> BJ set himself up for this one XD


    Your answers, in order of occurrence:
    Well there's like 5 tutorials by Mariokart64n that I've been following, and each one is like an hour long. So I'm sure that that should be detailed enough XD I dunno about ripping from DOA Dimensions. Yeah, you have to rig everything. Probably won't implement something like that. You'll be able to move vertices as soon as I implement the funcions Tongue 3ds Max 8 works. Yes, I was waiting for that to pop up, it's a pretty good song imo.
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    « Reply #2277 on: July 26, 2011, 02:37:15 PM »


    Looks like I've found a song for blackjacks to sing to the new brawlbox...

    Don't hate on me for this >_> BJ set himself up for this one XD




    and now he's been rick rolled how many times in his life now? xD
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    « Reply #2278 on: July 26, 2011, 02:44:51 PM »


    Your answers, in order of occurrence:
    Well there's like 5 tutorials by Mariokart64n that I've been following, and each one is like an hour long. So I'm sure that that should be detailed enough XD I dunno about ripping from DOA Dimensions. Yeah, you have to rig everything. Probably won't implement something like that. You'll be able to move vertices as soon as I implement the funcions Tongue 3ds Max 8 works. Yes, I was waiting for that to pop up, it's a pretty good song imo.


    Okay, in that case you can pm me the files for Hellena and Alpha-152 ^+^ and include some links to those video tutorials XD I changed my mind about Tina after realizing that I'm actually better at using Hellena...
    But timewise I kick ass with Zack XD

    Is it the method from the "mewtwo" video? because that one is OLD XD
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    BlackJax96
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    « Reply #2279 on: July 26, 2011, 03:10:03 PM »


    Okay, in that case you can pm me the files for Hellena and Alpha-152 ^+^ and include some links to those video tutorials XD I changed my mind about Tina after realizing that I'm actually better at using Hellena...
    But timewise I kick ass with Zack XD

    Is it the method from the "mewtwo" video? because that one is OLD XD

    lolno it has nothing to do with the Mewtwo videos. These videos are up to date and actually show you how to fix DOA4 models in particular. I'll send you Helena and Alpha 152 sometime later today, are you sure those are the only two characters you want? Cuz I'd rather just send you all the characters you want at once.
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