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Author Topic: ForOhFor's Python Nest [Collisions to shadow system program released! 10/11/11]  (Read 18390 times)
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DarkPikachu
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complexity == fun

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    « Reply #30 on: September 28, 2011, 03:29:33 PM »


    You can think of them like a list, sort of. They contain variables unique to one instance of the class, and have their own methods associated with each class type. You start with a Class <Name>: statement, then use def __init__(self,<other arguments>) to set any local variables contained within the class. you then use def <method name>(self,<other arguments>): to make a new method, and you use self.<var name> to reference the variables in the classes.

    That's about all I know :/
    you know...
    you've actually explained that part better than any other documentation I have Cheesy

    so basically:

    class foo():

        def __init__(self,name,blah):
            #not sure what to define exactly
            pass

        def init mthd(blah,BLAH):
            #don't have much of anything to define... heh
            self.blah = blah

    I need to learn a little bit about connections and everything you can do with a class...

    yeh... I'm an 0.0 NOOB with classes... Tongue
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

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    ForOhFor Error
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    « Reply #31 on: September 28, 2011, 07:01:16 PM »


    No prob. And you've about got it right. You need self at the start of any method definitions.

    Anyway, I'm so close to having that shadow tool done. I'm getting the right shape, but writing the points in the wrong order.

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    DarkPikachu
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    complexity == fun

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    « Reply #32 on: September 28, 2011, 07:18:16 PM »


    No prob. And you've about got it right. You need self at the start of any method definitions.

    Anyway, I'm so close to having that shadow tool done. I'm getting the right shape, but writing the points in the wrong order.


    KK thanx. Smiley

    hey...
    you know what'd be a good idea for a program?

    a shadow model generator for imports or vertex edits Smiley

    all you'd need is polygon reduction with preset materials to render a blank model that casts a shadow.
    (it's better if you build a material from scratch) Wink
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    ForOhFor Error
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    « Reply #33 on: September 28, 2011, 08:06:30 PM »


    I don't know how do do that XD

    Anyway, tried it out in game. The parts it worked for worked remarkably well (aside from a few minor issues caused by the wrong-ordered vertex points and some collision misplacements), but the parts it didn't work for... well, they had models over the spot, but the shadows just didn't appear :/
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    Mewtwo2000
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    « Reply #34 on: September 29, 2011, 03:29:46 AM »


    Then they may be on the wrong side. Have you tried to make the type of the material to be 0? That's not the real solution, of course, but the visual results would be good enough.
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    ForOhFor Error
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    « Reply #35 on: October 11, 2011, 08:45:36 PM »


    Turns out I misplaced the model. Anyway, here's the program:

    PyShade (Collisions to shadow system converter):
    Adding the shadow system to a stage is time-consuming and annoying. I've made a program to streamline the process, by outputting shadow models that follow the path of a loaded collision file.

    Contains a config file, the options should be straight-forward.

    Download:
    http://dl.dropbox.com/u/5869687/PyShade.zip
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    Mastaklo
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    « Reply #36 on: June 24, 2012, 09:52:15 AM »


    how do i use the collision to shadow programm
    i cant figure it out
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    ForOhFor Error
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    « Reply #37 on: June 24, 2012, 12:28:10 PM »


    Just run the .py file, then select the raw .coll file, exported from the stage's .pac file.

    A folder will be created in the out folder that contains a bunch of models and a texture, import those into the stage.

    Nothing's simpler.
    « Last Edit: June 24, 2012, 12:29:30 PM by ForOhFor Error » Logged


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    Naruto200Man
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    « Reply #38 on: September 12, 2012, 01:13:29 PM »


    Hmm...do you think you could fix a program up that fixes errors from 3DS Max imports?

    Like say I just wanted to change marths sword and he imports back into BB fine, but the eye materials are messed up?

    A program that rearanges/fixes polygons and materials so they were like they were when you exported the file would be useful :3

    Otherwise do you think you could help me fix Ike's eyes on my hacks, I've tried every method with every version of BB that I have. I might try with a much older bb but I can't find a download for it. the first version of BB that can import .DAE's from max would be nice.
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    ForOhFor Error
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    « Reply #39 on: September 12, 2012, 04:30:43 PM »


    Nope.
    And stop spamming threads for your problem. There's a help area for a reason >.>
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