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« Reply #15 on: July 30, 2011, 12:18:36 PM » |
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hey... what do you guys think about me starting back up on my REFT viewer??
granted it didn't do everything, and my GUI skills SUCK... but yea... quote this post to give your opinion
I say you should do it The REFT extractor could only extract, but if you could give it a replace function and support for the rest of Tex0 formats (C18?) then that would be great
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #16 on: July 30, 2011, 02:56:03 PM » |
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I say you should do it The REFT extractor could only extract, but if you could give it a replace function and support for the rest of Tex0 formats (C18?) then that would be great I could work on it I guess >_>
but yea... I'd have to completely rebuild everything dealing with the GUI...
the current GUI waits for your input on what image to display... once that's given, the index of the image is used to get to the image data, which is read from the file >_>
if I'm gonna add an export option, I'm gonna need to reference the entire file from a var >_>
only then, I can completely rebuild the file
fact of the matter is it's the easiest format to understand... XD I could build one right on this post, and I'm on a PS3 XDD I would have to have my notes on it though... heh >_>
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« Reply #19 on: August 02, 2011, 11:45:25 AM » |
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anyways... for an up-turner: my REFT builder is comming along rather nicely there's only a few fixable errors keeping me from releasing it...
the most major being a padding error at the end of the string table causing it to not meet the end of the row ... >_> after that, it's just -16 from all the offsets in the map and it works perfectly
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #21 on: August 02, 2011, 03:15:04 PM » |
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What did the first REFT extractor do when it found C14/C18 formats? Would it crash or just ignore those image formats? why am I a one man session O.o at the least I'd expect a few good lucks thank you... Good luck
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« Last Edit: August 02, 2011, 03:17:49 PM by Skyground95 »
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #22 on: August 02, 2011, 06:05:22 PM » |
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What did the first REFT extractor do when it found C14/C18 formats? Would it crash or just ignore those image formats? Good luck well thank you XDD
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« Reply #24 on: August 04, 2011, 05:32:14 PM » |
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Awesome! Now I can make my own effect textures (Will mostly be simple recolors )
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #27 on: September 08, 2011, 12:44:31 PM » |
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hey... does anyone have any suggestions for my converter?? like for the GUI and such...
currently planned is you: -run the program -open your input and output files -select your input/output conversion methods (radio buttons) skipped if single conversion -set the output settings in the conversion GUI the viewer will update as you click an option (showing you the best result you can have with the current settings) -watch the program as it converts
the viewer currently takes ~16 seconds to update, but everything works as it should (this is just loading a TMP to preview and then using Kbd shortcuts to change the settings) ^the viewer is not actually implemented yet
I am going to work on refining the GUI building... instead of calling a single function, and loading a hard-coded GUI ^(which is extremely hard to code) I'm going to define functions that make building the GUI alot easier (you'll only have to input the functions and link them together. instead of putting in every small little detail... D:
just define the width and height of the GUI space you'll use, and the viewer will show to the right of the pre-defined space, based on the height. each button function will have it's own name... you'll just define if it exists and where it goes. the functions (being hard coded) will update the viewer if they're defined in your GUI.
if all goes as planned, you shouldn't have to do any logic coding. all I need to know is plans and ideas from others before I start programming.
yes, this means I'm starting over (my last release of UMC is as good as it gets with that limited handling method)
_____
btw, if you're wondering why this is taking so long, *glances at roo* it's because of my list of current projects and the current knowledge known about everything:
note: these are all on the same priority so the order doesn't matter.
1.) re-invent the computer using a 4 base number system (my game system) 2.) (follow-up) work on a game able to be processed by that computer ("EXP:824" is the name) 3.) work on a few inventions involving troll science 4.) for the brawl community: -work on my converter -work on plans for my logic editor (lightly touching them currently) 5.) for the melee community: -work on my converter (that's it) 6.) personnal and other needs: -work on refining my own file formats -gain knowledge on programming a better 3D viewer (using classes and defining a better structure) -gain more knowledge on how computers are structured and how games work on them (for better defining performance on my own system) -work on my converter -work on SSBRotF (a series I've been longing to work on (need my converter))
EDIT: forgot to mention that there will also be an ini file for setting certain specs of the converter. I'll need alot of ideas to put into this, so let me know what you think of
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« Last Edit: September 08, 2011, 02:28:33 PM by Tcll »
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« Reply #28 on: September 08, 2011, 05:13:48 PM » |
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How does your program works? When I download everything, all I see are hex numbers, and I don't know a damn thing about that...
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I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry!
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« Reply #29 on: September 09, 2011, 11:51:41 AM » |
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How does your program works? When I download everything, all I see are hex numbers, and I don't know a damn thing about that... lol which program??
are you talking about my hex2text?? :/
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