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Question: MDL0 template: how would you prefer the data fields??
named according to Nintendo's SDK
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Author Topic: Tcll's resource box  (Read 98873 times)
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TokoyamiTheDark
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    « Reply #60 on: October 06, 2011, 05:29:06 PM »


    Nice! I'll look forward to it. Don't give up!
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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! Sad

    DarkPikachu
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    « Reply #61 on: October 06, 2011, 05:45:48 PM »


    alright thanx Smiley
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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.

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    « Reply #62 on: October 08, 2011, 10:10:06 AM »


    oh wow...
    so quadstrips are already added in OGL

    was just checking the glBegin function Cheesy

    but now I see why I'd need to enumerate the values >_>
    Logged


    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.

    DarkPikachu
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    « Reply #63 on: October 13, 2011, 01:57:17 PM »


    gathering ideas for UMC 3.0a:

    animation types:
    CHR0 - ACTION
    SHP0 - SHAPE
    CLR0 - COLOR
    - OBJECT (IPO)
    PAT0 - TEX_SWITCH
    SRT0 - TEX_MOTION
    VIS0 - VISABILITY
    Logged


    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.

    Tabuu Forte Akugun
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    « Reply #64 on: October 13, 2011, 02:01:35 PM »


    Hey, TCLL, would you mind looking at a DAE for me? I want to know if it's triangulated, etc. etc., and ready for the UMC.
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    DarkPikachu
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    « Reply #65 on: October 13, 2011, 02:16:50 PM »


    Hey, TCLL, would you mind looking at a DAE for me? I want to know if it's triangulated, etc. etc., and ready for the UMC.
    what??
    UMC is still in re-development...

    I can't seem to get any help in creating the GUI I want >_>

    however...
    when it's finished, weather a DAE is triangulated or not won't matter Wink

    I'm still looking into converting triangles to polygons >_>
    (it uses less data)
    Logged


    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.

    Tabuu Forte Akugun
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    « Reply #66 on: October 13, 2011, 02:18:16 PM »


    Okay, I wanted to know because I made the DAE in Blender, so I was curious.
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    DarkPikachu
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    « Reply #67 on: October 13, 2011, 02:21:36 PM »


    Okay, I wanted to know because I made the DAE in Blender, so I was curious.
    ah ok...

    you're prbly using 2.5x then >_>
    exporter uses 141 format and prbly triangulates them...

    although I think it's based on if the model's triangulated in the editor <_<

    EDIT:
    OMG I HATE THIS FORUM >:O
    the troll tried to get me again D:<

    luckilly I copy every post I type (on compy) before posting  not impressed
    « Last Edit: October 13, 2011, 02:23:30 PM by Tcll » Logged


    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.

    Tabuu Forte Akugun
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    « Reply #68 on: October 13, 2011, 02:29:56 PM »


    Okay, so then it might work. Okay, good. Thanks a lot.
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    DarkPikachu
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    « Reply #69 on: October 13, 2011, 02:36:17 PM »


    ah I found what I was looking for to a reply on my MDL0 resource discussion thread about importing models...

    this was current progress posted since my unreleased 2.6d converter:
    (couldn't release due to unfair home owners not allowing me net (my compy's in storage as of now))
    UMC

    I need to name the images with the converter version... eh heh
    « Last Edit: April 07, 2023, 04:16:31 PM by DarkPikachu » Logged


    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.

    Tabuu Forte Akugun
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    « Reply #70 on: October 13, 2011, 05:13:16 PM »


    So how's it going?
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    DarkPikachu
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    « Reply #71 on: October 14, 2011, 10:29:57 AM »


    not so well Sad

    I can't seem to get any help on structuring this...
    this is my current GUI design:


    alright so in the model conversion side,
    the top scrollbox is for the conversion methods...
    the bottom scrollbox is for the conversion/plugin settings

    the animation side is the same, but the only difference is you can import multiple files (of the same type)

    the scrollbars will only show if the settings extend past the box height

    the bottom window is for the viewer options.
    if you use Quick3D Pro, then you'll know what I mean...
    if not, see spoiler:

    used my best Pichu conversion Tongue

    ^I'll have something similar to that

    the top bar is still pending >_>
    (maybe I'll give it a few checkboxes like Brbx)

    the 2 internal windows are for model and anim info

    the top right button shrinks the full view to the current viewport
    the top left button is pending (maybe collapse all)

    the top expandable bar you see is for default conversion and theme settings
    (if you modify the theme from gray to red, you can save it and set it as the default theme option) Wink

    also...
    when I was talking about shrinking the view to the viewport,
    what I mean is the bars are transparent (to a set value)...
    what they do when expanded is overlay the model.
    (meaning you see the model behind the bar)

    the options bar (very top) just simply pushes the GUI below the viewport.
    (you still see the model behind the settings)

    try doing that with a windows style GUI Evil
    « Last Edit: April 07, 2023, 04:22:32 PM by DarkPikachu » Logged


    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.

    DarkPikachu
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    « Reply #72 on: October 14, 2011, 11:54:43 AM »


    ok... so after accidently refreshing the page w/o copying XDD
    I've gotten a basic structure down >_>

    here's an image of the test GUI:


    and here's the code for it:
    (the BG is black and the rectangle is gray)
    import sys
    from OpenGL.GL import *
    from OpenGL.GLU import *
    from OpenGL.GLUT import *

    def setup():
        glClearColor(0,0,0,0)

    def display():
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

        #draw stuff here:
        glColor3f(0.5, 0.5, 0.5)
        glRectf(-0.75,0.75, 0.75, -0.75)
       
        glutSwapBuffers()

    def main():
        glutInit(sys.argv)
        glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE)
        glutInitWindowSize(800,600)
        glutCreateWindow("Hello World")

        setup()
        glutDisplayFunc(display)

        glutMainLoop()

    main()

    ^404, I suggest you use that for future apps Wink
    « Last Edit: April 07, 2023, 04:02:31 PM by DarkPikachu » Logged


    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.

    DarkPikachu
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    « Reply #73 on: October 14, 2011, 02:07:48 PM »


    well, I've started defining my GUI
    (just got the top part of the option bar)

    was testing the window resize options


    the test failed:

    the part of the bar is supposed to look exactly the same as in the first img >_>

    for those who are curious, yes, everything is rounded out
    « Last Edit: April 07, 2023, 04:04:20 PM by DarkPikachu » Logged


    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.

    DarkPikachu
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    complexity == fun

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    « Reply #74 on: October 18, 2011, 12:25:37 PM »


    well... I'm still unable to fix the prob...
    but I'm not going to let these slight GUI mishaps keep me from perfecting my converter >:3

    I've just finished the design of the option bar...
    but I need to define a material rather than use an OGL color >_>
    Logged


    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.

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