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Question: should I start up on my mdl0 importer again??
YES! it would really help out!
no thanx, I'm good with 3DS
eh... I don't really care

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Author Topic: blender mdl0 importer (reboot)  (Read 17507 times)
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Xiggah
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    « Reply #30 on: January 11, 2012, 05:50:20 PM »


    No, it sounds like you got it right. The main point is to set up the array to contain/or skip the header data that remains the same throughout every file before reading the relevant data: or if it contains an offset relying on the size of the file or a certain offset location, then it would get the offset or filesize and add it to the array before adding the actual data: in the same fashion as the original file format.
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    DarkPikachu
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    complexity == fun

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    « Reply #31 on: January 11, 2012, 07:40:15 PM »


    No, it sounds like you got it right. The main point is to set up the array to contain/or skip the header data that remains the same throughout every file before reading the relevant data: or if it contains an offset relying on the size of the file or a certain offset location, then it would get the offset or filesize and add it to the array before adding the actual data: in the same fashion as the original file format.
    wha??

    you know I'm talking about these:
    http://forums.kc-mm.com/index.php?topic=34404.msg801215
    right??

    all I know is _first is the 'FFFF000000010000000000000000' part >_>

    I just need to know how to build and read those properly >_>

    also...
    if I figure these out, I'll be able to start an export plugin Wink
    (then people will be able to do anything they want) Grin
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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.

    Xiggah
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    « Reply #32 on: January 11, 2012, 09:43:22 PM »


    wha??

    you know I'm talking about these:
    http://forums.kc-mm.com/index.php?topic=34404.msg801215
    right??

    all I know is _first is the 'FFFF000000010000000000000000' part >_>

    I just need to know how to build and read those properly >_>

    also...
    if I figure these out, I'll be able to start an export plugin Wink
    (then people will be able to do anything they want) Grin


    Sorry for being late... I just have a hard time understanding which part of the data structure you've been talking about >.<
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    DarkPikachu
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    « Reply #33 on: January 12, 2012, 03:05:34 AM »


    Sorry for being late... I just have a hard time understanding which part of the data structure you've been talking about >.<
    1yeh...
    I think that might be my fault >_>

    sry bout that Tongue
    (has been misunderstood by many people)
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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.

    Xiggah
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    « Reply #34 on: January 12, 2012, 12:28:51 PM »


    It's the data structure that you're looking into: data structures that we have fully defined. Perhaps after you and BlackJax's file format threads are done, we can easily relate to the specific parts.
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    DarkPikachu
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    complexity == fun

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    « Reply #35 on: January 12, 2012, 05:51:43 PM »


    It's the data structure that you're looking into: data structures that we have fully defined. Perhaps after you and BlackJax's file format threads are done, we can easily relate to the specific parts.
    yeh... fully defined in code that I can't read, and no notes on it Im srs here

    yeh, I actually root for BJ on his thread...
    he's taking more of the descriptive side where as I'm on more of the coder's side
    (helping out programmers)

    my methos of approach is useless to most hackers though >_>

    anyways...
    I just need to know how to list those :/
    was I right on guessing the structure??
    (I have no idea) XDD

    also...
    what exactly is the GID used for??
    (is it just for generating the index??)
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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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