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« Reply #106 on: January 28, 2012, 12:30:06 PM » |
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Your template, eh? I do a fine job of finding the Brawl files I'm looking for, so I'd be great at helping. I eagerly await your template.
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« Reply #107 on: January 28, 2012, 01:01:16 PM » |
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« Reply #108 on: January 28, 2012, 01:05:47 PM » |
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I can't wait, especially if it helps Brawl's mdl0 format a bit. One hunch I have is to search that Trace trophy, that misrendered trophy is just asking for an examination.
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« Reply #109 on: January 28, 2012, 01:14:46 PM » |
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I can't wait, especially if it helps Brawl's mdl0 format a bit. One hunch I have is to search that Trace trophy, that misrendered trophy is just asking for an examination.
IKR XD it's bugging me too
I've never seen an MDL0 with that many primitives before >_>
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« Reply #110 on: January 28, 2012, 03:01:32 PM » |
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just found a small (nothing to worry about) problem with my template...
while reading the registers, instead of the register being called "BP_MASK", the register will take on the name of the child register...
so you'll end up having: BP "KSEL[7]" BP "KSEL[7]"
the first register is really the mask >_>
again... nothing big...
I have work to do on the section anyways so... blah...
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« Reply #111 on: January 28, 2012, 05:19:06 PM » |
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well I'm at least doing something IK I can do before releasing my template...
I'm UD-ing the color values to read based on the format...
UUGH!!! I have to decode RGB565/RGB5A3 data again DDX I HAAATE that format... but at least that's the one I got working in my REFT viewer >_> (it's CMPR that never got finished) DX
anyways... you should be able to see the actual color values in the structure before the values...
eg: ----Color R,G,B,A = ( 255 , 255 , 255 , 255 )
and also... unlike the vectors that only parse the first vector, I'm parsing all the colors as the most I've seen was near 50... (shouldn't affect the template load time by much at all)
EDIT: wait... I got that mixed up... 5+6+5 = 16
I was thinking of RGB5/RGB4A3 (the 16th bit declares the format)
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« Last Edit: January 28, 2012, 05:43:50 PM by Tcll »
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« Reply #113 on: January 28, 2012, 06:52:24 PM » |
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Tcll, for a second there I was trippin' ballz n thought this was one of your threads. Maybe you should let someone else post.
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« Reply #116 on: January 29, 2012, 06:46:53 AM » |
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all night and no reply
Well you're mostly talking about MDL0, and MDL0 is so freaking advanced/complicated, so most people don't know much about. That's why they don't reply much. Thus you always talk about your template
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #117 on: January 29, 2012, 07:08:04 AM » |
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« Last Edit: January 29, 2012, 09:56:49 AM by Tcll »
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« Reply #118 on: January 29, 2012, 10:50:49 AM » |
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hey Xiggah... I think I've just looked upon something that's delayed my template...
in the shader (material data) you have the texture clamps and texture matrices...
first off... I think I have the texture clamps correct in their read order as the data seems to fit... here's the structure I'm going by: Angle = f32() MaxX = f32() MaxY = f32() MinX = f32() MinY = f32()
Min# and Angle are always 0 in the MDL0's I've tested...
anyways... the texture matrices don't seem to fit the layout >_>
here's what I have: unk1,unk2,unk3,unk4 = f32(),f32(),f32(),f32() matrix = mtx_3x4()
I'm getting NAN values that look like they should be: v1 = s16() v2 = u16()
note: those values appear randomly throughout the layout...
you can read the brbx src better than me... so I ask: what is the proper data layout for both of them??
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« Reply #119 on: January 29, 2012, 12:04:54 PM » |
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Well you're mostly talking about MDL0, and MDL0 is so freaking advanced/complicated, so most people don't know much about. That's why they don't reply much. Thus you always talk about your template I know, we could always talk about your event match files. That sounds interesting to look into.
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