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Question: Would you like me to hold off on releasing UMC to work on SIDE??
Yes please, an IDE like that could really help me! - 4 (57.1%)
Nah, just release UMC without SIDE. - 3 (42.9%)
Total Voters: 7

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Author Topic: Universal Model Converter - beta testing  (Read 93153 times)
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jdaster64
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    « Reply #30 on: March 25, 2013, 09:42:12 AM »


    def enc(f):
        i=0

        if f==0: return i
        if f<0: i+=2**31; f*=-1 #set the sign
        #NOTE: 2^31 = 29; 2**31 = 1<<31

        e=0
        while f<1.0 or f>=2.0:
            if f<1.0: f*=2.0; e-=1
            else: f/=2.0; e+=1

        i+=(e+127)*(2**23) #add the exponent
        i+=round((f-1)*(2**23)) #add mantissa

        return int(i)
        
    print enc(0.35) = 3EB33333, which is correct

    This seems to work, you just had this exponent wrong, and it was throwing the result off slightly.  I tested my program enough and it should have been correct to begin with.  Note the >= in the while loop, else it might let in numbers that are a power of 2 one early (although it might not make a difference, it should be inclusive one side and exclusive the other).
    « Last Edit: March 25, 2013, 09:43:50 AM by jdaster64 » Logged


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    « Reply #31 on: March 26, 2013, 05:43:58 AM »


    ahhh I see...
    well now you've told me more than PyTony over at  Daniweb Tongue
    thanx Smiley

    now it's time for me to make this work with multiple any byte-size,
    and then 'or' the calculations together.
    (adding is less efficient, so I believe)
    ^built a binary adder in minecraft...

    prove me wrong plox Smiley

    Post Merge: March 26, 2013, 06:04:42 AM
    @Diddy:
    your exe for UMC...

    is there a way you could make it display the results of the python interpreter??

    if so, UMC can be launched with pythonw.exe (no console)

    also...
    please make it close itself when you close UMC Smiley

    Post Merge: March 26, 2013, 07:27:14 AM
    as for progress...
    the GUI is now just as functional as it was previously Smiley

    I'm now working on the scrollbar and scrollbox widgets.

    after that comes the file browsers.
    (yes, custom file browsers for each type of file handling)
     ^ mainly models, animations, and images...

    Post Merge: March 26, 2013, 08:34:51 AM
    @jdaster: it works! Smiley
    and it works perfectly Cheesy

    dec(enc(0.35,1),1) >>> 0.34375

    for an 8bit float, that's 0x16
    (tested with other tests as well)

    here's the code for whatever uses you may have: Wink

    def enc(value, byte_size=4):
        if value==0: return 0 #speedy (before performing calculations)
        e= #copy this code from one of my previous posts
        S,E,M=0,b,0 #set the exponent as the bias
        if value<0: S=1; value*=-1
        while value<1.0 or value>=2.0: #calculate the normalized exponent
            #this code hasn't changed (other than renaming 'f' to 'value' and 'e' to 'E')
        M=int(round((value-1)*(1<<m))) #calculate the mantissa
        return (S<<(e+m))|(E<<m)|M

    you can now get an int of any size from a float of whatever you input Wink
    eg:
    enc(1.0,5) >>> 0x3f80000000

    thanx again Cheesy

    Post Merge: March 26, 2013, 06:16:50 PM
    let's not forgot...
    both of you are getting credit on what you did for UMC Smiley

    in both the credits and the src Wink

    er... Diddy...
    yours shows easily Smiley

    it just needs some work XDD

    thank you guys so much for your help, honestly Smiley

    you have no idea how excited I am and can't wait to release dev5 for you guys =D
    « Last Edit: March 26, 2013, 06:16:50 PM by DarkPika » 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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    « Reply #32 on: March 28, 2013, 07:07:28 AM »


    alright... if you guys aren't going to start off with something I'll just ask if you'll like what I have in mind...

    the model panel is split into 3 secions:
    Import/Management
    Features/Modifications
    Export

    the import tab simply will have an import button which opens the file browser with import script input.
    below that will be a few scroll-boxes...
    the first will display the scenes and models.
    the next will display the objects of the selected model(s).

    the features tab is for what the libraries can do to a selected model
    I'm not sure how to structure this...

    and the export tab is self explamitory...
    it contains a directory browser,
    a scrollbox containing the radio buttons for certain scripts based on a particular file type,
    and another scrollbox containing the widgets a particular script uses.
    and then the export button Tongue
    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 #33 on: March 31, 2013, 12:26:59 PM »


    the scrollbars are finally finished and working flawlessly Smiley

    though now that much more has been added to the display management,
    that frame-lag has come back to pay another visit...
    I assume this time it would have something to do with GL's immediate mode.

    there is a much faster solution which I've noted in the src,
    however this would require me to add another system almost as complex as the smart GUI management interface to speed it up...

    basically, I'm saying this lag isn't gonna get fixed until dev6.
    (I have to limit myself, otherwize you won't see another release until the official release is made)

    the fix is actually quite simple,
    however management is what gets complex...
    what needs to be done is to recompile a single display list each time a change is made to the GUI.
    and instead of redrawing the data in the buffers, use the updated compiled data instead.

    NOTE: scrollbars are the only exception due to moving the slider
    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.

    Bush
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    « Reply #34 on: April 01, 2013, 10:27:16 PM »


    This is quite the feat. Im srs here

    I'm rooting for you Tcll. This would be such a help to the modding community everywhere.
    Logged

    DarkPikachu
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    « Reply #35 on: April 02, 2013, 06:12:40 AM »


    well thanx =3
    I actually really needed that Smiley


    I've got proroffessionals telling me that this thing isn't worth wasting a life on because it's more work than one man could even fathm...
    though, I don't think of it like that...

    all the interfacing support can be added once the main program is built.
    (meaning the scripts and libraries)

    the main format (UMC's internal format) simply stores the at most HQ rendition of the model you're importing...
    though it remembers things like wheather a model has 2D, 3D, or 4D verts
    which is used for exporting the data into a similar format...

    scripts will have GUI interfaces for input verification as well,
    which can be used for both importing and exporting.


    alot of time and thought has been put into UMC, but I don't think it stops at that...

    if I could get my hands on more info about other graphics systems, it would greatly help the outcome of the program.
    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.

    Bush
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    « Reply #36 on: April 02, 2013, 02:36:13 PM »


    well thanx =3
    I actually really needed that Smiley


    I've got proroffessionals telling me that this thing isn't worth wasting a life on because it's more work than one man could even fathm...
    though, I don't think of it like that...

    all the interfacing support can be added once the main program is built.
    (meaning the scripts and libraries)

    the main format (UMC's internal format) simply stores the at most HQ rendition of the model you're importing...
    though it remembers things like wheather a model has 2D, 3D, or 4D verts
    which is used for exporting the data into a similar format...

    scripts will have GUI interfaces for input verification as well,
    which can be used for both importing and exporting.


    alot of time and thought has been put into UMC, but I don't think it stops at that...

    if I could get my hands on more info about other graphics systems, it would greatly help the outcome of the program.

    Though I can't help programming wise, I would gladly drop some cash on this. I really feel that this is something worth fleshing out to a full degree.
    Logged

    DarkPikachu
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    « Reply #37 on: April 02, 2013, 03:57:40 PM »


    Though I can't help programming wise, I would gladly drop some cash on this. I really feel that this is something worth fleshing out to a full degree.
    lol
    this is definatly something worth selling...
    but I have a reputation to uphold, and I'm not letting it go even if it kills me :3
    (I will always provide the best free software I can think of) Wink

    and I won't program anything that would harm your compy. Wink
    I'm not like that, and I HATE the use of programming for that usage.

    that's why I push recommendations for using IE8...
    (if you can protect your compy from the source of where the attacks come from, then do it)
    ^no other browser I've used does as good of a job as IE8 Wink

    and although I don't use virus software, I'd reccomend it as not all attacks come from your browser...
    eg: I've just experianced a rootkit attack which deleted my compy's networking (TCPIP)
    this was done through a network attack from connecting to another modem.


    EDIT:
    I know the IE8 and virus software part wasn't really needed...
    that was just to make a point...

    I believe in free conveinent software...
    not crap you have to pay for just to get ripped off... >_<
    screw them... screw them all... >:O [/personal]
    « Last Edit: April 02, 2013, 05:08:35 PM by DarkPika » 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 #38 on: April 05, 2013, 06:47:21 PM »


    found out what was causing the rest of the lag... >_>
    it was the fonts... -.-*

    so... now I'm simplifying the font layers to just contain text with some font info,
    and then set up another buffer specifically for holding the character-texture IDs for a particular font size...
    (these will be managed to not recalculate the same font)


    one problem I'm having though is I have to try not to use dictionaries to store the ID,
    or {'A':0, 'B':1}...

    while dictionaries are ungodly fast for access, they consume quite a bit of memory...
    (I'm already getting memory access issues from the widget and layer buffers, since they use multi-dimentional dictionaries)
     ^ luckilly that doesn't happen very often. Smiley

    I'll try to have it as good as I can...
    but right now, I have no idea on how to set up a font system as complex as this >_<

    Post Merge: April 06, 2013, 07:12:01 PM
    I'm not sure if this is good news or bad news...
    take it how you please XD

    well...
    I've just recently stumbled across the input module for PyGame/PyOpenGL called Albow

    Albow adds the ability to have widget control in your "game"...
    (since UMC is technically a game)

    this is exactly what I was working on coding, except compaired to this, I've only got about 30% support for what's needed...


    this thing does throw quite a large stone in my path as it hijacks the GL run-loop and supplies it through it's 3rd-party interface...

    this means that all of my current work with GL and SDL is now scrap...

    however, the replacement code will be more than simple XD

    subtract 1284 lines of code
    add 5 lines of code Tongue
    « Last Edit: April 06, 2013, 07:15:58 PM by DarkPika » 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.

    Bush
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    « Reply #39 on: April 06, 2013, 11:32:48 PM »


    replacement code will be more than simple XD

    subtract 1284 lines of code
    add 5 lines of code Tongue

    What happend to "complexity == fun >:3"? D:<

    Lol jk, glad to hear you found something much more simple.
    Logged

    DarkPikachu
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    « Reply #40 on: April 07, 2013, 06:36:17 AM »


    What happend to "complexity == fun >:3"? D:<

    Lol jk, glad to hear you found something much more simple.
    lol, glad you noticed that =3

    it still applies Smiley
    but sadly, the time to work on it doesn't...
    I don't think people can wait another 2 years for this... heh

    this thing just killed about 40% of the whole program... heh
    (or the code I've put into it)

    don't mind me though,
    this is about my 5th time scrapping and rebuilding this thing XDD

    I lost count of how many scrap and rebuilds I've done since UMC2x Tongue


    and thanx btw Smiley

    Post Merge: April 07, 2013, 09:01:33 PM
    well...
    I've just done enough research about Albow to know that it's not what I want...

    while it efficiently manages widgets,
    it draws it's widgets using PyGame surfaces and converts them to GL pixel draws...

    if I didn't have around 20 to 50 widgets being drawn on the screen,
    and if PyGame surface alpha worked for me, I'd use it.

    but because I use GL, this thing isn't very efficient with alot of widgets... :/


    so while this wasn't what I needed,
    it did inspire me to look for other similar libraries,
    and I've found one that has a better screenshot and description. Smiley
    it's called SPG (Simple Pygame GUI)
    and actually mentions about a widget order, which caught my interest...

    I've asked to see if this will:
    - work with GL
    - allow for back-layering (drawing frm FG to BG)
    - allow rendering of transparent fonts (PyGame does not do this)

    I'll keep you guys updated on the results Wink

    but for the meantime,
    does anyone have any ideas they'd like to see in UMC's GUI?? Smiley
    I havn't really been thinking of operations to perform, or what to put in the layout as I've been busy designing the layout itself... heh
    « Last Edit: April 07, 2013, 09:01:34 PM by DarkPika » 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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    « Reply #41 on: April 08, 2013, 02:08:20 PM »


    the main thing here on this project i am hoping for getting to work:
    convert brawl/NSMBwii animetions to 3ds max without models or animetions gets messed up
    and convert the mld0 models aswell perfect since for some ppl export the mld0 to dae via brawlbox and the import that dae to 3ds max dont work the bones/polygons gets messed up and also alot of times the normals

    also hoping it will be possible to keep the model´s shaders/materials with this program from mld0 to 3ds max (or from 3ds max to mld0 models)
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    « Reply #42 on: April 08, 2013, 02:29:09 PM »


    This looks incredibly interesting. Definitely be keeping my eye on this (even though I have for a while now, just didn't say anything).

    This will be a great asset to the hacking community.

    Keep up the good work Tcll. You got this.
    Logged



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    « Reply #43 on: April 08, 2013, 02:59:15 PM »


    the main thing here on this project i am hoping for getting to work:
    convert brawl/NSMBwii animetions to 3ds max without models or animetions gets messed up
    and convert the mld0 models aswell perfect since for some ppl export the mld0 to dae via brawlbox and the import that dae to 3ds max dont work the bones/polygons gets messed up and also alot of times the normals

    also hoping it will be possible to keep the model´s shaders/materials with this program from mld0 to 3ds max (or from 3ds max to mld0 models)
    well for the models...
    I'll be supporting materials and texture parameters (they're not shaders) 100%.

    I'm still learning and experimenting in sub-programs, thank you Ian ^_^


    as for animations, I've got too many ideas for linking them to the model, and I'm not sure which to choose... :/
    I'll make a list soon, as my ideas are kindof dis-organized and tied into one another...
    (that's my disability in action for ya) Tongue

    Post Merge: April 08, 2013, 03:04:00 PM
    This looks incredibly interesting. Definitely be keeping my eye on this (even though I have for a while now, just didn't say anything).

    This will be a great asset to the hacking community.

    Keep up the good work Tcll. You got this.
    well thanx Grin

    though I'm really hoping for some feedback on features to fill this thing with Smiley
    (it'll help me design the GUI and organize the operations better)

    I can at least understand some of C++ now, though Blender24 is still too complex for me >_<

    Post Merge: April 08, 2013, 06:14:33 PM
    well...
    forget everything I've said about the removed controls in dev4...
    I wasn't expecting this much change... :/

    to shorten the release date by alot,
    instead of worrying about the viewer and everything...
    the main part of UMC isn't it's viewer...
    it's it's console.


    so I'll release the console converter as a pre-release,
    and then work on developing it's viewer, and it's GUI from there. Smiley

    UMC as a console converter WILL be fully compatable with the dev5 script format,
    meaning you can work with materials, textures, and the new PT buffer. Wink

    however, you will be limited to single-file imports for both models and animations.

    if the file is an archive for models or animations, it will handle all of them as the same file...
    ("batch" conversion via the scripts)


    for the console commands:
    Ctrl+I/E - import/export Model(s)
    Ctrl+Alt+I/E - import/export Animation(s)

    the reason you won't be able to I/O multiple files is because of script conflicts.

    although I've just now thought of a way to work with re-initializing the scripts for each file, so I just may allow opening multiple files... Smiley

    once I finish the viewer, all you'll need to do is DL and copy it to the data directory Smiley

    UMC's viewer will work w/o it's GUI as well Wink
    « Last Edit: April 08, 2013, 06:41:28 PM by DarkPika » 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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    « Reply #44 on: April 11, 2013, 10:02:04 AM »


    Will this model converter work for the game Beyond Good & Evil?
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    E-scope

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