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« Reply #1335 on: May 29, 2011, 04:42:47 PM » |
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And polygons are facepoints?
Objects contain facepoints
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« Reply #1336 on: May 29, 2011, 05:44:08 PM » |
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well then... I'm for sure gonna use this then!!! but first i'd have to learn to add bones to a stage.dae file.
question. can u also export .obj files into .dae? cause i have alot of LoZ:OoT stages in .obj files.
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« Reply #1338 on: May 29, 2011, 07:50:28 PM » |
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.x is a model format? BTW, the bottleneck to the TMP format is a great idea. Reduces the amount of conversion algorithms you need. Large auto-translators use similar techniques.
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FC: 2191-7379-6272
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« Reply #1339 on: May 29, 2011, 08:43:30 PM » |
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I wish we knew more about the .KMY format that Meta Gear uses, but oh well.
Nice to see progress.
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« Reply #1340 on: May 29, 2011, 11:12:43 PM » |
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here's the basic idea behind my converter:
you can support a new filetype by simply building a plugin for it
can you also can convert bin to mdl0?? or this has been done? sorry for noob question.
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« Reply #1341 on: May 30, 2011, 01:02:28 AM » |
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I meant for ripping/rigging a brawl characters bones to the character in the dae file >_>
Still universal, google a 3d model rigging/skinning tutorial.
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #1342 on: May 30, 2011, 01:04:51 AM » |
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can you also can convert bin to mdl0?? or this has been done? sorry for noob question.
BIN is usually a container format, so you'd have to find a way to get the model out of it first. It's different for each implementation
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« Reply #1343 on: May 30, 2011, 06:28:56 AM » |
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can you also can convert bin to mdl0?? or this has been done? sorry for noob question.
I havn't seen any .bin model formats... ... yet...
.x is a model format? BTW, the bottleneck to the TMP format is a great idea. Reduces the amount of conversion algorithms you need. Large auto-translators use similar techniques.
.x is DirectX binary/ascii this one will be a bit tricky to implement...
thanx now I just need help working on a simple format for converting it wanna help out?? go here: http://tcll5850.proboards.com/index.cgi?board=umcrel&action=display&thread=81&page=1
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« Last Edit: May 30, 2011, 07:38:47 AM by Tcll »
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« Reply #1344 on: May 30, 2011, 06:41:51 AM » |
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It's completely off topic, but i have no idea on how to use this code thingy... fsource = GetOpenFileName \ caption:"Renderware Importer" \ types: "generic renderware format(*.dff)|*.DFF|All files (*.*)|*.*|" if (fsource!=undefined) AND ((doesFileExist fsource)==true) then( f = fopen fsource "rb" fext= getFilenameType fsource fpath= getFilenamePath fsource fbatch= getFiles (fpath+"*"+fext) fname= getFilenameFile fsource fsize= getFileSize fsource st = timestamp() --get start time in milliseconds clearlistener() openLog (fpath+fname+"_log.txt") mode:"w" outputOnly:true print (fname+fext+"\n"+localTime+"\n") --=========================================================================== undo off( fn PrintOffset Var = ( local Var = Var print ("This is the offset 0x" + (bit.intAsHex Var) as string) Var ) fn PrintCount Var = ( local Var = Var print ("This is the Count 0x" + (bit.intAsHex Var) as string) Var )
fn Readword fstream = ( return readshort fstream #unsigned )
fn ReadFixedString bstream fixedLen = ( local str = "" for i = 1 to fixedLen do ( str += bit.intAsChar (ReadByte bstream #unsigned) ) str ) with redraw off ( struct Mesh_Info_Struct ( Mesh_Name,vertstart,vertend,vertcount,facecount )
mscale=39.34
Mesh_Offset_Array = #() UV_Offset_Array = #() while (ftell f) != fsize do ( byte1 = readbyte f#unsigned if (byte1==0x04) then( byte2 = readbyte f#unsigned if (byte2==0x01) then( byte3 = readbyte f#unsigned if (byte3==0x00) then( byte4 = readbyte f#unsigned if (byte4==0x01) then( fseek f 3#seek_cur test2 = readbyte f#unsigned fseek f -4#seek_cur if test2 == 0x68 do ( append Mesh_Offset_Array (ftell f) ) -- if test2 == 0x64 do ( -- append UV_Offset_Array (ftell f) -- ) ) ) ) ) ) print Mesh_Offset_Array.count print UV_Offset_Array.count
for a = 1 to Mesh_Offset_Array.count do (
Vert_array = #() Normal_array = #() UV_array = #() Face_array = #() fseek f Mesh_Offset_Array[a]#seek_set Print ("Vert @ 0x"+((bit.intAsHex(ftell f))as string))
byte1 = readbyte f#unsigned byte2 = readbyte f#unsigned byte3 = readbyte f#unsigned byte4 = readbyte f#unsigned for b = 1 to byte3 do ( vx = readfloat f*mscale vy = readfloat f*mscale vz = (readfloat f*-1)*mscale append Vert_array [vx,vz,vy] ) -- fseek f UV_Offset_Array[a]#seek_set for sk = 1 to 40 do ( byte1 = readbyte f#unsigned if (byte1==0x04) then( byte2 = readbyte f#unsigned if (byte2==0x01) then( byte3 = readbyte f#unsigned if (byte3==0x00) then( byte4 = readbyte f#unsigned if (byte4==0x01) then EXIT
) ) ) )
fseek f 3#seek_cur test2 = readbyte f#unsigned fseek f -4#seek_cur if test2 == 0x64 then (
Print ("TVert @ 0x"+((bit.intAsHex(ftell f))as string)) byte1 = readbyte f#unsigned byte2 = readbyte f#unsigned byte3 = readbyte f#unsigned byte4 = readbyte f#unsigned for b = 1 to byte3 do ( tu = readfloat f tv = (readfloat f*-1)+1 append UV_array [tu,tv,0] )
)else( for b = 1 to Vert_array.count do append UV_array [0,0,0] )
fa=1 fb=2 fc=3 append Face_array[fa,fb,fc]
for x =1 to (Vert_array.count-3) do( fd=fa fa=fc fc=fd fa+=1 fb+=1 fc+=1 append Face_array[fa,fb,fc] )
msh = mesh vertices:Vert_array faces:Face_array msh.numTVerts = UV_array.count buildTVFaces msh for j = 1 to UV_array.count do setTVert msh j UV_array[j]
for j = 1 to Face_array.count do setTVFace msh j Face_array[j]
-- for j = 1 to Normal_array.count do setNormal msh j Normal_array[j] -- selectmore msh ) -- group selection
--=========================================================================== Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string)) gc() fclose f flushLog() closeLog() enableSceneRedraw() Print ("Done! ("+((((timestamp())-st)/60)as string)+" Seconds)") --print time to finish ))) else (Print "Aborted.")
I have no idea how to use it, and as well, this is for the inuyasha project, this supposivly extracts the model from the specific DFF that is from inuyasha.
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« Reply #1345 on: May 30, 2011, 06:44:05 AM » |
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It's completely off topic, but i have no idea on how to use this code thingy...
I have no idea how to use it, and as well, this is for the inuyasha project, this supposivly extracts the model from the specific DFF that is from inuyasha.
Looks like it could be a quick BMS script.
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #1346 on: May 30, 2011, 06:51:33 AM » |
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I have no idea on how to use this, it's just code, how do i use the code is what i'm asking... or make it usable, i really want this inuyasha model, i have the .DFF and the already extracted .TXD parts, so i have the textures, i just need the models themselves.
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« Reply #1347 on: May 30, 2011, 06:59:05 AM » |
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I have no idea on how to use this, it's just code, how do i use the code is what i'm asking... or make it usable, i really want this inuyasha model, i have the .DFF and the already extracted .TXD parts, so i have the textures, i just need the models themselves.
Like I said, it's looks like a quick BMS script. Google it and you will find some answers.
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #1348 on: May 30, 2011, 07:04:25 AM » |
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Like I said, it's looks like a quick BMS script. Google it and you will find some answers.
Gotta love google
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]
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« Reply #1349 on: May 30, 2011, 12:28:18 PM » |
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Yeah i can't use this program unless i pay money.
i'm not going to pay money for 1 measley model...
it's just too much of a pain for the model itself...
gosh, any 1 have this obstructed program?
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« Last Edit: May 30, 2011, 12:38:12 PM by Nyanyanyanyan Cat Man »
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