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« Reply #12615 on: September 22, 2012, 11:58:01 AM » |
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quick question, why wont 3ds max and brawlbox show the same amount of vertices? Judge it by faces If ya hit 7 in max the left top corner should give a few numbers and letters, and it'll have a poly count. Its the same as your number of faces in brawlbox
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« Reply #12616 on: September 22, 2012, 11:58:14 AM » |
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quick question, why wont 3ds max and brawlbox show the same amount of vertices? The "NumVertices" count in Brawlbox is really the facepoint count for all objects. It's called "NumVertices" though because they're the actual vertices that are sent to the Wii to read; there are just duplicates because the primitive type used in each object. The MDL0 doesn't store the count of unique vertices anywhere. I already renamed it to "FacepointCount" and added "VertexCount" (a unique count calculated by BB) for the next BB so nobody asks again.
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« Reply #12617 on: September 22, 2012, 12:39:32 PM » |
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May I make a suggestion that really isn't important but would be super useful for making CSPs?
Could you make it so that in the model viewer, you can load a different model/texture without having to start all over? Just have it replace the current model, with everything else remaining the same? For example, I want to put Diddy Kong into a specific pose, then I want to put Dixie Kong into that same pose, but for me it's quite difficult to get it just right.
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« Reply #12618 on: September 22, 2012, 12:46:05 PM » |
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May I make a suggestion that really isn't important but would be super useful for making CSPs?
Could you make it so that in the model viewer, you can load a different model/texture without having to start all over? Just have it replace the current model, with everything else remaining the same? For example, I want to put Diddy Kong into a specific pose, then I want to put Dixie Kong into that same pose, but for me it's quite difficult to get it just right.
I added a save camera feature, and you can use a CHR0 to save the pose. Randomly swapping out models like that would be so random and would have no other use.
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« Reply #12619 on: September 22, 2012, 12:52:05 PM » |
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Is the save camera feature in an upcoming brawlbox, or is it in the current? I can't find it if it's in the current.
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« Reply #12620 on: September 22, 2012, 12:53:27 PM » |
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Upcoming
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« Reply #12621 on: September 22, 2012, 12:55:00 PM » |
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Word, thank you.
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« Reply #12622 on: September 22, 2012, 08:06:31 PM » |
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BJ96! do you possible know something about these file format: RFNT FINF TGLP
I found those in Common2 in MiscData[9] and MiscData[10]. and more funny thing, MiscData [11 - 17] is modules, 11 is the Sora_Melee module O.o and [30 - 34] is something about "sndBmgTitleData"
Font data. However, these should be all in a single file. TGLP, CWDH and CMAP are all inside the RFNT files. TGLP is read similarly to a tex0 or a TPL file.
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« Reply #12623 on: September 22, 2012, 09:48:11 PM » |
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BJ: Can you look into .SAT filetype? It's a file type that's after every file in Okami's archive
Character Number.dat Character Number.SAT
I think it may be animation files, because literally everything that moves in that game has that kind of file after it's .dat file.
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« Reply #12624 on: September 22, 2012, 10:19:49 PM » |
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BJ: Can you look into .SAT filetype? It's a file type that's after every file in Okami's archive
Character Number.dat Character Number.SAT
I think it may be animation files, because literally everything that moves in that game has that kind of file after it's .dat file.
no
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« Reply #12625 on: September 23, 2012, 12:07:23 AM » |
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just one question, is it normal that adding a texture matrix breaks the model? (it freezes, and even if I go back and set it to false again it still does) If the object is really big, does that matter?
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« Reply #12626 on: September 23, 2012, 12:09:38 AM » |
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just one question, is it normal that adding a texture matrix breaks the model? (it freezes, and even if I go back and set it to false again it still does) If the object is really big, does that matter?
It converts the vertex/normal/uv array values to float if they aren't already so you could try importing with them forced in the first place so there's no possibility of corruption. I don't know why it would corrupt the arrays though. How does it look in BB?
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« Reply #12627 on: September 23, 2012, 12:28:33 AM » |
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It looks exactly the same as it should look. I fixed it now. the different process was: 1st time: BB v. 67b Main Texture size: 1024x1024 name of one texture was cap (not important but i did change it)
This time: BBv67 Main Texture size: 512x512 now it was named Spe
Everything else followed the same proces. Used default options for import as well. I also don't see how this happened, but it seems to work now. Maybe the texture was too big for the game to use with a texture matrix? but it should have worked when they were turned back. They did work the first time without the matrices, so I have no idea what caused it. Thanks for your time, and by the way, thanks for all your work in brawlbox, and Happy (really late) Birthday!
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« Reply #12628 on: September 23, 2012, 04:10:18 AM » |
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BJ: Can you look into .SAT filetype? It's a file type that's after every file in Okami's archive
Character Number.dat Character Number.SAT
I think it may be animation files, because literally everything that moves in that game has that kind of file after it's .dat file.
u should even kno that Okami doesnt use CHR0 or SRT0 data either... whats in those files arnt animations at all.
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« Reply #12629 on: September 23, 2012, 04:36:03 AM » |
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bj will the ntsc to pal sound converter be on the next bb? it would be sweet to hear chars again
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