hey BJ...
do you happen to to have any v10 or v11 MDL0's with the unknown list values being something other than 0??
I don't think so... I can program a message that pops up if one of the unused offsets isn't 0 if you want.
@BJ
Thanks for reply.
As Xiggah said,0.63d could show the model properly,so I will try to find the bug in your source code comparing to 0.63d source.
Alright, good luck. Kryal completely re-worked the way primitives were read, stored and rendered (and I coded the writing part myself
), so the sources are pretty different.
The version I have (0.65b Beta) crashes upon loading files (from Mario Kart Wii) that have SRT0 and PAT0 files in them. Something about having SRT0, PAT0 and V11 MDL0s in there at the same time. It's making it difficult to modify character models. Was this fixed already?
I can get around it by deleting the SRT0s and the PAT0s using CTools, but then Koopa Troopa loses his texture animations.
Edit: And importing a DAE never works.
The first step is reading Brawl's file formats using Brawl's version. After the format is completely read and rebuild-able, that's when I'll code support for other file versions and conversion between them like I did with MDL0.
And did you follow the DAE exporting rules I have posted on the OP?
Looking forward for the release. I hope you figure out what's happening to those SCN0 nodes and release today. Anyway, if they work well ingame, it's not a big deal I suppose.
Did you fix that problem with non-XYZ models Bero talked about? I noticed that problem too with some 2D model I was using in the past for semitransparencies, and would be cool to get it corrected.
Magnificent work by the way, I can't wait to test it :3
Oh yeah, I should be able to release sometime today.
you know...
both Kryal and Bero seemed to return out of nowhere <_<
were you guys stuck in the void or something??
and who's going to be returning next?? :|
lol ._.
Long time no see, and I still can wish whenever there is going to be the complete support for .brsar archives...
That will probably be a big project like MDL0 rebuilding was.
I'll just have to focus working on only BRSAR for a while when want to finish it.
hey BJ...
what differences are there in v10 MDL0's compaired to V11??
No many really... I think only the header offsets.
Same with v8 & v9, not really any differences except for the header offsets I think.
Sounds good to me. By the way, couldn't I use the Brawlbox's source code to read already defined file structures? You left pretty thorough notes.
That's what I left the notes for