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« Reply #11085 on: May 26, 2015, 04:23:00 PM » |
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[Progress Intensifies]
We can only hope we're able to convert it into a usable format.
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« Reply #11086 on: May 26, 2015, 04:27:52 PM » |
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[Progress Intensifies]
We can only hope we're able to convert it into a usable format.
This. That would be way too awesome.
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« Reply #11087 on: May 26, 2015, 05:19:08 PM » |
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Is anybody going to comment on how they still use FitCharacter and Fighter/Character locations?
Gotta love them Smash Devs.
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« Reply #11088 on: May 26, 2015, 05:39:03 PM » |
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[Progress Intensifies]
We can only hope we're able to convert it into a usable format.
hopefully into an FBX to where it can be imported into max, or into a txt file since BB can import .txt files into chr0's Is anybody going to comment on how they still use FitCharacter and Fighter/Character locations?
Gotta love them Smash Devs.
that i have no clue about.. but anyways... .omo is pretty much a familiar format due to Namco using it in alot of games, and its also very similar to the star fox game, and omo stands for Object Movement.. there is a program that can open .omo files called vizrt, but its pretty pricey... and there's no torrent either of it, but as boobsey told me over skype, these keyframes arnt as obvious to spot as in other namco animation files
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« Reply #11089 on: May 26, 2015, 05:49:56 PM » |
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I hope we can convert .omo files into .chr0 or something useful soon.
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« Reply #11090 on: May 28, 2015, 01:28:06 AM » |
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well technically... Vizrt Artist (real time 3d modeling and animation) program can open these .omo files, and they can be exported as a .DAE format, then imported into max.. buuuut, there's no torrent of said program, and the program costs 500 USD. Thanks to boobsey's friend, he found out that SmashU .omo files is a viz omo format, but sadly his friend doesnt want to convert the animation files for us. Boobsey is gonna try to crack the format for now, but otherwise, if nothing is done, then its been scrapped edit: well pretty much... boobsey is gonna talk to his pal tomorrow to see if he'll even share any info on keyframe locations, or at least have him export some as a DAE for a test run. Here's the update on my finding tho with the help of Boobsey clearing some stuff up .omo animation format listing viz omo format 0x06 to 0x07 - folder call(?) 0x08 to 0x0b - has an importance 0x0d - value of 2 for stages and 0 for character animations (possibly tells how many animations types are stored) 0x0f - bone count 0x10 to 0x11 - frame count 0x17 - indicates where index starts 0x20 - start keyframes edit2: welp.. more progress on the .omo animation format! .omo animation format listing viz omo format 0x06 - folder call(? 8 byte) 0x08 - has an importance (4 byte) 0x0d - value of 2 for stages and 0 for character animations (possibly tells how many animations types are stored) 0x0e - bone references (8 bytes) 0x10 - frame count (8 byte) 0x14 - indicates where index data start (16 byte) 0x18 - indicates next data start (16 byte) 0x1a - tells where next block starts (16 byte) 0x1e - data start (8 byte) 0x20 - bone entry identification? 0x30 - start keyframe (every 16 bytes) so with the data that's been collected.. i went ahead and calculated the float value's that was available and got the Frame01 animation value's while all the rest is stored into the data section. So pretty much, the format is close to figured out, but .omo files with multiple bone entries will take longer, but i did send a PM to TGE if he'll be able to make me a script for either 3ds max (for importing) or quickBMS to a .txt file listing the keyframe data edit3:
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« Last Edit: May 29, 2015, 04:45:33 AM by PervyDSX8 »
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« Reply #11091 on: May 29, 2015, 08:13:36 AM » |
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edit3: Yes! Its not forgotten! And its f***ing awesome!
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« Reply #11092 on: May 29, 2015, 06:45:02 PM » |
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Yes! Its not forgotten! And its f***ing awesome!
haha yeah, and the glow around the tower on the island in the bg, i remade its shader to be more "glow" like, and it came out pretty good anyways... does ANY1 have any knowledge on hex at all? i cant even figure out the keyframe data in these omo files AT ALL!!!! >:C i'd ask BJ if he could, but he'll just blow me off, or either ask for money..
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« Last Edit: May 29, 2015, 06:47:27 PM by PervyDSX8 »
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« Reply #11093 on: May 29, 2015, 07:11:54 PM » |
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i'd ask BJ if he could, but he'll just blow me off, or either ask for money..
neither, I'd just tell you I wouldn't do it lmao
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« Reply #11094 on: May 29, 2015, 07:16:58 PM » |
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neither, I'd just tell you I wouldn't do it lmao
well not like i would ASK u to do it... just to look at it and give me a tip/hint or anything that'll make me understand its data section... thats like the only thing left for me to understand.. :/
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« Last Edit: May 30, 2015, 03:24:04 AM by PervyDSX8 »
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« Reply #11095 on: June 01, 2015, 02:49:28 PM » |
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Are you planning to add the blue glow on the floor like on your first wip`s?
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« Reply #11096 on: June 01, 2015, 02:59:24 PM » |
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Looks great
The position isn't right yet, but it already looks very close!
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« Reply #11097 on: June 01, 2015, 03:24:16 PM » |
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Are you planning to add the blue glow on the floor like on your first wip`s?
yeah, that'll be fading in as it gets darker Looks great
The position isn't right yet, but it already looks very close!
position? bro they r in position from what i gathered from the omo files, so the bg models r pretty much in position anyways.. got 2 new videos to show!!
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« Last Edit: June 01, 2015, 03:35:00 PM by PervyDSX8 »
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« Reply #11098 on: June 01, 2015, 03:43:53 PM » |
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Dang, everything looks fab. Especially Battlefield!
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