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DarkPikachu
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    « Reply #1545 on: June 21, 2011, 05:21:31 PM »


    Smart man Wink
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    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 #1546 on: June 21, 2011, 05:29:30 PM »


    lol, didnt even look at the URL... xDDDD
    so stupidly obvious... xD i feel dumb now...
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    DarkPikachu
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    complexity == fun

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    « Reply #1547 on: June 21, 2011, 06:52:10 PM »


    O.o
    wow...
    is like no-one hyped that Melee conversion is now becoming possible
    I was expecting alot more hype for this than 2-4 replies... Im srs here






    _________________________________________________ ______________________________________

    lol :3
    this one might look a little more familiar:

    EDIT:
    take note, I'm not brute forcing it like I was on my last attempts
    I'm actually accessing the verts the correct way now Wink
    (the verts come last)
    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.

    moleman915
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    « Reply #1548 on: June 21, 2011, 07:15:29 PM »


    Wait, does this mean direct stage imports from melee are now possible?
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    Tempo_
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    « Reply #1549 on: June 21, 2011, 07:17:53 PM »


    O.o
    wow...
    is like no-one hyped that Melee conversion is now becoming possible
    I was expecting alot more hype for this than 2-4 replies... Im srs here



    is like no-one hyped that Melee conversion is now becoming possible


    Melee conversion is now becoming possible

    Someone give this man a prize.
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    DarkPikachu
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    complexity == fun

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    « Reply #1550 on: June 21, 2011, 09:53:38 PM »


    well this is (and has always been) typical in melee conversion:

    ^that's supposed to be Pichu's un-transformed body

    I thought I was good enough to get it right the first time... heh

    well... it's prbly something in my convertToTriangles function...
    I was tired when built the function, so I'll take a look at it tomorrow Smiley
    I'm sure I'll be able to fix it XD

    the TMP data is correct, IK that for a fact Cool
    I just have to get the primitives converted correctly

    prbly something with my tristrips and trifans conversion


    tbh... I actually like the manual conversion Cheesy
    and I think you will too, if you're building a plugin ^_^
    it's like building a plugin while using the file data in real time (using the functions I demonstraited earlier)

    not to mention I had to fix my common data functions in order to even get a decent conversion

    either way, I've just now made the building of nintendo-type plugins easy Cheesy
    TMP -> OBJ is gonna need a bit of work (why I'm playing around whith manual conversion)





    _________________________________________________ ______________________________________

    Wait, does this mean direct stage imports from melee are now possible?

    IDK yet...
    I'd have to test it on a stage...
    (don't think stages have a base node [3] of 'joint')

    will add soon though Wink

    although atm it's only manual tmp to obj conversion...

    heh...
    I have to fix my getObject function to log using a global vector
    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 #1551 on: June 21, 2011, 10:46:28 PM »


    ok i am hyped just got online Cheesy
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    I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

    DarkPikachu
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    complexity == fun

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    « Reply #1552 on: June 22, 2011, 06:42:09 AM »


    GOT IT!!!
    just needed some sleep was all Cheesy

    I only had to invert the normals to get it looking proper Grin
    I can now officially say I have the best converter Happy Face

    EDIT:
    now I just need to get the plugin to order the data properly in the TMP before I can upgrade my obj plugin.

    this is all that's in the TMP:
    < faces 61128 4;210:1166:6:::::::|39:1209:27:::::::|...
    < faces 60008 3;167:135:169:::::::|166:134:168:::::::|...
    < faces 58220 4;197:165:175:::::::|194:162:175:::::::|...
    < faces 56968 4;197:165:175:::::::|206:174:175:::::::|...
    < faces 56776 3;212:1224:40:::::::|213:1224:41:::::::|...
    < faces 56524 4;223:183:51:::::::|224:184:52:::::::|...
    < faces 56272 4;227:187:73:::::::|228:189:76:::::::|...
    < faces 55980 4;237:201:99:::::::|236:199:98:::::::|...
    < faces 55820 4;865:205:59:::::::|240:206:60:::::::|...
    < faces 55660 4;246:212:106:::::::|245:211:101:::::::|...
    < faces 55340 4;262:226:69:::::::|263:227:70:::::::|264:228:71:::::::|...
    < faces 55088 4;273:239:82:::::::|1367:240:83:::::::|1363:241:84:::::::|...
    < faces 54796 4;276:243:99:::::::|753:247:97:::::::|275:242:98:::::::|...
    < faces 54636 4;279:248:561:::::::|788:249:95:::::::|768:250:96:::::::|...
    < faces 54476 4;283:254:103:::::::|284:255:104:::::::|282:253:102:::::::|...
    < faces 54152 4;297:266:439:::::::|295:264:445:::::::|897:267:448:::::::|...
    < faces 53992 4;306:278:125:::::::|956:288:132:::::::|302:272:130:::::::|...
    < faces 53736 3;306:278:119:::::::|302:272:120:::::::|978:293:129:::::::|...
    < faces 53548 6;333:314:565:::::::|311:286:564:::::::|312:287:624:::::::|...
    < faces 52748 4;331:312:121:::::::|329:310:115:::::::|332:313:122:::::::|...
    < faces 52616 4;339:1246:943:::::::|337:1243:147:::::::|338:1244:148:::::::|...
    < faces 52240 4;353:1265:165:::::::|354:1266:166:::::::|355:1657:999:::::::|...
    < faces 51784 3;398:370:167:::::::|481:450:168:::::::|480:449:169:::::::/...
    < faces 50028 4;512:480:175:::::::|521:489:175:::::::|510:478:175:::::::|...
    < faces 48776 4;512:480:175:::::::|519:487:175:::::::|521:489:175:::::::|...
    < faces 48576 3;1522:1287:564:::::::|1524:1289:568:::::::|1518:1282:513:::::::/4;941:899:478:::::::|...
    < faces 43760 4;749:1121:420:::::::|793:1635:419:::::::|750:710:418:::::::|765:725:378:::::::|...
    < faces 42992 4;753:713:331:::::::|778:738:390:::::::|770:730:332:::::::|777:737:391:::::::|...
    < faces 42192 4;828:787:420:::::::|827:786:418:::::::|873:1510:419:::::::|827:786:418:::::::|...
    < faces 41456 4;831:790:331:::::::|849:806:332:::::::|856:813:390:::::::|857:814:391:::::::|...
    < faces 40712 4;896:852:447:::::::|900:856:451:::::::|899:855:450:::::::|901:857:452:::::::|...
    < faces 40288 4;903:862:454:::::::|911:870:594:::::::|917:861:614:::::::|911:870:594:::::::|...
    < faces 39400 4;931:889:657:::::::|935:893:659:::::::|930:888:635:::::::|929:887:552:::::::/4;...
    < faces 39048 4;965:923:524:::::::|962:920:628:::::::|964:922:523:::::::|957:915:627:::::::|...
    < faces 38568 4;980:938:660:::::::|979:937:659:::::::|972:930:645:::::::|968:926:634:::::::|...
    < faces 38216 3;1079:1445:806:::::::|1080:1446:807:::::::|1081:1447:808:::::::|...
    < faces 32428 4;1338:1092:858:::::::|1370:1124:905:::::::|1366:1120:902:::::::|...
    < faces 34444 4;1367:1121:921:::::::|1242:1079:900:::::::|1366:1120:902:::::::|...
    < faces 35668 4;1189:1028:918:::::::|1157:996:914:::::::|1166:1005:912:::::::|1158:997:913:::::::|...
    < vertices 0 5.09375|0.59375|-1.375/6.171875|1.703125|-2.5625/4.390625|1.4375|-2.078125/2.296875|1.4375|-1.5/...

    pretty messy... DX
    manual conversion using that was a pain DX
    « Last Edit: June 22, 2011, 06:54:47 AM by Tcll » 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.

    xxmasal22xx
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    « Reply #1553 on: June 22, 2011, 07:40:33 AM »


    YEA TECH! From readin mah siggy, we all know you love 69....but.....never guessed you meant 69 times the epicness!!! Cheesy

    Oh guys, just remember one thing though. This means nothing until we get one midel working in brawl. Not an MDL0 either. It needs to be an obj, mdl, dat. etc converted to mdl0 in brawl. Jus sayin.
    « Last Edit: June 22, 2011, 07:46:32 AM by xxmasal22xx » Logged

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    « Reply #1554 on: June 22, 2011, 12:11:48 PM »


     Shocked

    Well done Tcll... Well done indeed!

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    Eternal Yoshi
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    « Reply #1555 on: June 22, 2011, 01:57:03 PM »


    That's great.

    BTW, how do you nullify normals?
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    DarkPikachu
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    complexity == fun

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    « Reply #1556 on: June 22, 2011, 02:38:30 PM »


    That's great. BTW, how do you nullify normals?
    ??
    nullify??
    (not sure of what you're trying to accomplish...)

    tbh, the only conversion I did was verts and faces...
    the faces then calculated the normals... heh
    « Last Edit: June 22, 2011, 02:40:03 PM by Tcll » 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.

    deadname mcredactedface
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    Kind of want to start making mods for this again

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    « Reply #1557 on: June 22, 2011, 03:28:04 PM »


    I think he's probably talking about how some vertex hacks still have the shading of the original model, caused by the normals apparently. When getting rid of that shading we call it nullifying normals.

    I'm still kinda.. not-good with my modelling lingo, but I assume since you're recalculating the normals upon conversion that it won't be an issue anymore... right?

    Converter progress is looking sooo awesome btw.
    « Last Edit: June 22, 2011, 03:30:46 PM by TommoPuppy » Logged


    DarkPikachu
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    « Reply #1558 on: June 22, 2011, 03:57:43 PM »


    I think he's probably talking about how some vertex hacks still have the shading of the original model, caused by the normals apparently. When getting rid of that shading we call it nullifying normals. I'm still kinda.. not-good with my modelling lingo, but I assume since you're recalculating the normals upon conversion that it won't be an issue anymore... right? Converter progress is looking sooo awesome btw.

    sry bout messing up your post in the quote...
    the thing's being dumb DX

    and like, I'm still not sure exactly what you mean :/
    I'm starting to get an idea however Smiley
    (I suck at brawl's terms)

    this is literally all I'm worrying about atm:
    < faces 35668 4;1189:1028:918:::::::|1157:996:914:::::::|1166:1005:912:::::::|1158:997:913:::::::|...
    < object 35668 35668
    < vertices global 5.09375|0.59375|-1.375/6.171875|1.703125|-2.5625/4.390625|1.4375|-2.078125/2.296875|

    it doesn't matter how you arrange the data in my format... as long as it's there...
    (you can log bones backwards and mix them in with vectors if you want) Wink
    my format's designed to be a bridge format for game formats...

    the only hard part is figuring out how to order the data w/in the data

    I still need a function that tell's weather the TMP uses local or global vectors
    (the above example uses global vectors)

    anyways...
    back to my original point Tongue
    I just havn't gotten around to logging the normals in the TMP...
    the normals are for basically which direction the face will project a texture
    (one side will be clear while the other side is a texture)
    bi-normals are different they project on both sides of the face.


    and yeh...
    I've still got ALOT of work that needs to be done...
    I'm currently on getting to the transform values.

    if I can get everything working properly, I should be able to omit the transforms.
    (meaning the model won't look morphed like Pichu below) Wink
    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.

    BlueBrain
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    « Reply #1559 on: June 22, 2011, 04:25:49 PM »


    the point is to make models un-shaded, so the normal shading doesnt apply anymore...
    this is usefull for characters like mario and luigi, cuz whatever u do with those straps from their pants, u'll still see them ^^
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