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« Reply #135 on: June 01, 2012, 12:59:38 PM » |
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Can your model converter fixing normals? Or can you create a small program that ca fix the normals? that´s would be nice dear gawd I've got alot to talk about D: it doesn't atm, but I'll add the option when it takes shape
anyways... as for my converter:
I've gotton my own viewer working: =D
here's a few others:
this one gave me problems:
THIS ONE gave me sooo many problems, but I got it:
and another one that gave me problems (I've actually got some surprizing info on this one):
I think you can guess this one :3
btw, he actually uses UV0 and UV1 =D
I ended up having to extract the internal library data to figure out what's causing OGL (my viewer) to crash (my program shouldn't be crashing what so ever!!!) >:O ^apparently the OGL library itself is using sys.exit() which is overriding my error detection and closing the program
anyways, I've extracted the internal data sent to the viewer, which is how I figured it out. I didn't believe it at first, lol, until I looked into the session info:0x00001F5E0L: jumping to: 0x00001F460L from start of file -- Object Struct 0x00001F460L: read 0x00000000 as 0 -- Unknown 0x00001F464L: read 0x00000000 as 0 -- Next Object Struct Offset 0x00001F468L: read 0x0000d64c as 54860 -- Facepoint Attributes Offset 0x00001F46CL: read 0x8000 as 32768 -- Unknown Object Flags 0x00001F46EL: read 0x0013 as 19 -- Display List Size 0x00001F470L: read 0x0001f1e0 as 127456 -- Display List Offset 0x00001F474L: read 0x00000000 as 0 -- Weight Offsets List Offset:
0x00001F478L: jumping to: 0x00000D66CL from start of file -- Attributes [CP_index,CP_Type,IsXYZ/NBT/A/ST,Data_Type/Format,Exponent,unk,Stride,Offset] 0x00000D66CL: reading structures: ['bu32', 'bu32', 'bu32', 'bu32', 'bu8', 'bu8', 'bu16', 'bu32'] until [255, '*', '*', '*', '*', '*', '*', '*'] is reached
0x00000D66CL: read 0x00000009 as 9 <-- Vert 0x00000D670L: read 0x00000003 as 3 0x00000D674L: read 0x00000001 as 1 <- XYZ 0x00000D678L: read 0x00000003 as 3 0x00000D67CL: read 0x0a as 10 0x00000D67DL: read 0x00 as 0 0x00000D67EL: read 0x0006 as 6 0x00000D680L: read 0x00000000 as 0
0x00000D684L: read 0x0000000a as 10 <-- Normal 0x00000D688L: read 0x00000003 as 3 0x00000D68CL: read 0x00000000 as 0 <- NBT 0x00000D690L: read 0x00000001 as 1 0x00000D694L: read 0x06 as 6 0x00000D695L: read 0x00 as 0 0x00000D696L: read 0x0003 as 3 0x00000D698L: read 0x00004180 as 16768
0x00000D69CL: read 0x0000000d as 13 <-- UV0 0x00000D6A0L: read 0x00000003 as 3 0x00000D6A4L: read 0x00000001 as 1 <- ST 0x00000D6A8L: read 0x00000003 as 3 0x00000D6ACL: read 0x0d as 13 0x00000D6ADL: read 0x00 as 0 0x00000D6AEL: read 0x0004 as 4 0x00000D6B0L: read 0x00006880 as 26752
0x00000D6B4L: read 0x0000000e as 14 <-- UV1 0x00000D6B8L: read 0x00000003 as 3 0x00000D6BCL: read 0x00000001 as 1 <- ST 0x00000D6C0L: read 0x00000003 as 3 0x00000D6C4L: read 0x0d as 13 0x00000D6C5L: read 0x00 as 0 0x00000D6C6L: read 0x0004 as 4 0x00000D6C8L: read 0x00006880 as 26752
0x00000D6CCL: read 0x000000ff as 255 (attribute stop-struct) 0x00000D6D0L: read 0x00000002 as 2 0x00000D6D4L: read 0x00000000 as 0 0x00000D6D8L: read 0x00000004 as 4 0x00000D6DCL: read 0x00 as 0 0x00000D6DDL: read 0x00 as 0 0x00000D6DEL: read 0x0000 as 0 0x00000D6E0L: read 0x00000000 as 0
0x00000D6E4L: jumping to: 0x00001F200L from start of file -- Display List: 0x00001F200L: read 0x98 as '98' -- Primitive Type: trianglestrip 0x00001F201L: read 0x003d as 61 -- Facepoint Count 0x00001F203L: read 0x0ac8 as 2760 -- Vert Index 0x00001F205L: jumping to: 0x0000040D0L from start of file -- Vector Data: 0x0000040D0L: read 0xfe28 as -472 0x0000040D2L: read 0xff28 as -216 0x0000040D4L: read 0x06c8 as 1736 0x0000040D6L: jumping to: 0x00001F205L from start of file 0x00001F205L: read 0x0cc3 as 3267 -- Normal Index 0x00001F207L: jumping to: 0x0000067E9L from start of file -- Vector Data: 0x0000067E9L: read 0xf7 as -9 0x0000067EAL: read 0x17 as 23 0x0000067EBL: read 0x3b as 59 0x0000067ECL: jumping to: 0x00001F207L from start of file 0x00001F207L: read 0x0834 as 2100 -- UV0 Index 0x00001F209L: jumping to: 0x000008970L from start of file -- Vector Data: 0x000008970L: read 0x14c0 as 5312 0x000008972L: read 0x1000 as 4096 0x000008974L: jumping to: 0x00001F209L from start of file 0x00001F209L: read 0x0834 as 2100 -- UV1 Index 0x00001F20BL: jumping to: 0x000008970L from start of file -- Vector Data: 0x000008970L: read 0x14c0 as 5312 0x000008972L: read 0x1000 as 4096 0x000008974L: jumping to: 0x00001F20BL from start of file I seperated the attributes myself luckilly I've already prepaired my viewer for this... ^_^ although I'm not using the UV index values yet. XDD (not until I handle pixel arrays first)
and yes you saw Giga Bowser I got him converted as well:
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« Last Edit: November 29, 2019, 05:01:35 PM by DarkPikachu »
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« Reply #136 on: June 01, 2012, 01:58:40 PM » |
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HUGE improvement, I love it!
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #137 on: June 02, 2012, 03:24:29 AM » |
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Excuse me if this a stupid question but what would the converter be needed for? We can already use 3ds max for importing into brawlbox. Will this just remove the need for 3ds max?
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Click Sig For My Tutorial Thread I'm Just You're Friendly Forum Pseudo Narcissist This is Nyan. She He is indeed random and also definitely not a pervert.
I Will Accept Everyone's Faults As Long As They're Not Annoying.
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« Reply #138 on: June 02, 2012, 04:30:19 AM » |
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Excuse me if this a stupid question but what would the converter be needed for? We can already use 3ds max for importing into brawlbox. Will this just remove the need for 3ds max?
no... its for converting other models into OBJ's i believe.. such as models from Melee which r in .dat format.. and other games aswell.. not sure wat other games tho, i'd really like to see this support DS models since i have alot ripped
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« Reply #139 on: June 02, 2012, 04:33:01 AM » |
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no... its for converting other models into OBJ's i believe.. such as models from Melee which r in .dat format.. and other games aswell.. not sure wat other games tho, i'd really like to see this support DS models since i have alot ripped Ahhh makes sense now, thanks.
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Click Sig For My Tutorial Thread I'm Just You're Friendly Forum Pseudo Narcissist This is Nyan. She He is indeed random and also definitely not a pervert.
I Will Accept Everyone's Faults As Long As They're Not Annoying.
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« Reply #140 on: June 02, 2012, 08:04:40 AM » |
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Good job, you're almost there!
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« Reply #141 on: June 02, 2012, 11:25:26 AM » |
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Wow, epic progress :O
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« Reply #142 on: June 05, 2012, 06:01:41 AM » |
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Very cool looking good so far! Hope this converter can fix normals in the future. crazy_normals.dae --> converter --> fixed_normals.dae
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« Reply #144 on: June 09, 2012, 08:42:45 PM » |
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lol There's not much to school on... all model formats are different and I wasn't really able to import models into Halo 3 using Alteration anyway :/
But I'll code a Halo 3 model importer eventually >: D
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« Reply #145 on: June 09, 2012, 08:50:32 PM » |
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lol There's not much to school on... all model formats are different and I wasn't really able to import models into Halo 3 using Alteration anyway :/
But I'll code a Halo 3 model importer eventually >: D
well... as expected... but they'd have to do something along the lines of Nintendo using a similar format for every model.
lol they probably encode their models using an advanced version of DirectX XDD (it's Microsoft we're talking about, so WhyTF not)
I just can't wait to be able to convert a .dol to a .xbe(XBox) or .rkv(PS2)
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« Reply #146 on: June 11, 2012, 09:57:45 PM » |
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Dude if you can get yuri in your converter.... I'll thank you a ton. Man that game was fun
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Click Sig For My Tutorial Thread I'm Just You're Friendly Forum Pseudo Narcissist This is Nyan. She He is indeed random and also definitely not a pervert.
I Will Accept Everyone's Faults As Long As They're Not Annoying.
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« Reply #147 on: June 18, 2012, 09:52:01 AM » |
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« Reply #148 on: June 18, 2012, 02:59:02 PM » |
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nice shame u dont have support for stages yet... v.v oh and a question about this... would it also convert the materials and shaders thats in those .dat files properly? O.o cause i kno that Brinstar Depths and Pokefloats has some materials that has 2 textures in them.. lol.
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« Reply #149 on: June 22, 2012, 03:55:03 PM » |
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« Last Edit: June 23, 2012, 03:47:41 AM by Tcll »
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