Home Gallery Resources The Team Rules chat Login Register
Poll
Question: MDL0 template: how would you prefer the data fields??
named according to Nintendo's SDK
named for noobs to understand

Pages:  1 ... 7 8 9 [10] 11 12 13 ... 18
Author Topic: Tcll's resource box  (Read 99731 times)
0 Members and 1 Guest are viewing this topic.
DarkPikachu
Angel Kitten
***
Offline Offline

Posts: 3069


complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #135 on: June 01, 2012, 12:59:38 PM »


    Can your model converter fixing normals?
    Or can you create a small program that ca fix the normals? that´s would be nice Smiley
    dear gawd I've got alot to talk about D:
    it doesn't atm, but I'll add the option when it takes shape Wink

    anyways...
    as for my converter:

    I've gotton my own viewer working: =D


    here's a few others:

    Comparison in Q3D:

    an issue to resolve:
    verts have to be scaled by 0.1 before being drawn, otherwise:




    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:
    Code:
    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 Tongue
    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 Smiley
    I got him converted as well:

    « Last Edit: November 29, 2019, 05:01:35 PM by DarkPikachu » 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.

    Sky Grounder
    Lol Kitten
    *********
    Offline Offline

    Posts: 978


  • Awards Heart Container Tutorial Writer

  • View Profile Awards
    « Reply #136 on: June 01, 2012, 01:58:40 PM »


    HUGE improvement, I love it! AWESOME 2.0!
    Logged

    3DS FC: 5370-0958-4818
    Wii U NNID: Doraleus

    Shinobu Nyan!
    Lol Kitten
    *********
    Offline Offline

    Posts: 877


    How the Cool Kids Dance Once More!!

  • Awards Diamond in the Rough Hot Topic Warm Welcomer Heart Container

  • View Profile Awards
    « Reply #137 on: June 02, 2012, 03:24:29 AM »


    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?
    Logged

    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.

    DSX8
    Stage/Character Importer
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9288


    meow~

  • Awards Good Citizen >9000 King for a Day Heart Container

  • View Profile Awards
    « Reply #138 on: June 02, 2012, 04:30:19 AM »


    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 Tongue
    Logged

    Follow me on facebook and Twitter!!!
    https://www.facebook.com/DMNSLYRX8              https://twitter.com/Demonslayerx8

    3DS Friend Code: 0705-6436-8834              NNID: Demonslayerx8              PSN: Demonslayerx8



    Shinobu Nyan!
    Lol Kitten
    *********
    Offline Offline

    Posts: 877


    How the Cool Kids Dance Once More!!

  • Awards Diamond in the Rough Hot Topic Warm Welcomer Heart Container

  • View Profile Awards
    « Reply #139 on: June 02, 2012, 04:33:01 AM »


    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 Tongue
    Ahhh makes sense now, thanks.
    Logged

    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.

    Volt_Storm_7
    Hyper Kitten
    ******
    Offline Offline

    Posts: 286

    何で?


    View Profile Awards
    « Reply #140 on: June 02, 2012, 08:04:40 AM »


    Good job, you're almost there!
    Logged

    http://forums.kc-mm.com/index.php?topic=41055.0
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    Looking for animations you cannot make yourself? Come request here.


    Currently Working on
    - Neku Animations
    - Sanji Animations
    - Crystal Animations

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #141 on: June 02, 2012, 11:25:26 AM »


    Wow, epic progress :O
    Logged

    DJ Lowgey
    Extreme Kitten
    *******
    Offline Offline

    Posts: 425


  • Awards Fiery Topic

  • View Profile Awards
    « Reply #142 on: June 05, 2012, 06:01:41 AM »


    Very cool Smiley
    looking good so far!
    Hope this converter can fix normals in the future.

    crazy_normals.dae --> converter --> fixed_normals.dae

    Smiley Smiley Smiley
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #143 on: June 09, 2012, 07:37:47 PM »


    heh... I guess I did forget to add a description...
    but then again, it doesn't really need one Tongue

    just look at the name

    you should be able to take any supported model format and convert it to another supported format.
    (MDL0 will be import only until I figure out the resource groups and material info)



    btw BJ...
    you've been working with the XBox model format for some time...
    mind schooling me on it a little??

    I intend to add model support for Tales of Vesperia
    (.dat model format like Melee)



    heh...
    just wait till I UG this thing to Universal Game Converter >:3
    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.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #144 on: June 09, 2012, 08:42:45 PM »


    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
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #145 on: June 09, 2012, 08:50:32 PM »


    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)
    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.

    Shinobu Nyan!
    Lol Kitten
    *********
    Offline Offline

    Posts: 877


    How the Cool Kids Dance Once More!!

  • Awards Diamond in the Rough Hot Topic Warm Welcomer Heart Container

  • View Profile Awards
    « Reply #146 on: June 11, 2012, 09:57:45 PM »


    Dude if you can get yuri in your converter.... I'll thank you a ton. Man that game was fun
    Logged

    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.

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #147 on: June 18, 2012, 09:52:01 AM »


    made an update Grin

    http://www.smashboards.com/showthread.php?p=14588848#post14588848

    you guys might really like this one 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.

    DSX8
    Stage/Character Importer
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9288


    meow~

  • Awards Good Citizen >9000 King for a Day Heart Container

  • View Profile Awards
    « Reply #148 on: June 18, 2012, 02:59:02 PM »


    made an update Grin

    http://www.smashboards.com/showthread.php?p=14588848#post14588848

    you guys might really like this one Wink
    nice Tongue

    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.
    Logged

    Follow me on facebook and Twitter!!!
    https://www.facebook.com/DMNSLYRX8              https://twitter.com/Demonslayerx8

    3DS Friend Code: 0705-6436-8834              NNID: Demonslayerx8              PSN: Demonslayerx8



    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #149 on: June 22, 2012, 03:55:03 PM »


    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.
    well...
    I havn't seen anything advanced yet for DAT materials... >_>

    just 3 colors (ambt,diff,spec) with a texture >_>

    but it should be able to Wink
    it converts the inputs to internal structures before converting to the outputs

    I'm currently stuck and hopefully getting help from Revel8n <_<
    apparently I was handling the local bone matrices improperly...

    now I'm handling them correctly and it's majorly distorting the model >.<

    Post Merge: June 23, 2012, 03:47:41 AM
    well I've just found something that might make my work in defining a legit GUI alot easier
    (a GUI that's exactly the way I want it to be) >:3

    PyCEGUI

    it's actually an extension support for PyOpenGL,
    but it simplifies all the complications in creating a legit GUI.

    learning how to use this along with OGL should give me a decent release for UMC3.0a Cheesy
    as well as future versions with the extra ideas I plan to implement.

    as well as turning UMC into UGC Cool
    « Last Edit: June 23, 2012, 03:47:41 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.

    Pages:  1 ... 7 8 9 [10] 11 12 13 ... 18
    Print
    Jump to: