Title: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: TheShyGuy on December 26, 2010, 01:39:43 PM Programs:
Bone Tree Editor beta Bone Tree Editor V1.1 External Graphics Editor v1 *ABLE TO EDIT/TAKE EXT GFX FROM ANY EFLS->MISCDATA[1]. From stages assist Trophies Summary: Bone Tree Editor: - Allows you to move bones anywhere on the bone tree by drag and dropping within a tree view. Can also edit attributes in textboxes to the right(flags,nodeIds,etc) External Graphics Editor v1: - allows you to replace sub ext gfxs by drag and dropping from one tree view to another. Able to edit Final smashes, characters, and stages ext gfx, ANY EFL-> MISC[1] EXT FILE Tutorial Bone Tree Editor V1 Bone Tree Editor V1.1 Tut- External Graphics Editor V1: Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX Editor Post by: TheShyGuy on December 26, 2010, 02:39:30 PM reserved
Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX Editor Post by: DarkPikachu on December 26, 2010, 03:26:41 PM well your editor just won't load Pika's final :P
I take it your editor loads pac files that contain tex0 files correct?? if I'm right then I can tell you how to edit Pika's :) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX Editor Post by: TheShyGuy on December 26, 2010, 03:28:25 PM lol your supposed to export the miscdata 1 then load that into my program =p
edit: i tried and it loads his ext gfx fine Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX Editor Post by: DarkPikachu on December 26, 2010, 04:15:25 PM lol your supposed to export the miscdata 1 then load that into my program =p edit: i tried and it loads his ext gfx fine oh so you've also figured out the REFT format :o AND YOU FIGURED OUT THE REFF FORMAT! O.O I've been trying to figure that out for like the longest time how did you do it?? how does it work?? btw, what do I do when I get the file imported?? :P EDIT: here's my REFT notes: Code: REFT notes: I'd really like to know the REFF plz 8| EDIT2: here's what I did through hexing: (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/665d1825bd468e950561e998e57abbf37e347462d7dc4996ccb962338058a2b4) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX Editor Post by: TheShyGuy on December 26, 2010, 04:20:12 PM I'm trying to figure out how to add gfx now. After u load n edit just save and replace the misc within the final PAC. If ur mean after loading then load another file n choose it from the drop down box. Then dnd from right to left
edit : oh lol 1 sec heres what i got/needed to know for the program Code: 0x0(4) -REFF Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX Editor Post by: DarkPikachu on December 26, 2010, 04:28:50 PM from what I know, the REFF is basically models...
but I see you've figured out the seperate ACT's with it... please tell me how o.o the texture data to replace in the REFT is basically the TEX0 data section... I have a working template on the REFT data for HexEdit if you want it :) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX Editor Post by: TheShyGuy on December 26, 2010, 04:37:39 PM read my edit ^ thats all i needed to know in order to make the exe. I just deleted the original gfx data and replaced it with the new gfx data. Then i fixed the file size, file size-24, part1 size, and the part 1 gfx offsets(+P) and sizes
edit: yeh id like the template, i wnna figure out how to add gfx lol. i added a whole"ptc" gfx along with its subgfx alreadt, but the char had to be in game for it to work >.> Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX Editor Post by: DarkPikachu on December 26, 2010, 05:08:50 PM ah... so you really don't have too much further than my notes on it :/
Code: main header: as for the template, you already know what to do right?? Code: <?xml version="1.0"?> Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX Editor Post by: TheShyGuy on December 26, 2010, 05:26:07 PM what should name this as lol, REFT?
edit: got it... lmoa your just as far into it as i am... Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX Editor Post by: DarkPikachu on December 26, 2010, 07:53:04 PM what should name this as lol, REFT? edit: got it... lmoa your just as far into it as i am... so you havn't deciphered the model data either -.- but how did you get the tree to display the correct data?? (string) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX Editor Post by: TheShyGuy on December 26, 2010, 07:59:08 PM i just noticed the sfx file is in the exact same format so i think this can also edit/replace them too. (you can open the sfx(miscdata[2]) in my exe and view the sound names...which means my exe would work just the same, as if it was a gfx
-Easy while loading the file, i just kept track of all the names. Since theyre in order, if the gfx contains ptc, then its the main/parent of the next few until another ptc appears Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on December 26, 2010, 08:10:05 PM i just noticed the sfx file is in the exact same format so i think this can also edit/replace them too. (you can open the sfx(miscdata[2]) in my exe and view the sound names...which means my exe would work just the same, as if it was a gfx -Easy while loading the file, i just kept track of all the names. Since theyre in order, if the gfx contains ptc, then its the main/parent of the next few until another ptc appears say wut now?? miscdata[2] in Pika's is the REFT file... (textures) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on December 26, 2010, 08:16:09 PM im talking about the psa(logic)pac lol under efls
-edit - if thats the same pac and file your talking about then misc data 2 is the sfx file lol edit- if you gimmie some tips for deciphering the model, itd be nice and i will help alot....it would be awesome to view the gfx( and there animations) in our own 'brawl box' Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on December 26, 2010, 08:29:21 PM im talking about the psa(logic)pac lol under efls -edit - if thats the same pac and file your talking about then misc data 2 is the sfx file lol edit- if you gimmie some tips for deciphering the model, itd be nice and i will help alot....it would be awesome to view the gfx( and there animations) in our own 'brawl box' lol no :P I was talking about the FS... one thing cool that's got me is: Pika's Volt Tackle is entirely random (besides the animation) it creates and destroys instances in the data I guess that would be when you press 'A' but it manipulates the data, and that I think is neat :D and that would be nice to have :o I'm afraid I don't have anything right now, but I'll let you know when I do ;) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on December 26, 2010, 08:41:19 PM hmmm how do you know it creates and destroys data(im about to look at pika fs)
edit: hmm there no "#1_2"...and it goes "eff_fin_pika_(insert w/e)".....i dunno i still think its a sound file Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on December 26, 2010, 08:53:07 PM look at FinPikachuAct02_zanzou_ADD
you'll notice the 'ADD' is similar to 'create' and there's also 'MOD' which = modify there's not really one for 'destroy' as that's normally done with anything and everything created... so that's just kinda left out there :P but yea... keep in mind this is model and possibly animation data we're looking at, but it doesn't appear to be anything near MDL0 format... in fact, this appears to be more closely related to the DAT format Melee uses... EDIT: I'm bout to lose net here so I won't be able to reply until tomorrow :/ I'll continue to look into this though... P: Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on December 26, 2010, 09:03:32 PM -lol didnt notice those two...
- never looked at melee -hmmm it might be both animation and model because you know some models/gfx explode and dissapear, some shrink,grow,disperse then fall, etc....and im not replacing any other data than whats there(unless they refer to another file >.>) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: ??_? on December 31, 2010, 07:49:49 PM ShyGuy, you sir, are a god. External GFX texture editing <3
I always wondered why nobody had looked into that Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: SmashClash on December 31, 2010, 10:36:20 PM External Graphic Texturing Editor?! That means I can make Mario's fireball any color?
Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on December 31, 2010, 10:55:47 PM hey shyguy...
do you know anything further than me about the modelling format of Pika's REFF file?? it'd just be nice to know if you've figured out anything extra :/ Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on December 31, 2010, 11:10:25 PM @tcll, srry havent been looking at it cuz i was busy with other stuff. I might do some testing first to see if its either sfx(me) or not(you)...
@lord Noah -> lol no its not texture editing its more of a replacer. You can replace characters 'sub ext gfx' with ANY other 'sub gfx'. They can be from stages,chars,assist trophies,etc(its on front page) ext gfx/efl->misc data @smashclash -> again no not texture editing, but if the data is the model then i can prob figure out how to edit the colors and maybe animation edit: if you dont want to dl the exe, but wnna see an example, i suggest dl the snake test/proof pac. All i did was replace all/most of his gfx with random characters. Imo it shows a good idea of what i mean. Plus he has the most changes(becuase he has the most gfx) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on December 31, 2010, 11:14:05 PM @tcll, srry havent been looking at it cuz i was busy with other stuff. I might do some testing first to see if its either sfx(me) or not(you)... eh... it's KK :) I'm at a NYE party right now... so I won't be home in a while XD I'm looking at that though when I get back ;) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on December 31, 2010, 11:14:51 PM k have fun lol
edit: i made a floating point editor where u can edit the known floating points of chars(from the smash boards thread about floating points). It works, but ill prob release it later with the new bone tree editor....or maybe combine all three or something Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: SmashClash on December 31, 2010, 11:19:11 PM hmmm how do you know it creates and destroys data(im about to look at pika fs) Lol @ eff_fin_pikaedit: hmm there no "#1_2"...and it goes "eff_fin_pika_(insert w/e)".....i dunno i still think its a sound file Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: Sajiao Omelette on December 31, 2010, 11:21:32 PM Sorry for the stupid question, but is #1_2 the sounds? If I switch them, will the two characters have different Low Voice Clips and stuff?
Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on December 31, 2010, 11:30:28 PM im not entirely sure wat misc data 2 actually is...dingo says its a sound file, and marios sfx has names with coin in it. They have nothing to do with his gfx which is why i think its sound...
Also no i have no clue what #1_2 is at all. If you figure out anything, then itd be nice if you post it. Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on December 31, 2010, 11:55:10 PM Sorry for the stupid question, but is #1_2 the sounds? If I switch them, will the two characters have different Low Voice Clips and stuff? I can look once I get back home :/ what file they in?? Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: Sajiao Omelette on January 01, 2011, 12:01:07 AM Sorry for the stupid question, but is #1_2 the sounds? If I switch them, will the two characters have different Low Voice Clips and stuff? MiscData[2], looks like it's always the last thing... I can look once I get back home :/ what file they in?? Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: Nuke on January 01, 2011, 01:06:33 AM Sorry for the stupid question, but is #1_2 the sounds? If I switch them, will the two characters have different Low Voice Clips and stuff? I can look once I get back home :/what file they in?? Thanks to you a whole new door for PSA'rs has opened.. Thank you shy guy.. Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 01, 2011, 10:12:32 AM lol I knew that XD
I ment like... are they in the brsar?? Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 01, 2011, 11:56:05 AM lol what do u mean tcll...its right under misc data one...under the efls....
Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 01, 2011, 01:50:59 PM lol what do u mean tcll...its right under misc data one...under the efls.... the sound?? MD[2] in Pika's FS is the REFT MD[1] is the REFF what MD[2] SFX file is this that I do not know of?? Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 01, 2011, 02:12:18 PM erm were/hes talking about the reft file then.. It SEEMS like a sound file...what did u think it was again? Look at marios REFT file, it has names like coin and fireexplode(not looking at it atm)....u still confused?
Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 01, 2011, 06:19:38 PM erm were/hes talking about the reft file then.. It SEEMS like a sound file...what did u think it was again? Look at marios REFT file, it has names like coin and fireexplode(not looking at it atm)....u still confused? the only thing that confuses me is you said you could also open "sound" data in... ...now that I recall, the logic file, not the FS the REFT I believe may stand for REFerence Texture... (don't quote me on that though) but yea, the REFT is how I was able to change the FS color... the data at the offsets (after a 32byte header) is basically the data from a TEX0 file... I was working on an interective table of the REFT file... (there's alot to be done on it) but I intend to make a quick tutorial, telling you to copy the TEX0 data (after editing), and pasting it between the header and the next offset... (be sure not to copy the string table at the end) the images can easily be obtained and edited from VoltTackle.brres in te trophies (every image contains the same data as the offsets) ^there are a few images that you won't find, but the data for that image is small (like 8x8 or 16x16), and is the same color throughout the image... (don't worry about it) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 01, 2011, 06:32:21 PM both the logic and fs file have and EFLS so i was talking about the general(both) EFLS->misc data 2
and ooo ok now i see what your saying....ima test soon, almost done the bone editor -> just fixed a confusing problem. All i gotta do is add stuff for the textboxes and get the data for the frame matrices about the confusing problem -> i wrote SOOOO much code and the final result ended up being like 10 -15 lines of code...atleast its over lol Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 01, 2011, 06:34:47 PM both the logic and fs file have and EFLS so i was talking about the general(both) EFLS->misc data 2 lol KK I'm looking now... may as well decipher those :P Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 01, 2011, 06:39:14 PM erm how would i convert the matrices?
3F 80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 00 00 00 00 ^srry if its a dumb Q...been a while since i even looked at em edit: nvm lol i remembered Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 01, 2011, 07:06:07 PM erm how would i convert the matrices? 3F 80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F 80 00 00 00 00 00 00 ^srry if its a dumb Q...been a while since i even looked at em lol it's not dumb... heh... honestly, I don't even know... but I know they get: -1 0 0 0 0 -1 0 0 0 0 -1 0 0 0 0 -1 out of that :/ (-1 or 1) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 01, 2011, 07:38:20 PM hmm... interesting...
the reft (I was right) in MD[2] of FitPikachu.pac seems to contain just one image #1_2 IDK what that data is just yet, but there's a little something I forgot to mention about me progging in Py I've gotten canvases to work properly in Tkinter maybe now's my time to shine... I'll use my template and all to build a viewer for the REFT format :D got any info to offer on the image (TEX0) formats?? like I4, I8, etc... actually, you could use this: (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/06a2b06db7f4990de2a3e8bc56b9831f2d51fa4b78d406af67ceda32e34a1578) the formats have the exact same numbers... tplconv was an image converter for SSBM that's the only thing that came in handy about it :/ you know what... I think tpl data is the exact same as tex0 data... I'ma ask that on SB maybe the format of the REFT images is tpl :/ I'ma ask real quick... Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 01, 2011, 08:38:28 PM WOOT!
my REFT template is cpmplete: I'll post it on another thread tomorrow... just wanted to make sure you got it first ;) anyways: Code: <?xml version="1.0"?> you should already know what to do ;) ask me if you dont :| Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 01, 2011, 09:43:59 PM thnx...ugh cant look at it cuz someones on my laptop.
Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 02, 2011, 02:11:57 AM niice cant w8 for that viewer for the REFT format...thnx for the template, ima update my ext gfx editor. But itll just be for my personal use, since u did most of the work and your making a viewer for it. Gl with it and your converter.
kinda obvious...but you can look for texture tutorials or ask some people who do vertexes/textures about them. edit: WIN http://forums.kc-mm.com/index.php?topic=3329.0 edit2: figured out how to convert the matrices....their singles(floating points..shouldve been obvious lol)....and each '0,0,0,0' placement....BUT i still couldnt change the final 0...(0,0,0,this one)... now that i got that partly figured out...i just gotta put that into the bone editor and then finally find bugs. I might finish this tomoro Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 02, 2011, 08:50:18 AM figured out how to convert the matrices....their singles(floating points..shouldve been obvious lol)....and each '0,0,0,0' placement....BUT i still couldnt change the final 0...(0,0,0,this one)... :>.>palm: why has my genious mind fail'd me XD derp: input type (hex or int): hex '3F 80 00 00 ' >l: 1065353216 <l: 32831 >f: 1.0 <f: 4.60060298822e-041 and as if this makes it any better: input type (hex or int): int 1 b: 01 >h: 0001 <h: 0100 >l: 00000001 <l: 01000000 >f: 3f800000 <f: 0000803f ^that's my byte calculator I made... hex2dec/dec2hex EDIT: and btw... mine's only a try... I'm not guarunteeing a releasable viewer... I really only edited someone's program (an obj viewer) I gave it multiple viewpoints and get the verts to display... I also made it highlight the polygon you were over... and gave it a theme like blender's... I have the code if you want it... you have to play with the numbers to get the view you want, but it works... another thing I did was fix a DL'd program that drew triangles in random patterns... (just something fun) :P yea... I really suck at progging GUI's EDIT2: btw, thanx :D http://forums.kc-mm.com/index.php?topic=3329.msg31633#msg31633 Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 03, 2011, 03:35:29 PM good new's :D
my GUI's coming along better than I thought it would :happy: hopefully I'll have a release sometime soon... it's only a viewer right now... and it has alot of bugs... but I hope to turn it into a nice copy/paste editor note: (for the editor that's long away) if you paste an image that's larger or smaller: larger: unfortunatly will be cropped from pixel 0,0 to pixel width,height smaller: will be put at 0,0 (with it's dimentions) and have the remaining space filled in with clear, or black pixels that is, until I'm smart enough to figure out the math to dynamically resize them... anyways... for the now... here's a progress shot of the GUI: (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/908faaa3ecb97adb833ffa6b2fa0464346b1f330380de2e910a6d1d22fabdb64) the tree doesn't load the REFT yet... I'll post a new one when it does... EDIT: oh and the tree... will actually go: REFT _file __image __image _file __image __image __image __image jsyk ;) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 03, 2011, 04:10:48 PM so it shows the gfx already?... can u pm me the exe? wnna go thru the gfx and view em....wow im bored lol
Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 03, 2011, 04:23:43 PM so it shows the gfx already?... can u pm me the exe? wnna go thru the gfx and view em....wow im bored lol lol... it's gonna display the GFX through the tree... you D-click the images and they're supposed to resize the canvas (not there yet) I still have to get the formats down :P Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 03, 2011, 04:30:11 PM >.>
well when u get it to view the image...i WANT lol..i really wnna see some gfx without having to go ingame.... Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 03, 2011, 04:52:55 PM >.> well when u get it to view the image...i WANT lol..i really wnna see some gfx without having to go ingame.... lol just as I was planning ;) you're an inside man... man... :D you get first looks at everything I do :) (including BJ96 (another inside man)) EDIT: hey, have you found any REFT files with more than 1 internal file?? and I also expect something other than an internal REFT... gonna put a debug check in ;) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 04, 2011, 02:28:17 PM well, it doesn't view the images yet...
but I'm getting there... I've gotten the tree to work. ;D here's a progress shot: (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/540d1e1a34d68bdc1d5809dbdd2c38642aec9ce5b5bca469e9f85923927cb34c) I still have to add the format functions yet... but to get this, I pretty much had to split the file from the program... (not an easy thing to do) so I've thought of a way to access the outside data from the table... here's the function: def OnDoubleClick(self): if not self.node.hasChildNodes( ): #makes sure it only displays an image (not an internal/external file) read_img(str(self.node).split(' ')[2]) lol, the 'if not' was something I'd seen before... just now tried it and it worked! XD EDIT: note: the read_img(name) function I'm adding reads the image headers at their offsets, and walks over to the format functions which reads the data Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 04, 2011, 02:36:41 PM i dun think ive found any with multiple files, srry...
buuuut you can make some quick code that finds the number of files quickly. Ex.you can put a bunch of files in a folder then load all of em into variables or something. Then using the above code to read the section of bytes that tell the total internal files. The only long part would be exporting the misc data...unless u just find the main reloc. offsets within the pac...then it would be veeery easy EDIT: Im just about done with the bone tree editor, just need it to show and edit the matrices right, but i just got home so i might do it later. edit: i only looked at 2 (logic) pacs and well here: 0x60(4) ->first file size ----logic (after ^) unsure lol, but if you can, put if readbytes = ARC ^0x(41) -> file size = F2----efls 0x^(32)->0x^(F2) -> includes capt.falcons RE3D file then again if readbytes = REFF..----misc data 1 and then u should know the rest... ^lol -> for some reason cpt falcon has RE3D file...eh random Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 04, 2011, 03:10:53 PM i dun think ive found any with multiple files, srry... buuuut you can make some quick code that finds the number of files quickly. lol I've already got it set for the worst :D (if it's an REFT with multiple files that has an internal file without REFT) ^I think that's as bad as it could possibly get :P and nice to hear of your progress ;D I can't wait until you finish it :3 btw... have you figured out how to find the 4th level of the matrix yet?? and also... my program will have an installer with it... (it has images and icons it accesses from 'Program Files' in it's directory) ^didn't seem to want to work a better way... however, I may be able to use 'C:/.../.../data/icons/icon_name' or 'C://' I havn't tried everything yet... ah well... it's only v0.1a... it's ment to be the worst, but do it's job I'ma have to do some registry edits as well... (file association) don't worry... XD I won't add a 30day trial thing on it ;) I'm 100% free :) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 04, 2011, 03:13:44 PM havent figured out the fourth yet lol..i dun get it cuz i changed EVERYTHING to 0 and it was still 1 >.>
edit: look at the edit^ Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 04, 2011, 03:31:27 PM Pika has one too...
I have it listed in 'Other file types' on my brawl formats page btw, I've reversed the sort order of my posts... (newest first) I find it easier that way :P that's why I say stuff like "check my last post" and such :P EDIT: I've merged the data and read the image headers... all that's left is the format conversion, and displaying the image ;D wow... I can't believe I'm almost done with my first GUI :D it's gonna suck, but it's gonna beast at the same time XD EDIT2: well, I had to resize the canvas differently from what I thought... but it works >:3 am still working on a conversion method... Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 04, 2011, 09:09:58 PM well...
can't say I ain't makin progress :P (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/e06cdf27f6072b1a915223dacbe2717690bfd55777a41e33deefe41b42803a1c) it's comin along... my prob is getting to know the format :P Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: Nuke on January 04, 2011, 10:25:37 PM If you guys can make the gfx viewable.. That would be beyond awesome... Just a question... Why do some graphics come out how they should while others appear like a blurry box? Is it because of the format? Well are all graphics a different format?
Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 05, 2011, 03:21:01 PM @tcll...Niiice
^? what are you talking about? Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: Nuke on January 05, 2011, 04:11:17 PM Nvm I figured it out myself :P
Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: DarkPikachu on January 06, 2011, 01:38:25 PM I8 FORMAT SUCCESS!!! :happy:
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/f4f091597305aea4cfe1c6bdafa9c5a8e148c810fcc803614fb6d10dfc03394b) finally it's a little slow when drawing the image... BUT IT WORKS!!! :af2: I'll speed it up when I find a better way... so I8 is finished 0 I4 (4 bit intensity, 8x8 tiles) 1 I8 (8 bit intensity, 8x4 tiles) 2 IA4 (4 bit intensity with 4 bit alpha, 8x4 tiles) 3 IA8 (8 bit intensity with 8 bit alpha, 4x4 tiles) 4 RGB565 (4x4 tiles) 5 RGB5A3 (*) (4x4 tiles) 6 RGBA8 (4x4 tiles in two cache lines - first is AR and second is GB) 8 CI4 (4 bit color index, 8x8 tiles) 9 CI8 (8 bit color index, 8x4 tiles) 10 CI14X2 (14 bit color index, 4x4 tiles) 14 CMP (S3TC compressed, 2x2 blocks of 4x4 tiles) I can't do alpha formats yet... but the next format will be colored EDIT: here's the code for the format: Quote def I8(offset,width,height,length): X,Y,TX,TY,read = 2,2,0,0,1 fr.seek(offset,0) while read: tiles = [] while len(tiles) < length/32: tile = [] while len(tile) < 32: tile.append(fr.read(1).encode('hex')) tiles.append(tile) for tile in tiles: for pixel in tile: R=G=B=pixel color = '#'+R+G+B x = int(TX+X) y = int(TY+Y) C.create_rectangle ( x, y, (x+1), (y+1), fill=color, width=0) TX+=1 if TX == 8: TY += 1 if TY == 4 and TX == 8: X += 8; TX,TY = 0,0 if X == width+2: Y += 4; X = 2 if TY == 4: TY = 0 TX = 0 read = 0 it may come in handy ;) EDIT2: you know... I prbly don't even need the lists all I have to do is use: while length > 0: pixel = fr.read(1).encode('hex') #code length -= 1 I'ma try that real quit... (should speed it up a little) Title: Re: TheShyGuy's EXE stuff - NEW -> Ext GFX(SFX?) Editor Post by: TheShyGuy on January 06, 2011, 01:54:44 PM omg reading post right now....GIMMMMMIEEEEEE lol gj
edit:ima try n contribute sometime today. First finish bte then this. Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 06, 2011, 02:59:57 PM omg reading post right now....GIMMMMMIEEEEEE lol gj edit:ima try n contribute sometime today. First finish bte then this. lol I actually thought of this while in skool and wrote it down on paper... the code I posted is actually UD'd from that code I wrote... (using a tiles list for each tile listing the 32 bytes) but now I find out I don't even need the list :D I can just read the bytes from the file and format them into the colors for the rectangles (the pixels drawn in the canvas) and please do :D I'ma figure out how to read 4bit hex :/ after finishing the color format (no alpha) I'll work on the alpha ones when I get a reply on DW (asking how to use transparency in a Tk canvas) I may just have to use a default BG color for it :/ or maybe use tiles of alternating BG colors and doing some math... I wanted it to be transparent using the BG image (crossing lines) but this may actually be better... I'll prbly change the BGI to that (using 16x16 rectangles) ehh... maybe by 32x32 rectangles... Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 06, 2011, 03:14:10 PM HAW
this code's faster: (you only have to wait 2 seconds instead of 3) Quote def I8(offset,width,height,length): X,Y,TX,TY = 2,2,0,0 fr.seek(offset,0) #absolute position (safety check) while length > 0: pixel = fr.read(1).encode('hex') R=G=B=pixel color = '#'+R+G+B x = int(TX+X) y = int(TY+Y) C.create_rectangle ( x, y, (x+1), (y+1), fill=color, width=0) TX+=1 if TX == 8: TY += 1 if TY == 4 and TX == 8: X += 8; TX,TY = 0,0 if X == width+2: Y += 4; X = 2 if TY == 4: TY = 0 TX = 0 length -= 1 I'ma shorten it a little (make it a tad faster) EDIT: btw... there's no resize... yet :/ IDK how to make a resizable canvas... the tree should be the width of the farthest character (letter) but I've only got it set to 200 the height is the size of the canvas (300) note: stays at 300 if canvas is smaller, resizes if canvas is larger (300 still remains) I wanna do something similar to Brbx... Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 06, 2011, 03:40:06 PM if you dont have the other formats figured out, ill try and help with em too. Atm im just about finishing the matrix box then its just debugging after that. the only thing i think of that id be doing wrong with the matrices is the inverse one. Its similar to the other one but it has an extra '80' for no reason lol.
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 06, 2011, 04:26:44 PM if you dont have the other formats figured out, ill try and help with em too. Atm im just about finishing the matrix box then its just debugging after that. the only thing i think of that id be doing wrong with the matrices is the inverse one. Its similar to the other one but it has an extra '80' for no reason lol. yeh... I'm gonna have to look into those to fully figure them out :/ and for formats... I'll ask if I need anything ;) as for my code... this is how compact I could get it: Quote def I8(offset,width,height,length): X,Y,TX,TY = 2,2,0,0; fr.seek(offset,0) while length > 0: pixel = fr.read(1).encode('hex') R=G=B=pixel; color,x,y = '#'+R+G+B,TX+X,TY+Y C.create_rectangle ( x, y, (x+1), (y+1), fill=color, width=0) TX+=1 if TX == 8: TY += 1 if TY == 4 and TX == 8: X += 8; TX,TY = 0,0 if X == width+2: Y += 4; X = 2 if TY == 4: TY = 0 TX = 0 length -= 1 I know it can be more than that... and I'll prbly remove the format functions later on (pasting the code in the main function) less code = more speed Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 06, 2011, 07:12:11 PM I4 format is done :D
Quote def I4(offset,width,height,length): X,Y,TX,TY = 2,2,0,0; fr.seek(offset,0) while length > 0: pixels = list(fr.read(1).encode('hex')) for pixel in pixels: R=G=B=pixel+pixel; color,x,y = '#'+R+G+B,TX+X,TY+Y C.create_rectangle ( x, y, (x+1), (y+1), fill=color, width=0) TX+=1 if TX == 8: TY += 1 if TY == 8 and TX == 8: X += 8; TX,TY = 0,0 if X == width+2: Y += 8; X = 2 if TY == 8: TY = 0 TX = 0 length -= 1 0 I4 (4 bit intensity, 8x8 tiles) 1 I8 (8 bit intensity, 8x4 tiles) 2 IA4 (4 bit intensity with 4 bit alpha, 8x4 tiles) 3 IA8 (8 bit intensity with 8 bit alpha, 4x4 tiles) 4 RGB565 (4x4 tiles) 5 RGB5A3 (*) (4x4 tiles) 6 RGBA8 (4x4 tiles in two cache lines - first is AR and second is GB) 8 CI4 (4 bit color index, 8x8 tiles) 9 CI8 (8 bit color index, 8x4 tiles) 10 CI14X2 (14 bit color index, 4x4 tiles) 14 CMP (S3TC compressed, 2x2 blocks of 4x4 tiles Title: Re: TheShyGuy's EXE stuff Post by: Nuke on January 06, 2011, 07:13:04 PM Wow O_O.... I'm blown away by what you two are doing... I didn't think It would be possible but you've proven me wrong... Excellent work!! I'm anticipating the finished production... I'm already creating new things and having more fun doing PSA's... Thank you ShyGuy and Tcll... ^_^
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 06, 2011, 07:19:19 PM Wow O_O.... I'm blown away by what you two are doing... I didn't think It would be possible but you've proven me wrong... Excellent work!! I'm anticipating the finished production... I'm already creating new things and having more fun doing PSA's... Thank you ShyGuy and Tcll... ^_^ np :) btw... how'd you get so many titles?? :/ I want 1 ;_; Title: Re: TheShyGuy's EXE stuff Post by: Nuke on January 06, 2011, 07:25:19 PM Wow O_O.... I'm blown away by what you two are doing... I didn't think It would be possible but you've proven me wrong... Excellent work!! I'm anticipating the finished production... I'm already creating new things and having more fun doing PSA's... Thank you ShyGuy and Tcll... ^_^ np :) btw... how'd you get so many titles?? :/ I want 1 ;_; Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 06, 2011, 07:37:04 PM Wow O_O.... I'm blown away by what you two are doing... I didn't think It would be possible but you've proven me wrong... Excellent work!! I'm anticipating the finished production... I'm already creating new things and having more fun doing PSA's... Thank you ShyGuy and Tcll... ^_^ np :) btw... how'd you get so many titles?? :/ I want 1 ;_; I've talked and chatted with Picano :/ I'm getting the BM-Blast model of BM for him to use... it's proving to be quite tough :@ I feel I should actually have a custom title :af: Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 06, 2011, 07:41:18 PM lol i wnna help, but im still workign on the bte and when i do get to this, ill prob be a bit clueless =p
Title: Re: TheShyGuy's EXE stuff Post by: Nuke on January 06, 2011, 07:50:28 PM Wow O_O.... I'm blown away by what you two are doing... I didn't think It would be possible but you've proven me wrong... Excellent work!! I'm anticipating the finished production... I'm already creating new things and having more fun doing PSA's... Thank you ShyGuy and Tcll... ^_^ np :) btw... how'd you get so many titles?? :/ I want 1 ;_; I've talked and chatted with Picano :/ I'm getting the BM-Blast model of BM for him to use... it's proving to be quite tough :@ I feel I should actually have a custom title :af: Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 06, 2011, 08:00:55 PM Well all I can say is... Ask and you shall recieve.. Maybe lol XD... eh... maybe... KK and screw it... I'm green on SWF, I'm going green on here too >:/ it matches my ava >:3 *editing all previous posts on current pages of popular threads* Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 06, 2011, 08:23:25 PM all thats left for me to do is do some debugging...gnna take a break
hmmm colored text eh? Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 06, 2011, 08:31:45 PM all thats left for me to do is do some debugging...gnna take a break hmmm colored text eh? yep :3 I'm going green lol XD hmm... I didn't know azure was a color :/ what is that in hex?? or RGB... Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 06, 2011, 08:43:24 PM lol u knew it was azure right off the bat..uhh one sec lol i just took it from c# intellisense.
-hmm u think i can help out with the formats? Not sure how much u need -> "and for formats... I'll ask if I need anything Wink" edit: azure = F0FFFF Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 06, 2011, 08:48:00 PM lol u knew it was azure right off the bat..uhh one sec lol i just took it from c# intellisense. -hmm u think i can help out with the formats? Not how much u need -> "and for formats... I'll ask if I need anything Wink" lol I've never heard of azure, nor have I seen it... it looks like it might be around #FCFCFF, but I'm not for certain... :/ and umm... help out how exactly?? :/ and I'll provide info on the formats I figure out ;) EDIT: #F0FFFF thanx :) dangit... I really need to fix my color tones on my monotor... I'm like #F0FFFC (looking at white) on my tones... that may be due to having fixed my wires once before... it flashes in different colors once in every while DX Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 06, 2011, 08:52:57 PM basically help out with the formats. U need help with the non transparent ones, maybe i can help figure that out. Or helpout with the other ones if ur having a bit of trouble.
....you never heard of azure yet u got it right the first time lol Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 06, 2011, 08:57:33 PM basically help out with the formats. U need help with the non transparent ones, maybe i can help figure that out. Or helpout with the other ones if ur having a bit of trouble. ....you never heard of azure yet u got it right the first time lol BBC: [ color=azure ] that's how I got it... :af2: and there's only 1 more non-alpha format I havn't deciphered yet... (I think) (other than CI4 or CI8) ^those I may need a bit of help on... Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 06, 2011, 09:02:20 PM k ill try to help out tmoro if i get the chance
Title: Re: TheShyGuy's EXE stuff Post by: xetan2 on January 06, 2011, 10:41:12 PM So, I'm confused, are you able to edit and make your own custom external gfx? For example, I want make a graphic for a Destructo disk for my Krillin project.
Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 06, 2011, 11:20:34 PM u cannot edit(painting wise) only replace sub gfx with other ones. Tcll is working on a viewer and when hes done i might(if possible and if tcll doesnt want to lol) create an editor.
the bone tree editor will be released tomoro. Title: Re: TheShyGuy's EXE stuff Post by: Sajiao Omelette on January 06, 2011, 11:22:35 PM Sorry for the stupid question, but... is there any way to retexture the GFX that cannot be seen in Brawlbox?
Title: Re: TheShyGuy's EXE stuff Post by: xetan2 on January 07, 2011, 07:59:13 AM u cannot edit(painting wise) only replace sub gfx with other ones. Tcll is working on a viewer and when hes done i might(if possible and if tcll doesnt want to lol) create an editor. the bone tree editor will be released tomoro. That'd be awesome, because I have been trying to figure out ways to make gfx for Krillin. Now, so then from my understanding of this editor you have released for gfx, if I replaced all the sub gfx in the one main one, the main one would be 100% edited then right? Nothing from the original gfx would be there? Example: PtcMarioFireballBound is a Ptc graphic inside the MiscData[1] File with 2 sub gfx, named "FireballBoundFire" and "FireballBoundTsubu". If I replaced both of those sub gfx, would PtcMarioFireballBound look the same at all on game or would it be completely changed? Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 07, 2011, 02:03:11 PM the fireball itself is an article and a model. The gfx are added soo technically it would be completely changed. Although while testing i saw that part of the water pump max gfx will stay(might just have been a reg gfx that i didnt remove in psa tho).
Sorry for the stupid question, but... is there any way to retexture the GFX that cannot be seen in Brawlbox? -id say yeh sinc tcll is basically rebuilding the texture. When hes done (if he doesnt) ill prob make a texture editor for it. Title: Re: TheShyGuy's EXE stuff Post by: ??_? on January 07, 2011, 02:17:08 PM ^^ that'd be awesome
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 07, 2011, 02:55:28 PM lol... I am planning on UD-ing my viewer to a... well, file replacer like Brbx... @TSG: you can make an editor if you want to :) also, I've been nagging the modset 4.1 team to add support for REFT files :P Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 07, 2011, 03:53:00 PM lawl failure XD
I had to go by guesswork to get this: (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/7084bbc0ade73ffa1216412d430e802eca519f3fe8780a92d7bc5c78a8c567e2) format I used: '## ##' ^ R RG GB B Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 07, 2011, 04:09:08 PM nice. Can you send me the source code for one of the formats(doesnt matter), just wnna do some messing around with the editor i wnna make. - And give any tips lol.
Also do you use the bb source code? im pretty sure u can figure out the c18 and c14 formats with it. Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 07, 2011, 04:30:49 PM nice. Can you send me the source code for one of the formats(doesnt matter), just wnna do some messing around with the editor i wnna make. - And give any tips lol. Also do you use the bb source code? im pretty sure u can figure out the c18 and c14 formats with it. look below for my finished sources (I4 and I8) note: the functions below read the bytes from the file and convert them into 1x1 rectangles... the math on the bottom positions those rectangles on the canvas and I have the src... IDK how to read it :/ but I've got the modset team to help me ;) also, I've added a loading notifier so people don't think it froze :/ (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/b20a4bf3afcb76b251c9661da93fadaecef78e2b3515f9d36829178f329c1e43) Title: Re: TheShyGuy's EXE stuff Post by: Nuke on January 07, 2011, 04:53:05 PM Question... With this new viewer your making, is it possible to see everything as a whole? (every single graphic together)...
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 07, 2011, 05:18:55 PM Question... With this new viewer your making, is it possible to see everything as a whole? (every single graphic together)... umm... atm no, but you've given me a new idea for using icons inside of folders (similar to windows explorer's thumnail view in image mode) ^you get the thumbnails, with a large image right now it'll just be like brawlbox... (when I UD it) Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 07, 2011, 06:47:25 PM Code: X,Y,TX,TY = 2,2,0,0; fr.seek(offset,0) erm, i dun understand Tk lol( or python?). There are some things that im having trouble with. This is what i tried to do in c# Code:
if you understand what i did(fialed to do) wrong, then uh could you explain lol EDIT: btw i got lazy so i used a fixed size and used a fixed gfx. I just made a new file with the gfx data Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 07, 2011, 07:17:25 PM here's the code broken down:
def I8(offset,width,height,length): offset = image data offset width,heigth = obviousness length = data length X,Y,TX,TY = 2,2,0,0; fr.seek(offset,0) X,Y = global XY positioning in the canvas TX,TY = tile XY positioning while length > 0: pixel = fr.read(1).encode('hex') read a single byte and return the hex value... (F0) R=G=B=pixel; color,x,y = '#'+R+G+B,TX+X,TY+Y R,G,B is obvious pixel is the hex color = '#'+R+G+B ('#F0F0F0') x,y = TX+X,TY+Y C.create_rectangle ( x, y, (x+1), (y+1), fill=color, width=0) below is the math used for positioning the 1x1 rectangles TX+=1 if TX == 8: TY += 1 if TY == 4 and TX == 8: X += 8; TX,TY = 0,0 if X == width+2: Y += 4; X = 2 if TY == 4: TY = 0 TX = 0 ad finally, subtract from the length (once you're done with the pixel) length -= 1 I8 format's pixels are only 1 byte in length... Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 07, 2011, 07:33:11 PM thanks gonna retry right now
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 07, 2011, 07:40:29 PM O.o forgot something
fr.seek(offset,0) finds the offset from the start of the file... (absolute position) Title: Re: TheShyGuy's EXE stuff Post by: ShadowSnake on January 07, 2011, 08:19:51 PM interesting programs theshyguy, id like to see some video demos of them though.
Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 07, 2011, 08:49:45 PM ^ sorry got nothing to record it with + too lazy to use(or figure out how to use) a hyper cam...
actually yeh ill prob figure out how and try n upload a vid Title: Re: TheShyGuy's EXE stuff Post by: ShadowSnake on January 07, 2011, 08:53:17 PM ^ sorry got nothing to record it with + too lazy to use(or figure out how to use) a hyper cam... actually yeh ill prob figure out how and try n upload a vid camstudio is free, if you want to make a demo. sound is optional and you dont need a webcam from what i understand. Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 07, 2011, 08:56:29 PM I use FreeZ screen capture... you can select a portion of the screen you wish to record in... and it saves to avi video format :D Title: Re: TheShyGuy's EXE stuff Post by: ShadowSnake on January 07, 2011, 08:59:20 PM I use FreeZ screen capture... you can select a portion of the screen you wish to record in... and it saves to avi video format :D is it free? or are you a pirate... :P like the majority of us here. Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 07, 2011, 09:03:08 PM I use FreeZ screen capture... you can select a portion of the screen you wish to record in... and it saves to avi video format :D is it free? or are you a pirate... :P like the majority of us here. lol it's free XD even though I do admit I'm a pirate in most cases :P Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 08, 2011, 11:26:30 AM I found out why it's called RGB565
iit's for the 16 bits of the hex R5 G6 B5 anyways... so here's progress so far: (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/18c4d66eaca0e3e07e6b928ac0be257396c2a1a7d16d6520ddfa0d643a482903) it's almost done... the brightest parts mess up... note: this is one of the textures I replaced in my FS recolers :3 EDIT: (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/5553b7499c5a2d0796ed6a21fabda5554e4d75d8ee01cb6ea9e8a5a0e859abe1) Title: Re: TheShyGuy's EXE stuff Post by: SSJCerious on January 08, 2011, 06:17:41 PM damn! so with this, we'll be able to edit the colors of ext gfx? or just see what they are?
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 08, 2011, 06:30:10 PM damn! so with this, we'll be able to edit the colors of ext gfx? or just see what they are? umm... it's only a viewer right now... I'll UD to a file replacer like brbx later... gonna finish all the formats with the viewer first... Title: Re: TheShyGuy's EXE stuff Post by: SSJCerious on January 08, 2011, 06:36:47 PM thats still good....this viewer is the building block for something epic to come in the future :)
Wait...arent you workin on a mdl0 converter? Hows that going? Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 08, 2011, 07:09:48 PM thats still good....this viewer is the building block for something epic to come in the future :) Wait...arent you workin on a mdl0 converter? Hows that going? i'm stuck in a hole -_-* figured out: verts normals uv's to figure out faces (objects) bones materials shaders texture references pallet references Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 09, 2011, 10:31:06 AM so I'm in the process right now of writing my own REFT to test support for any format (by hand) I need to see one with CI4 and CI8 (pallet formats) :/ Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 09, 2011, 11:53:34 AM ^ gj
hey srry i havent released the bone tree editor. Just been busy with other things Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 09, 2011, 11:59:02 AM ^ gj hey srry i havent released the bone tree editor. Just been busy with other things it's KK I know the feeling ;) EDIT: here's my header so far: (no file sizes or image offsets yet) 52 45 46 54 FE FF 00 07 00 00 00 00 00 10 00 01 52 45 46 54 00 00 00 00 00 00 00 28 00 00 00 00 00 00 00 00 00 0C 00 00 66 6F 72 6D 61 74 5F 74 65 73 74 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 20 00 08 00 00 00 0B 49 34 5F 74 65 73 74 5F 49 4D 47 00 00 00 00 00 00 00 00 00 0B 49 38 5F 74 65 73 74 5F 49 4D 47 00 00 00 00 00 00 00 00 00 0C 49 41 34 5F 74 65 73 74 5F 49 4D 47 00 00 00 00 00 00 00 00 00 0C 49 41 38 5F 74 65 73 74 5F 49 4D 47 00 00 00 00 00 00 00 00 00 10 52 47 42 35 36 35 5F 74 65 73 74 5F 49 4D 47 00 00 00 00 00 00 00 00 00 00 10 52 47 42 35 41 33 5F 74 65 73 74 5F 49 4D 47 00 00 00 00 00 00 00 00 00 00 0F 52 47 42 41 38 5F 74 65 73 74 5F 49 4D 47 00 00 00 00 00 00 00 00 00 00 0E 43 4D 50 52 5F 74 65 73 74 5F 49 4D 47 00 00 00 00 00 00 00 00 00 note: still need CI4 and CI8 hand typed :P it works with my template btw ;) Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 09, 2011, 12:54:24 PM hey TSG... have you seen any REFT files with images of formats 8 or 9?? (CI4 or CI8) I think I know the reason for the internal REFT... there may also be an REFP (pallet) I havn't done any work on this yet as IDK that for sure :/ can you help me look? btw Peach has a CMPR texture :/ (format 14 (0E)) Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 09, 2011, 01:02:33 PM ive only seen formats 0 2 4 and 1 so far( i just quickly coded to find the format from the data with my editor)
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 09, 2011, 02:06:32 PM ive only seen formats 0 2 4 and 1 so far( i just quickly coded to find the format from the data with my editor) add 5, 6, and 14 to that... that's what I've seen :/ EDIT: heh... 14 CMP (S3TC compressed, 2x2 blocks of 4x4 tiles) fun <:D Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 09, 2011, 04:31:06 PM I FOUND ONE :happy:
I was wrong about format conversion though... gonna have to figure this out: format: 09 02 00 80 you'll find it in: ...RSBE/effect/ef_common.pac (MiscData[2]) but I've recently had a different idea... REFT files handle data in a very similar fashon to brres files... should I continue with my slow viewer, or should I stop and make a converter?? Title: Re: TheShyGuy's EXE stuff Post by: SSJCerious on January 09, 2011, 04:41:15 PM you should finish the viewer....then move on to converter
Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 09, 2011, 05:39:48 PM I FOUND ONE :happy: I was wrong about format conversion though... gonna have to figure this out: format: 09 02 00 80 you'll find it in: ...RSBE/effect/ef_common.pac (MiscData[2]) but I've recently had a different idea... REFT files handle data in a very similar fashon to brres files... should I continue with my slow viewer, or should I stop and make a converter?? finish the viewer then u can get back to the mdl0 converter. I need the source codes when ur done so i can make the editor. And to make it a bit faster why dont you save/store the images to a bitmap then when they click the name, it just shows the bitmap instead of reading over the data again. Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 09, 2011, 07:01:21 PM you should finish the viewer....then move on to converter well, don't forget, I'm beefing up the viewer :/ and I was talking about a REFT to BRRES converter EDIT @ TSG: I'm not that good yet... :/ Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 09, 2011, 07:36:53 PM Lol in c# it's as simple as copying the image to a bitmap.
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 09, 2011, 07:48:25 PM Lol in c# it's as simple as copying the image to a bitmap. IDK how to do that in Py yet... I could do that though... how would you do that?? EDIT: also... transparency is an issue... along with resizing... Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 09, 2011, 07:55:44 PM Simple have a dictionary with the keys as the name. If the key(node) is selected and the value is null then read and load the gfx data. Then copythe canvas bitmap to the value as a bitmap. If it's not null then load the bitmap/value.and yes there is literally a method called "copyto".
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 09, 2011, 08:15:08 PM Simple have a dictionary with the keys as the name. If the key(node) is selected and the value is null then read and load the gfx data. Then copythe canvas bitmap to the value as a bitmap. If it's not null then load the bitmap/value.and yes there is literally a method called "copyto". I'd have to write the img's first... since you can only use C.createImage(X,Y,width,height,name) I can make it draw a specified img from the node being clicked... Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 09, 2011, 08:47:51 PM yeh it would have to draw everything first, but when they go back to the image, it wont take much time at all.
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 10, 2011, 01:39:19 PM I've figured out the CI# formats :D
the pallet is just below the image :P 09 02 00 80 broken down: 09 00 00 00 image format 00 02 00 00 pallet format (RGB5A3) 00 00 00 80 number of colors in pallet glad I didn't release my viewer =P it took the other formats like this: 01 00 00 00 < 00 00 00 01 int(1) ^big-endian ^WRONG :P Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 10, 2011, 02:42:40 PM lol
ima update the bone tree editor so it can edit fake bones -> should be too hard. Title: Re: TheShyGuy's EXE stuff Post by: BlackJax96 on January 10, 2011, 02:45:38 PM Holy beanz just release what you've got O_o
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 10, 2011, 03:05:30 PM @TSG:
so wait... FW's bone-add program... how exatly does it work?? would you know?? Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 10, 2011, 03:33:34 PM @ black jax - lol
@ tcll- to be very general...it creates a copy of most(all?) of the mdl0 and just relocates it after the original data. After using the fw add program, there are 2 trees. The first one becomes useless, so you gotta edit the 2nd one. Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 10, 2011, 03:51:51 PM @ black jax - lol @ tcll- to be very general...it creates a copy of most(all?) of the mdl0 and just relocates it after the original data. After using the fw add program, there are 2 trees. The first one becomes useless, so you gotta edit the 2nd one. that doesn't tell me anything about how it adds fake bones :| where does it add them?? what does it do?? Title: Re: TheShyGuy's EXE stuff Post by: Oshtoby on January 12, 2011, 07:22:00 AM lol I'm_okay_with_this.jpgima update the bone tree editor so it can edit fake bones -> should be too hard. Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 07:53:58 AM lol I'm_okay_with_this.jpgima update the bone tree editor so it can edit fake bones -> shouldNT be too hard. lol just noticed.... Title: Re: TheShyGuy's EXE stuff Post by: ??_? on January 12, 2011, 08:14:14 AM TheShyGuy do you know C# at all?
Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 08:53:37 AM Yeh ive gotten better. Itd be nice to use the BB source code for some of my ideas i got...but i also get that error >.>
edit: Each of these programs are done in c#. Im working on the new bone tree editor(c#) and something else in c#...everything is c# lol Title: Re: TheShyGuy's EXE stuff Post by: ??_? on January 12, 2011, 11:47:58 AM lol so you know C# well then..What software do you use?
Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 11:55:25 AM i use the same one in the link that bero gave out -> microsoft visual c# 2010 Express edition
- i also got the 2008 express edition Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 12:32:54 PM you should try my animation porting idea for BB >_>
Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 12:39:53 PM ill read it(saw it in the modset thread)...i got an idea too -> injecting bone animations into existing ones.But i can't...no1 answered my problem on smashboards about the error i get when building the source code...so i cant do anything lol
Title: Re: TheShyGuy's EXE stuff Post by: ??_? on January 12, 2011, 12:42:47 PM So I downloaded 4.1 and I get the same error when I try to build :/
and I have a hard time finding what I'm looking for in the filemaze of brawlib Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 12:50:15 PM So I downloaded 4.1 and I get the same error when I try to build :/ and I have a hard time finding what I'm looking for in the filemaze of brawlib Why not start with the brawlbox 6.3D and just inject the draggable bones code from modest 4.1 into it and work from there? Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 12:53:09 PM hmm... anyone know of a good C# prog??
not visual C# microsoft rips you off >:( eg: I have DevC++ Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 12:54:11 PM @ naru -i dun got the souce code for 6.3d
@noah -> wut u looking for? ive gone thru it a few times and do you think you can upload your 3.2 source code so i can dl cuz i dun think the original link/dl is there anymore @tcll- not a rip off if its free imo lol Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 12:57:39 PM @ naru -i dun got the souce code for 6.3d @noah -> wut u looking for? ive gone thru it a few times and do you think you can upload your 3.2 source code so i can dl cuz i dun think the original link/dl is there anymore @tcll- not a rip off if its free imo lol Couldnt you pm phantomwings for it over at smashboards? :s Oh btw, try just using normal bb to make ZSS's Face bone tree move up one on the bone list(so that the "face" bone tree is above the Trans N bone) then try it out in game, you'll get the lols for sure XD Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 12:58:29 PM @tcll- not a rip off if its free imo lol no 30 day trial rip-off?? :/ if not 30 days, can I get a copy :/ Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 01:01:29 PM its unlimited as long as you sign up for msdn..which is also free lol
1 sec gettn dl edit: @naru-lol i doubt he'd gimmie it(plus he didnt make bb...) and at the face comment ->??? ...i hate when i ask sum1 for sumthin and they sign off >.> edit: http://www.microsoft.com/express/Downloads/ Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 01:04:41 PM uugh... screw it... I'm building a tex0 to reft image converter... I hate having to build a header for each image >:/ (the reft img data is the exact same as tex0) it'll just make my job alot easier :af: btw, I'm only talking about the data when I say "converter" all it does is build an reft image header for you :P (it doesn't build the reft and internal file headers) Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 01:05:57 PM its unlimited as long as you sign up for msdn..which is also free lol 1 sec gettn dl edit: @naru-lol i doubt he'd gimmie it(plus he didnt make bb...) and at the face comment ->??? ...i hate when i ask sum1 for sumthin and they sign off >.> edit: [url]http://www.microsoft.com/express/Downloads/[/url] no me and MSDN don't get along... I don't want nuthin to do with them >:( Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 01:06:49 PM .....lol then no FREE c# for u
Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 01:10:00 PM its unlimited as long as you sign up for msdn..which is also free lol 1 sec gettn dl edit: @naru-lol i doubt he'd gimmie it(plus he didnt make bb...) and at the face comment ->??? ...i hate when i ask sum1 for sumthin and they sign off >.> edit: [url]http://www.microsoft.com/express/Downloads/[/url] Hold on I'll make a quick video of it XD Title: Re: TheShyGuy's EXE stuff Post by: Snoopy on January 12, 2011, 01:10:23 PM TheShyGuy, your bone tree editor is wonderful. it's taken me a few days to get used to it, but i just tested a model that i moved some ExtraBones around and that were renamed to the important bones (TransN, X/YRotN and HipN), and it turns out that it worked perfectly. one problem i ran into was that every time i saved if i only moved a few of them was that the names of the ExtraBones would rotate, but it might have been because of the position they were in. it seems like if you have ExtraBones mixed in with real bones, then the rotating names issue comes up, or at least from what i tested. it could just be a problem on my part too, i'm not too good at moving the bones around.
so we can actually move the ExtraBones, and use them for certain situations. and you said you were going to update this so it could edit the ExtraBones. it seems like it already can, you just have to specify the TopN Offset in the second tree, and it works just fine. Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 01:16:01 PM ^yeh it can, but like the code(for the new one)is like 2 lines different from reading one that doesnt have fake bones and does. You still have to specify the offset tho. And im surprised that u use the old one,back then it was a bit confusing for me too lol.
Title: Re: TheShyGuy's EXE stuff Post by: Snoopy on January 12, 2011, 01:19:25 PM there's one besides the one in the OP? if so, where? i only found it a few days ago.
at least it's less confusing than FortWaffles's... Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 01:20:06 PM TheShyGuy, your bone tree editor is wonderful. it's taken me a few days to get used to it, but i just tested a model that i moved some ExtraBones around and that were renamed to the important bones (TransN, X/YRotN and HipN), and it turns out that it worked perfectly. one problem i ran into was that every time i saved if i only moved a few of them was that the names of the ExtraBones would rotate, but it might have been because of the position they were in. it seems like if you have ExtraBones mixed in with real bones, then the rotating names issue comes up, or at least from what i tested. it could just be a problem on my part too, i'm not too good at moving the bones around. so we can actually move the ExtraBones, and use them for certain situations. and you said you were going to update this so it could edit the ExtraBones. it seems like it already can, you just have to specify the TopN Offset in the second tree, and it works just fine. hey TSG, ^his post reminds me to ask you... do you have an option to add a bone like FW's does?? that would make things even easier :D besides, you still havn't explained how FW's bone adder works :P does it only add to the relocation table?? STOP ninja-ing me D: Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 01:23:14 PM @snoopy -> im working/procrastinating(not like i dun wnna do, just been busy with other things)
@tcll- lol, and i never said i knew how it works lol, just compare the files and look for differences in the begining. And no i dunno how to add bones >.> O yea and i just thought of this...the bone names are all the same. And the bones are animated according to name -> change the name of the bone so they dun share the same offsets and stuff. Title: Re: TheShyGuy's EXE stuff Post by: Snoopy on January 12, 2011, 01:24:48 PM Tcll, apparently it copies almost all the data in the model, and puts it at the end of the model. it changes a few pointers as well. and it's the reason why we couldn't edit the bone structure after adding bones, you have to edit the second tree, not the first, and that's what i missed before.
and TheShyGuy, that's fine, i just thought there was a newer version already out. unfortunately i know about the procrastination a bit too well. hm, i'll try that. Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 01:25:29 PM @snoopy -> im working/procrastinating(not like i dun wnna do, just been busy with other things) @tcll- lol, and i never said i knew how it works lol, just compare the files and look for differences in the begining. And no i dunno how to add bones >.> O yea and i just thought of this...the bone names are all the same. And the bones are animated according to name -> change the name of the bone so they dun share the same offsets and stuff. oh... lol umm... 1 last Q... does your code change all the followng mdl0 offsets after modding an extrabone?? Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 01:28:19 PM Tcll, apparently it copies almost all the data in the model, and puts it at the end of the model. it changes a few pointers as well. and it's the reason why we couldn't edit the bone structure after adding bones, you have to edit the second tree, not the first, and that's what i missed before. and TheShyGuy, that's fine, i just thought there was a newer version already out. unfortunately i know about the procrastination a bit too well. hm, i'll try that. and how does it do that?? that's what I want to know... but umm... I looked at the bone-tree of an edited mdl0... I only saw every bone it originally contained :/ IDK what you mean by "model" Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 01:28:27 PM lol instead of making a video for no real reason I just took a random screenshot lol
(http://i55.tinypic.com/124ecrm.jpg) Do this to ZSS's model, then save it as both a pac and pcs(the FitSZerosuit00 I mean) and put it on your sd card like normal. Select ZSS by doing the hold shield button trick (or the code for ZSS and Samus to have their own slot) and start a match, you'll lol for sure since the model works sort of fine in-game (except for walking animations) Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 01:35:35 PM Tcll, apparently it copies almost all the data in the model, and puts it at the end of the model. it changes a few pointers as well. and it's the reason why we couldn't edit the bone structure after adding bones, you have to edit the second tree, not the first, and that's what i missed before. and TheShyGuy, that's fine, i just thought there was a newer version already out. unfortunately i know about the procrastination a bit too well. hm, i'll try that. and how does it do that?? that's what I want to know... but umm... I looked at the bone-tree of an edited mdl0... I only saw every bone it originally contained :/ IDK what you mean by "model" tcll- search for 00 00 00 D0 after the first tree and thatll give you the 2nd one Title: Re: TheShyGuy's EXE stuff Post by: SiLeNtDo0m on January 12, 2011, 01:36:01 PM About the External GFX Editor, can the sub external gfx be summoned in PSA? And do they each have specific numbers. I'm looking at Snake's atm and he 96 sub external gfx (a lot of them I really don't need) and I want to swap them out for a retextured version of the "!" from Shadow Moses Island. Do you think this'll be possible?
Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 01:42:55 PM i dont think they can, not sure. But if you just replace the ones under the main gfx, all or most of the original should be gone.You can prob just delete(or zero out) the extra ones...I could add a small update to it to literally delete the data...but then i wouldnt know how to add em back =p(kinda, i could find a way around it).And atm you can't use actual images to replace em(like .png,.jpeg etc)...unless that '!' is a gfx then no....still w8ing for tcll for that viewer and source codes lol
Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 01:52:55 PM Wait, with the ext graphics editor I could replace ext graphics from one character and add them to another character.
Like say take Zelda's sparkles and replace Peaches Musical Notes(Down taunt) with it? Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 01:56:29 PM thats what it does lol, replace sub gfx with other chars sub gfx.
random: WIIIIN (http://img25.imageshack.us/img25/2516/al1101100136.jpg) Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 01:57:02 PM About the External GFX Editor, can the sub external gfx be summoned in PSA? And do they each have specific numbers. I'm looking at Snake's atm and he 96 sub external gfx (a lot of them I really don't need) and I want to swap them out for a retextured version of the "!" from Shadow Moses Island. Do you think this'll be possible? with my editor, you'll be able to... I got alot of re-coding to do after I finish my v0.1b viewer to get the editor note: the editor will have the implemented converter which will convert the REFT to brres for easier editing... I'll add an import brres function which will completely re-write the reft with everything texture related in the brres... alone, the editor will be able to export to tex0 (an easy implementation) and will allow importing tex0's over the images (if format/filesize changes, will UD the REFT filesize) it won't be too much of a challenge to implement all that stuff ;) but don't expect it anytime soon :/ I'll give a % complete on it... right now, it's just the viewer v0.1a ~37% complete :( (the formats are being a pain (especially RGB565)): (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/5553b7499c5a2d0796ed6a21fabda5554e4d75d8ee01cb6ea9e8a5a0e859abe1) Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 01:59:24 PM ^ so i dun have to make an editor since it converts back and forth.....double wiiin...custom gfx =p
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 02:01:49 PM ^ so i dun have to make an editor since it converts back and forth.....double wiiin...custom gfx =p you can make one if you want :) the only format mine will import from is tex0... IDK PNG or other formats yet :( (I'm not doing JPG) <- format sux ^if I do include other formats Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 02:05:31 PM lol you DONT have to convert it to png or jpeg. Just to TEX0 then import to brawlbox -> export from there and edit in adobe photoshop or something, import to brawl box, export and import to your exe...ihope lol
edit: uhh maybe you do have to do it from png...but then after exporting to png you can do color over it and w/e in a painting prog and then reimport to your thing and done Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 02:09:32 PM I get this whenever I try to open something
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentOutOfRangeException: Non-negative number required. Parameter name: count at System.IO.BinaryReader.ReadBytes(Int32 count) at ExtGfxEditor.Form1.LoadFile(Stream input, EditorClass c) at ExtGfxEditor.Form1.OpenFile() at ExtGfxEditor.Form1.loadToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- ExtGfxEditor1 Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/Blake%20Meyers/Desktop/ExtGfxEditor1.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 02:11:54 PM you have to export the misc data 1 and open that in the program. I made a load folder button so you can load a folder of miscdata 1's at once. just be sure to leave in "MiscData[1]'.
Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 02:19:52 PM you have to export the misc data 1 and open that in the program. I made a load folder button so you can load a folder of miscdata 1's at once. just be sure to leave in "MiscData[1]'. Okay, that should be in the about part :l then can you explain why I get the same exact error trying to open peaches motionetc file with brawlbox modset 4.1? Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 02:29:38 PM not really, unless you did something wrong to the pac..
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 02:31:17 PM also,
tex0 files don't include the pallet below the image like REFT images do... so if format == 8 or 9, prompt for pallet import before continuing, if no pallet avaliable, cancel tex0 import ninja'd: lol you DONT have to convert it to png or jpeg. Just to TEX0 then import to brawlbox -> export from there and edit in adobe photoshop or something, import to brawl box, export and import to your exe...ihope lol edit: uhh maybe you do have to do it from png...but then after exporting to png you can do color over it and w/e in a painting prog and then reimport to your thing and done yea, but I'm gonna just do a simple tex0 im/export... you can do a brres export and then export the img as your desired format Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 02:32:47 PM not really, unless you did something wrong to the pac.. I still get the error :l even if I export the miscdata1 Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 02:38:22 PM ....misc data 1 of the psa pac...not the motion lol...The motion misc data includes physics stuff and w/e...
Title: Re: TheShyGuy's EXE stuff Post by: SiLeNtDo0m on January 12, 2011, 02:48:20 PM About the External GFX Editor, can the sub external gfx be summoned in PSA? And do they each have specific numbers. I'm looking at Snake's atm and he 96 sub external gfx (a lot of them I really don't need) and I want to swap them out for a retextured version of the "!" from Shadow Moses Island. Do you think this'll be possible? with my editor, you'll be able to... I got alot of re-coding to do after I finish my v0.1b viewer to get the editor note: the editor will have the implemented converter which will convert the REFT to brres for easier editing... I'll add an import brres function which will completely re-write the reft with everything texture related in the brres... alone, the editor will be able to export to tex0 (an easy implementation) and will allow importing tex0's over the images (if format/filesize changes, will UD the REFT filesize) it won't be too much of a challenge to implement all that stuff ;) but don't expect it anytime soon :/ I'll give a % complete on it... right now, it's just the viewer v0.1a ~37% complete :( (the formats are being a pain (especially RGB565)): ([url]http://lh5.ggpht.com/_IteXPmeC6ek/TSj2aM90-FI/AAAAAAAACV0/DodU-QvsOA8/not_right.jpg[/url]) Sweet! Just from the look of that one screenshot I'm already hyped for this thing! You people are freakin geniuses! I'm a pretty decent PSA hacker as such that I simply learnt from watching others, but this kind of stuff from people like you and ShyGuy is quite amazing. I attempt to explore the boundaries of creativity, and because of the fact that you guys explore the boundaries of technicality (as in the whole technical side of this), it makes my job a lot easier. *Waits anxiously* Title: Re: TheShyGuy's EXE stuff Post by: ??_? on January 12, 2011, 02:50:37 PM @ naru -i dun got the souce code for 6.3d I use microsoft visual studio 2010 (the full version) which is not free, I can hook you up tho, pm me@noah -> wut u looking for? ive gone thru it a few times and do you think you can upload your 3.2 source code so i can dl cuz i dun think the original link/dl is there anymore @tcll- not a rip off if its free imo lol I was looking for 2 things; the code for the interpolation of frames and the code for draggable translation, which I found but couldn't understand..yeah I can upload 3.2 but where? mediafire? and um naru PH wouldn't have the source for 0.63d, he didn't make brawlbox.. and I can still work with 4.1, I just can't build, which is useless.. Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 02:52:56 PM eh im fine with the free version. And yeh can you upload to mediafire or sumtin? Im busy atm, but ill try n see if i can understand em later.
Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 02:53:27 PM ....misc data 1 of the psa pac...not the motion lol...The motion misc data includes physics stuff and w/e... god I feel stupid >_< thanks for the tip though :P Title: Re: TheShyGuy's EXE stuff Post by: ??_? on January 12, 2011, 02:57:48 PM Tcll what is your editor written in?
I'm uploading now Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 03:01:39 PM Okay, can anyone tell me which graphic zeldas sparkles are? (in the graphics editor)
Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 03:02:56 PM would it be the stars?
Title: Re: TheShyGuy's EXE stuff Post by: ??_? on January 12, 2011, 03:03:29 PM shyguy mediafire is being a [censored] so can I send the rar to you in an email or aim or skype or something?
Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 03:04:19 PM would it be the stars? I dunno, I'm just looking for the sparkles that she makes when she uses her standard A attacks. Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 03:07:28 PM aim is fine -> just look for TheShyGuy...same pic
Title: Re: TheShyGuy's EXE stuff Post by: ??_? on January 12, 2011, 03:14:18 PM ...are you online? My name is noman272, add me instead
Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 12, 2011, 03:27:50 PM Okay, I used both of the stars in peaches attacks, I just have to combine them for it to look good. XP
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 05:46:48 PM Tcll what is your editor written in? I'm uploading now I'm writing it in Python... this version (v0.1a) is quite slow though, as I'm drawing a rectangle for every pixel... there's no zoom support, and IDK how to make it resize... v0.1b (if you just want the viewer) would be the one you're looking for... by then I'll have full viewer functionallity, and it'll be fast (new method) the next version will have a new name... "REFT_editor" v0.2a this should have basic editing functions (not very good) v0.2b will be finalized with the functions I've talked about below ;) ^if you don't feel like scrolling to read them, here's a brief description: export reft to brres import brres and convert to reft replace reft image (open tex0/raw) (RAW = single reft image(no reft header)) save reft image as tex0/raw replaced images can be a different w/h as long as it fits within the format formats use a multiple of 4 or 8 for w/h eg: 64x128 is valad 31x31 is invalad what I mean is the new image can be a different size from the old image :) but it must fit the formats EDIT: btw, you can view all my progress photo's here: REFT_viewer (http://<folder link pending>) and also... v0.1b will have a status and menu bar Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 06:55:02 PM yo TSG...
check this out :D http://www.icsharpcode.net/OpenSource/SD/Download/#SharpDevelop4x this thing even references TortiseSVN :P but it's free, and better than microsoft >:) also, this thing may have been used to compile Brbx :/ (notice the app icon) Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 07:04:31 PM lol dl it
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 07:07:02 PM Title: Re: TheShyGuy's EXE stuff Post by: BlackJax96 on January 12, 2011, 07:07:24 PM but it's free, and better than microsoft >: ) also, this thing may have been used to compile Brbx :/ (notice the app icon) lolno, for both things. Visual C# Express does it all for free. Don't ask :P Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 07:07:59 PM ^yep
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 07:12:21 PM but it's free, and better than microsoft >: ) also, this thing may have been used to compile Brbx :/ (notice the app icon) lolno, for both things. Visual C# Express does it all for free. Don't ask :P I hate microsoft and anything to do with them... I'll DL alt proggs that work just as good (if not better) I ain't becomming a part of MSDN again >:( ^that was a big mistake I made, and I'd rather not talk about it :-[ Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 12, 2011, 07:18:59 PM *nosy...TELL MEH...jk
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 12, 2011, 09:07:05 PM uugh...
screw this... I'ma work on my reft <--> brres tool... I can't really work with large amounts of data too well... ^(when indexes decide to mess up) so I'm deleting my current reft, and making a brres with all the formats I'll use my converter on that, and I should have a working reft >:3 note: this is the tool for v0.2b ;) Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 13, 2011, 01:45:17 PM hey TSG... if you wanna start your own editor... puyo tools has a great src :) http://code.google.com/p/puyotools/source/browse/ I'ma SVN DL this and look at it :P Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 13, 2011, 01:49:31 PM i was thinking..is there really a point in making an editor? i mean your making a png exporter/importer and stuff so it can be edited in any painting program...which is prob better than anything i would be able to make
edit: tell me how that puyo thing is tho Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 13, 2011, 01:58:21 PM i was thinking..is there really a point in making an editor? i mean your making a png exporter/importer and stuff so it can be edited in any painting program...which is prob better than anything i would be able to make edit: tell me how that puyo thing is tho I'm only doing tex0 for sure... IDK the PNG format at all :/ and I gave you the svn link :/ well... whatchya mean by "tell"?? Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 13, 2011, 02:01:59 PM o didnt feel like dl lol, but if its good then i will. And so uhh whats the big diff between tex0 and reft? I thought you said they were like the same...
edit: o yea and noah gave me the 3.2 source code so ima be looking at it more. If i find anything out on those rgb formats ill tell you...saw ur post on smashboards Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 13, 2011, 02:20:02 PM lol...
it's nawt a DL link... it's an SVN :P And so uhh whats the big diff between tex0 and reft? I thought you said they were like the same... the image and pallet data are the same... the difference: PLT0: (if CI4 or CI8 TEX0) header pallet data string table TEX0: header image data string table REFT_img: header (32 bytes) image data --pallet data (only if CI4 or CI8) Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 13, 2011, 02:25:51 PM lol dl/svn...same thing to me and k
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 13, 2011, 02:35:31 PM btw, I've found something to help me on the formats... (from the SVN) http://code.google.com/p/puyotools/source/browse/trunk/Libraries/VrSharp/VrSharp/GvrTexture/GvrPixelCodec.cs?r=122 but you're findings would help too ;) thanx... I know... PW's being a [word I do not say] on me for some reason :/ IDK wut got up his but, but he don't wanna help apperently -_-* Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 13, 2011, 02:44:07 PM omg lmao....he gave you the auto google thing..funny lol and ima look at it too - gl
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 13, 2011, 03:22:07 PM omg lmao....he gave you the auto google thing..funny lol and ima look at it too - gl you won't find anything... I've been looking on there for 2 days now... EDIT: ...oh... lol XD I thought you ment google =P Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 13, 2011, 04:03:51 PM hey... you got anything on the brres format?? who knows... I may be able to figure out the unks in the mdl0 relocation table :/ (I'm posting a copy in the other thread) Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 13, 2011, 04:23:10 PM hey... you got anything on the brres format?? who knows... I may be able to figure out the unks in the mdl0 relocation table :/ (I'm posting a copy in the other thread) you should make a model porter :P (like it lets you replace models from one character to another without it thinking the model has changed) Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 13, 2011, 04:24:56 PM hey... you got anything on the brres format?? who knows... I may be able to figure out the unks in the mdl0 relocation table :/ (I'm posting a copy in the other thread) ill look for it later Title: Re: TheShyGuy's EXE stuff Post by: BlackJax96 on January 13, 2011, 04:43:44 PM you should make a model porter :P I was thinking about building that into my converter once it's done(like it lets you replace models from one character to another without it thinking the model has changed) Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 13, 2011, 05:11:55 PM hey... you got anything on the brres format?? who knows... I may be able to figure out the unks in the mdl0 relocation table :/ (I'm posting a copy in the other thread) you should make a model porter :P (like it lets you replace models from one character to another without it thinking the model has changed) lol... IDK exactly what you mean by that :P but with my converter, you should be able to convert an mdl0 to any filetype (when finished) edit it, and convert it back without problems... ^(it writes an mdl0 from scratch) or you can take a random, fully working game char, and convert that to mdl0 :3 I'm bulding one in blender :P although it's pretty ugly right now... (it's my favorite experimental squirrel "Riku") >:3 Title: Re: TheShyGuy's EXE stuff Post by: BlackJax96 on January 13, 2011, 05:30:31 PM (it writes an mdl0 from scratch) Mine writes an mdl0 from scratch now too >: )or you can take a random, fully working game char, and convert that to mdl0 :3 I'm bulding one in blender :P And I've been working on my own character to import (in 3ds max)... not exactly from scratch but you know what I'm talking about ;) Title: Re: TheShyGuy's EXE stuff Post by: TheShyGuy on January 13, 2011, 05:38:48 PM ^ those would be awesome...and two programmers making sep. converters...i only got blender so im hoping tcll does a gj....i might get back into it and make a shyguy and stuffs lol...
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 13, 2011, 05:55:30 PM ^ those would be awesome...and two programmers making sep. converters...i only got blender so im hoping tcll does a gj....i might get back into it and make a shyguy and stuffs lol... .blend is on the list of convertable formats ;) although I should prbly start putting some research into it =P EDIT: btw, you guys are gonna hate me on time... but you'll love how it performs :) I'm not releasing it until every plugin works as it should... (basic plugins) I still don't know what entirely collada 140 and 141 support :/ and I'll do my best at blender ;) Title: Re: TheShyGuy's EXE stuff Post by: BlackJax96 on January 13, 2011, 06:04:35 PM Research the mdl0 first! If you don't, I'll have to... and you're much better at understanding that shnizzle than I am
Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 13, 2011, 08:24:08 PM Sweetness XD
you should make an option that converts 3DS into MDl0 And you could like pick what character it's on :l You know make it so that when it's(3DS file) made into a mdl0 it's a model that works for *insert brawl character here*'s model without all those annoying porting glitches (particularly trans n glitches >_< ) Title: Re: TheShyGuy's EXE stuff Post by: BlackJax96 on January 13, 2011, 08:39:26 PM Well all it does is make an mdl0 from the dae file you select. It's pretty easy to fix model import glitches...
Title: Re: TheShyGuy's EXE stuff Post by: DarkPikachu on January 13, 2011, 08:47:08 PM Sweetness XD you should make an option that converts 3DS into MDl0 And you could like pick what character it's on :l You know make it so that when it's(3DS file) made into a mdl0 it's a model that works for *insert brawl character here*'s model without all those annoying porting glitches (particularly trans n glitches >_< ) I see what you mean... (using my converter) convert the porting char into blend or 3DS edit the char in blender or 3DS (add bones and fix any possible glitches) then convert back to mdl0 it should work perfectly on whatever char you've set it up for :) Title: Re: TheShyGuy's EXE stuff Post by: Naruto200Man on January 13, 2011, 09:10:49 PM Sweetness XD you should make an option that converts 3DS into MDl0 And you could like pick what character it's on :l You know make it so that when it's(3DS file) made into a mdl0 it's a model that works for *insert brawl character here*'s model without all those annoying porting glitches (particularly trans n glitches >_< ) I see what you mean... (using my converter) convert the porting char into blend or 3DS edit the char in blender or 3DS (add bones and fix any possible glitches) then convert back to mdl0 it should work perfectly on whatever char you've set it up for :) Well as long as it's an easier way to get zero suit samus onto someone else >_< PS I'm having fun with the ext graphics editor XD Now all we need to to is get all these nifty ideas to work with brawlbox as one whole program. But rome wasn't built in a day was it? XD Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: DarkPikachu on January 23, 2011, 03:56:16 PM yo... I've gotten the RGB565 format just about complete: :happy: (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/c60883b749b9abb84852b7d5afec4ec2619277be2578fb541e86c062c0ed1f41) it's not entirely accurate though :/ (only about 96% accurate) here's a comparison image: (https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/34116d5cdb97391368e5efb0a9a51defbc4d9a520a1da1b635b7824d0cc2a796) note: the internal image may actually have those exact colors, I'll test my FS image replacements with it :/ if they come out equal, then my code's right here's my code I used to get it like that: Code: def RGB565(offset,width,height,length): don't ask how I came to get the idea to do this... I was literally just bored and started fooling around with it... also, the commented out codes in the RGB vars return the exact same colors as the code before it :/ Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: TheShyGuy on January 23, 2011, 05:26:05 PM forgot you were working on it...how mny more do you have to decode?
Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: DarkPikachu on January 23, 2011, 06:29:28 PM here's every function so far:
Code: #--<<conversion functions>>-- but there's apperently a CI14X2 format :/ I havn't seen it yet, but I'll look into it when I do :/ Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: DarkPikachu on January 24, 2011, 01:43:23 PM well...
I have a little something for deciphering the alpla channel :D check this out: http://en.wikipedia.org/wiki/Alpha_compositing (look in 'Alpha Blending') but to pull this off, I'm gonna have to cancel the image resize plan for a while... otherwise, I'll have to redraw the image :/ btw... I was right... RGB565 is off by a tad :/ but I've figured out how RGB5A3 works :D found here: http://code.google.com/p/puyotools/wiki/GvrFiles btw... I'll add the TEX0 export and replace option to my viewer before I release... but it'll be very demanding (must be exact format and size) Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: Naruto200Man on January 24, 2011, 02:00:57 PM Any progress on the mdl0 to DAE (and back?) converter?
Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: DarkPikachu on January 24, 2011, 02:10:36 PM fraid not... yet...
but hopefully soon :/ :happy: Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: BlackJax96 on January 24, 2011, 02:43:33 PM Any progress on the mdl0 to DAE (and back?) converter? For my converter, I've almost got the writing (exporter) part done. Then the only thing left will be changing the int, float and string arrays in the dae file to byte arrays correctly and sending it to the exporter and correctly interpreting, building and rigging a bone structure. For testing purposes, all converted mdl0s will have the same shader/materials. I'll work on that last, because it only displays in game. Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: Naruto200Man on January 24, 2011, 03:05:53 PM Any progress on the mdl0 to DAE (and back?) converter? For my converter, I've almost got the writing (exporter) part done. Then the only thing left will be changing the int, float and string arrays in the dae file to byte arrays correctly and sending it to the exporter and correctly interpreting, building and rigging a bone structure. For testing purposes, all converted mdl0s will have the same shader/materials. I'll work on that last, because it only displays in game. Thats true, as long as you could do so flawlessly. I'd have a "select X character" drop down list when importing the edited DAE file. What the "Select X character" means is, you'd first open an original model from any character. Then the program 'reads' the bone 'structure' of said character. After it's done reading the bone(and faces/polygons etc) structure of the mdl0 you selected first, you're asked to select the DAE file you want to convert to a mdl0 for "X character" . When the program writes the new mdl0 file, it's re-making the bone structure from scratch, adjusting the setup accordingly depending on the character picked. I mean like, if "X Character" was princess peach then you would select an unedited Peach MDL0, and then select the DAE you want to convert into MDL0. Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: DarkPikachu on January 24, 2011, 03:24:44 PM Any progress on the mdl0 to DAE (and back?) converter? For my converter, I've almost got the writing (exporter) part done. Then the only thing left will be changing the int, float and string arrays in the dae file to byte arrays correctly and sending it to the exporter and correctly interpreting, building and rigging a bone structure. For testing purposes, all converted mdl0s will have the same shader/materials. I'll work on that last, because it only displays in game. Thats true, as long as you could do so flawlessly. I'd have a "select X character" drop down list when importing the edited DAE file. What the "Select X character" means is, you'd first open an original model from any character. Then the program 'reads' the bone 'structure' of said character. After it's done reading the bone(and faces/polygons etc) structure of the mdl0 you selected first, you're asked to select the DAE file you want to convert to a mdl0 for "X character" . When the program writes the new mdl0 file, it's re-making the bone structure from scratch, adjusting the setup accordingly depending on the character picked. I mean like, if "X Character" was princess peach then you would select an unedited Peach MDL0, and then select the DAE you want to convert into MDL0. that would kinda fool around with the mdl0... I'd say just do all that stuff in the editor before exporting... you could use a brawl char as a base model to go by when editing eg: I know almost everything about Pikachu :af: ^I could port a char w/o even having to look at him :D Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: TheShyGuy on January 24, 2011, 03:25:05 PM almost done with the bone adding...a bit more code to write...shouldnt be too hard
Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: BlackJax96 on January 24, 2011, 03:27:48 PM Thats true, as long as you could do so flawlessly. I'd have a "select X character" drop down list when importing the edited DAE file. What the "Select X character" means is, you'd first open an original model from any character. Then the program 'reads' the bone 'structure' of said character. After it's done reading the bone(and faces/polygons etc) structure of the mdl0 you selected first, you're asked to select the DAE file you want to convert to a mdl0 for "X character" . When the program writes the new mdl0 file, it's re-making the bone structure from scratch, adjusting the setup accordingly depending on the character picked. I could do that, but it would take more time to develop. For now, you'll just have to learn to set up the model's bone structure in 3ds max before converting.I mean like, if "X Character" was princess peach then you would select an unedited Peach MDL0, and then select the DAE you want to convert into MDL0. Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: Naruto200Man on January 24, 2011, 03:43:44 PM Thats true, as long as you could do so flawlessly. I'd have a "select X character" drop down list when importing the edited DAE file. What the "Select X character" means is, you'd first open an original model from any character. Then the program 'reads' the bone 'structure' of said character. After it's done reading the bone(and faces/polygons etc) structure of the mdl0 you selected first, you're asked to select the DAE file you want to convert to a mdl0 for "X character" . When the program writes the new mdl0 file, it's re-making the bone structure from scratch, adjusting the setup accordingly depending on the character picked. I could do that, but it would take more time to develop. For now, you'll just have to learn to set up the model's bone structure in 3ds max before converting.I mean like, if "X Character" was princess peach then you would select an unedited Peach MDL0, and then select the DAE you want to convert into MDL0. As long as it's a way to port characters with minimal glitch fixing and zipo hexing involved I'm satisfied with that. But how would I edit the bone structure in 3DS ? :l could some1 like, make a video tut on doing so? Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: DarkPikachu on January 24, 2011, 03:47:27 PM @NZM:
I'm sure there's already one out there... gimme a moment to find a good one :) EDIT: here's one where he fixes a rig and edits the VGroups http://www.youtube.com/watch?v=oDCz-TfzHDU&feature=related I'm sure I can find more though :) EDIT2: well I've just learned something I didn't know before :D http://www.youtube.com/watch?v=PqLiCXmn1ls&feature=related I know blender has those too, but I didn't know that's what they did :/ Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: BlackJax96 on January 24, 2011, 04:03:58 PM [url]http://www.youtube.com/watch?v=oDCz-TfzHDU&feature=related[/url] [url]http://www.youtube.com/watch?v=PqLiCXmn1ls&feature=related[/url] I'll be sure to include those in the D2S guide :af: Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: Naruto200Man on January 24, 2011, 04:07:42 PM Thanks, I'll check those out in a bit. I want to avoid bone hexing and any actual coding editing as much as possible. Cause I know "Anynomous" is gonna be an epic and comical character. Especially if I can get two other models to be articals so I can use them for certain parts of his moves/finalsmash/taunts etc. I have no idea who he'll go over though, you'll just have to wait ( for a VERY extremely amazingly long time! ) and see> *nod*
Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: DarkPikachu on January 24, 2011, 04:25:32 PM I'm intending to have 2 different char ports plus the main char over Pikachu :af2:
I've already got 1 port with them both working... somewhat... (the somewhat prevents me from releasing the hack (nothing to do with multi-porting)) Title: Re: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released Post by: Ls777 on January 29, 2011, 08:11:59 PM Cant wait for this converter guys, honestly im more interested in it for the stage building potentials, i could whip up some meeean stages in 3ds max / blender
|