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256  Help & Tutorials / Help / Re: 3ds Max expired on: June 06, 2010, 10:47:42 AM
nope, as I said;
Delete all the 3dsmax Reg Keys
Delete Lic File in your Doc Folder

thats all you have to delete..
257  Help & Tutorials / Help / Re: 3ds Max expired on: June 06, 2010, 10:27:03 AM
clean your registry, and delete the license file in the documents folder..
258  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: June 06, 2010, 10:26:03 AM
the first post in the topic should state any pending projects, right now I'm working on shinobu
259  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 06, 2010, 09:21:04 AM
maybe you can fix the cape issue, I'll post the WIP at my Mario'sCorner Topic
in the mean while I'm trying to import the hair from the actual shinobu model itself. RandomTbush's method sounds like it should work, but I haven't had any success yet. but I'm not worried.. it's worked for Random before, so its a proven hackup

260  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: BILL'S HAT MODEL IMPORTED INTO BRAWL! on: June 06, 2010, 09:03:26 AM
I made a maxscript to read a stripified DAE then write only the strips to a bin file as hex.

it follows what I sorta understand but it's not tested.. cause I haven't even gotten this to work yet
the info supllied by RandomTbush really confused me after he said the polygon file doesn't have faces, its just ID's IDs IDs.. if thats the case I have no clue. cause there is alot of random numbers at the end of the polygon block.. but I can makeout the starting pattern, which also is backed up by the melee info

[2bytes] ID {9800=triStrips}
[2bytes] FaceCount {??not sure on base unit 0 or 1} DAE uses 1, usually hex is 0
[2bytes][FaceCountx3] faces...


anyway here's the script, please test it out. I think I have the endian wrong
Code:
fsource = GetOpenFileName \
caption:"die!" types: \
"PKG(*nif)|*.*|All files (*.*)|*.*|"
f= fopen fsource "rt"
-- fext= getFilenameType fsource
-- fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
-- f = fopen "T:\\BrawlMods\\marth_shinobo\\polygon15" "rb"
-- f = fopen "T:\\BrawlMods\\marth_shinobo\\ok2.dae" "rt"

-- fpath="C:\\"

-- fn writeBElong fstream = (
-- long = readlong fstream
-- long = bit.swapBytes long 1 4
-- long = bit.swapBytes long 2 3
-- return long
-- )

-- fn readBEshort fstream = (
-- short = readshort fstream
-- short = bit.swapBytes short 1 2
-- return short
-- )
fn ReadFixedString bstream fixedLen = (
local str = ""
for i = 1 to fixedLen do
(
str += bit.intAsChar (ReadByte bstream #unsigned)
)
str
)

filetest=""
while(filetest!="tristrips")
do(
file=bit.intAsChar (ReadByte f #unsigned)
if file=="<" do(
filetest=readFixedString f 9
triStripOffset=((ftell f)+7)
fseek f -9 #seek_cur
)
if filetest=="tristrips" then exit
)



if triStripOffset!=undefined do(
fseek f triStripOffset #seek_set

faceCount=""
do(
file=bit.intaschar (ReadByte f #unsigned)
 if file=="\"" then exit
if file!=" " do(
faceCount+=file
)
)
while (file!=" ")
faceCount =(faceCount as float)




while(ftell f!=end)
do(
file=bit.intAsChar (ReadByte f #unsigned)
if file=="<" do(
filetest=readFixedString f 2
if filetest=="p>" then exit
)
)

fseek f -4 #seek_cur
start=ftell f
-- while(ftell f!=end)
-- do(
-- file=bit.intAsChar (ReadByte f #unsigned)
-- if file=="/" do(
-- filetest=readFixedString f 9
-- if filetest=="tristrips" then exit
-- )
-- )
-- last=ftell f
-- stripSize=(last-start)

-- fseek f start #seek_set
-- StripRead=""
-- for x = 1 to stripSize do(
-- StripRead+=bit.intAsChar (ReadByte f #unsigned)
-- )
-- StripRead as stringStream
-- fr=readDelimitedString StripRead " "

faceArray=#()
stripCount=#()
for x = 1 to faceCount do(
counter=0
do(
fseek f -1 #seek_cur
file2=bit.intAsChar (ReadByte f #unsigned)

if file2=="<" then exit

face=""

do(
file=bit.intAsChar (ReadByte f #unsigned)
if file==" " then exit
if file=="<" then exit
if file!=" " do(face+=file)

)while(file!=" ")

face=(face as float)
append faceArray face
counter+=1
)while(file2!="<")

append stripCount counter
fseek f 27 #seek_cur
)

-- print faceArray
-- print stripCount
fclose f
gc()

createFile (fpath+fname+"_strips.bin")
s = fopen (fpath+fname+"_strips.bin") "ab"
 for x = 1 to stripCount.count do(
write=writeshort s 0x0098
write=writebyte s stripCount[x]
for i = 1 to stripCount[x]/3 do(
write=writeshort s (bit.swapBytes (faceArray[1]) 1 2)
write=writeshort s (bit.swapBytes (faceArray[2]) 1 2)
write=writebyte s 0x00
write=writeshort s (bit.swapBytes (faceArray[3]) 1 2)
deleteItem faceArray 1
deleteItem faceArray 1
deleteItem faceArray 1

)
-- gc light:false delayed:false
 )


fclose s
gc()


 
)



wh = ftell f
print wh



-- totalLength=readBElong f
-- mdl0Offset=readBElong f
-- nodeId=readBElong f
-- elemFlags=readBElong f
-- texFlags=readBElong f
-- dataFlags=readBElong f
-- defSize=readBElong f
-- defFlags=readBElong f
-- defOffset=readBElong f
-- dataLen1=readBElong f
-- dataLen2=readBElong f
-- dataOffset=readBElong f
-- unk2=readBElong f
-- unk3=readBElong f
-- stringOffset=readBElong f
-- index=readBElong f
-- numVertices=readBElong f
-- numFaces=readBElong f
-- vertSet=readBEshort f
-- normalSet=readBEshort f
-- fseek f 20 #seek_cur
-- part10Offset=readBElong f
-- dataJump=totalLength-dataLen1
-- fseek f dataJump #seek_set



-- wh= ftell f
-- print "where?"
-- print wh
print "DONE!!"

I'll do more testing myself later, if I have success I'll create a video outlining the method
261  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 06, 2010, 08:37:52 AM
the Export button isn't finished, I was going to make my own injector, instead o having to use DasDonkeyVertexBox... if that name wasn't long enough, its built on java.. and I just despise java.

and yes your right, there are a types of "shortcuts" but there not like 5second things.. they do however shave off a few hours of work. but in actually yes I am sitting here 16hours+ trying to remodel from scratch.

things like geometry wrapping and texture projection are 2 things I was going to cover in the next extensive video. but I've had alot of recent failure as I was working with mewtwo and shinobu, thus the videos were placed on hold.
262  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 06, 2010, 05:45:08 AM
the theory is quite simple...

the models are in pieces, separated by texture or material for whatever game technical reason.
and thats how they are stored in the game files.

since we're not programming GOD's we use a very primitive method for grabbing vertices.. we simple dump them. we dump them as they are stored in the file, which is in pieces.

this makes modding extremely difficult, but they theory is, that A-B=C so therefore C+A=B or C+A=B .. meaning if we created a patch (finding a difference between coordinates) then we can subtract the difference, save it to a patch file, and reapply these values to a modified mesh which should offset the verts back and forth to a form where they are in pieces again

the updated script only has a tick box I called max2010. tick that before you press AIS Fix and it'll rescale the import for some other collada importer...
the importer your using is actually the 3dsmax default. called FBX.. which will not work at all. YOU NEED TO DOWNLOAD A 3RD PARTY PLUGIN.

there are soo many reversions of max, it was easier for me just to say, go google a plugin.

I don't know why you kept stubbornly working on a broken import. the whole idea is to work from a fully assembled mesh. if it doesn't look right, why bother continuing the rest of the steps. when you know you got the very first step wrong... if the gemometry is literally missing, my fix button can't fix that

just download the proper max, and the proper plugin that I worked from

1. 3DSMAX8(30-Day Trial)
http://www.megaupload.com/?d=SRO22PV1
2. FREE ColladaMax
http://sourceforge.net/projects/colladamaya/files/COLLADAMax%201.4.1%20plug-ins/ColladaMax_FREE_3.05C.exe/ColladaMax_FREE_3.05C.exe/download
263  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 05, 2010, 10:27:39 PM
Sorry, I haven't been around lately.

spent alot of time trying to edit marth's Cape.. but sadly no good Sad
even with the Collada trick, the cape still gets badly deformed.. can't figure it out.
wasted the entire day, just trying to get the cape sort of decent for my shinobu mod...


anyways, I've heard about a few bugs, and even experienced alot problems myself.

all I can say, is this method isn't "Full Proof" and likely won't be. unless brawlbox is better devloped to suit our 3d modding needs.

though it's an effective trick to help edit certain static meshes, such as face, and the chest... probably the arms but some objects just don't seem to work.. and I've spent all day trying to come to a resolve... no luck.

also there seems to be a HUGE issue with Collada Importers.. AiS was made off of the Free ColladaMax plugins.. some people have different plugins which do some funny stuff

if so try this updated script, it'll fix your AIS scene and rescale it properly.

Code:
fn readBEshort fstream = (
short = readshort fstream #unsigned
short = bit.swapBytes short 1 2
return short
)
fn readBElong fstream = (
long = readlong fstream
long = bit.swapBytes long 1 4
long = bit.swapBytes long 2 3
return long
)
fn ReadBEfloat fstream = (
return floatSwap2(readfloat fstream)
)
fn floatSwap2 f = (
i = bit.floatAsInt f
h = bit.intashex i
while h.count < 8 do h = "0" + h
s = (substring h 7 2) + (substring h 5 2) + (substring h 3 2) + (substring h 1 2)
bit.intAsFloat (bit.hexasint s)
)

rollout DDV "Vertex Modding Patcher" width:320 height:270
(
button btn1 "Import Verts" pos:[8,16] width:144 height:40
button btn2 "Create Patch" pos:[8,112] width:144 height:40
button btn3 "Patch Model" pos:[8,160] width:144 height:40
groupBox grp1 "Description" pos:[160,8] width:143 height:48
label lbl1 "Imports a RAW VertexSet from BrawlBox." pos:[169,21] width:128 height:30
groupBox grp2 "Description" pos:[160,152] width:143 height:48
label lbl2 "Patches finished model, for use with DDV" pos:[169,165] width:128 height:30
groupBox grp3 "Description" pos:[160,104] width:143 height:48
label lbl3 "Creates a Patch File from the RAW and Imported File" pos:[169,117] width:131 height:30
label lbl4 "-Mario_Kart64n, (June3, 2010)" pos:[164,253] width:156 height:18
button btn4 "Fix AiS Import" pos:[8,208] width:144 height:40
groupBox grp5 "Description" pos:[160,200] width:143 height:48
label lbl5 "Removes Collada Lib From Imported mesh" pos:[169,213] width:128 height:30
checkbox chk1 "Checkbox" pos:[10,250] width:14 height:13
label lbl7 "Max2010" pos:[27,249] width:45 height:15
button btn5 "Export Verts" pos:[8,64] width:144 height:40
checkbox chk2 "Checkbox" pos:[159,68] width:14 height:13 enabled:false checked:false
label lbl8 "Save As Seperate File" pos:[176,67] width:119 height:15
checkbox chk3 "Checkbox" pos:[159,84] width:14 height:13 enabled:false checked:false
label lbl9 "Save Changes to MDL0" pos:[176,83] width:119 height:15

on btn1 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f


for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)

-- fclose f
-- fsource = GetOpenFileName \
-- caption:"Brawl Polygon Import" types: \
-- "All files (*.*)|*.*|"
-- f= fopen fsource "rb"
--
-- fSize=readBElong f
-- mdlOffset=readBElong f
-- nodeID=readBElong f
-- pfUkn1=readBElong f

-- elementFlag=readBElong f
-- pfUkn2=readBElong f --count for weird data
-- defSize=readBElong f
-- defFlags=readBElong f

-- defOffset=readBElong f
-- datalen1=readBElong f
-- datalen2=readBElong f
-- dataOffset=readBElong f

-- pfUkn3=readBElong f
-- pfUkn4=readBElong f
-- strOffset=readBElong f
-- itmOffset=readBElong f

-- pfUkn5=readBElong f
-- numFaces=readBElong f
-- vertSet=readBEshort f
-- normSet=readBEshort f

-- partXOffset=readBEshort f --???

-- if vertID!=vertSet then(
-- MessageBox(
-- "WARRNING!!!" +"\n"+
-- "Incorrect Index Buffer" +"\n"+
-- "-Sorry (mariokart64n)")
-- )else(
-- fseek pf 0x111 #seek_cur
-- for x = 1 to pfUkn2 do (
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- )
-- )
--
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned

-- ukn=readBEshort f
-- ukn=readbyte f #unsigned
-- ukn=readBEshort f

-- ukn=readBEshort f
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned

-- ukn=readBEshort f

-- end of file is a loop of data
-- 27bytes long per loop
--












msh = mesh vertices:vertArray faces:faceArray   --build mesh
msh.numTVerts = vertArray.count
msh.name=fname
--msh.rotation = quat -0.5 0.5 -0.5 0.5
--msh.rotation = quat 0.5 0.5 0.5 0.5
--msh.scale = [0.3937008,0.3937008,0.3937008]
buildTVfaces msh
-- modPanel.setCurrentObject $Object01.baseObject
-- subobjectLevel = 1
-- rotate $Object01.verts[#{1..580}] (quat 0.707107 0 0 0.707107)
-- subobjectLevel = 0
-- for j = 1 to UV_array.count  do setTVert msh j UV_array[j]
-- for j = 1 to faceArray.count  do setTface msh j faceArray[j]
-- for j = 1 to Normal_array.count do setNormal msh j Normal_array[j]

 messageBox "Done !"
 
 
gc()
fclose f
)

on btn2 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f

for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
-- modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
diffArray=#()
directionArray=#()
for x = 1 to numVertices do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
-- $.modifiers[#Edit_Poly].SetOperation #Transform


mX=(vertArray[x][1])-(vert[1])
mY=(vertArray[x][2])-(vert[2])
mZ=(vertArray[x][3])-(vert[3])



append diffArray[mX,mY,mZ]
-- $.modifiers[#Edit_Poly].Commit ()
-- $.modifiers[#Edit_Poly].SetSelection #Vertex #{}
)
-- subobjectLevel = 0
-- modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
deleteModifier obj 1

createFile (fpath+fname+"_patch.pta")
s = fopen (fpath+fname+"_patch.pta") "ab"
vcount=writelong s numVertices
 for x = 1 to numVertices do(
write=writefloat s (diffArray[x][1])
write=writefloat s (diffArray[x][2])
write=writefloat s (diffArray[x][3])
write=writelong s 0x0
 )
 
 messageBox ("Patch Created !"  +"\n"+
"\n"+
"File Saved To:"  +"\n"+
(fpath+fname+"_patch.pta")
)

gc()
fclose s
fclose f
)

on btn3 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Patcher" types: \
"Patch(*pta)|*.pta|All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource

vertArray=#()
vcount=readlong f #unsigned
for x = 1 to vcount do(
vX=readfloat f
vY=readfloat f
vZ=readfloat f
dmy=readshort f #unsigned
side=readshort f #unsigned
append vertArray[vX,vY,vZ,side]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
for x = 1 to vcount do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
$.modifiers[#Edit_Poly].SetOperation #Transform
mX=(vertArray[x][1])
mY=(vertArray[x][2])
mZ=(vertArray[x][3])
$.modifiers[#Edit_Poly].MoveSelection  [mX,mY,mZ]
$.modifiers[#Edit_Poly].Commit ()
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
)
subobjectLevel = 0
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]

messageBox "Patched !"

gc()
fclose f
)

on btn4 pressed do(
-- obj = getnodebyname "Box01"
-- if obj != undefined then select obj

-- select $Polygon*
-- select $helpers

disableSceneRedraw()
st = timestamp() --get start time in milliseconds
undo off(
geo=$polygon*
-- print geo
for x = 1 to geo.count do(
addModifier geo[x] (Normalmodifier ())
geo[x].modifiers[#Normal].flip = on
addModifier geo[x] (smooth ())
geo[x].modifiers[#Smooth].smoothingBits = 1
collapseStack geo[x]
m2010=chk1.checked
if m2010==true do(
--rotate geo[x] (quat -1 0 0 0)
geo[x].scale = [2.54,2.54,2.54]
)
)
delete $helpers
for x = 1 to geo.count do(
-- aBox = Box length:0.2 width:0.2 height:0.2 name:"dummy"
aBox = Box()
aBox.rotation = quat 0.707107 0 0 0.707107
convertTo aBox TriMeshGeometry
)
dmy=$Box*
myBoxes=#()
myMeshes=#()
for x = 1 to geo.count do(
objA= dmy[x]
objB= geo[x]
append myBoxes objA
append myMeshes objB
)

for x = 1 to geo.count do(
myBoxes[x].name = myMeshes[x].name
attach myBoxes[x] myMeshes[x]
)

for x = 1 to geo.count do(
for i = 1 to 8 do(
delete geo[x].verts[#{1}]
)
addModifier geo[x] (Morpher ())
)

addModifier $Polygon* (Edit_Mesh ())

)
et = timestamp() --get end time in milliseconds
enableSceneRedraw()
gc()
print ("Operation Completed In: "+(((et-st)/60)as string)+" Seconds") --print time to finish
)
)

createDialog DDV

264  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: BILL'S HAT MODEL IMPORTED INTO BRAWL! on: June 04, 2010, 08:19:28 PM
whats the format on the polygon block.

its like header info then a bunch of strips.. but the strips have a format to them..

-[3bytes] 0x9800FF {start of strip?}
-[2bytes][x3] 3 Faces
-[1byte] 0x00 node?

..pattern repeats depending on the amount of faces in strip...
265  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 02, 2010, 07:46:06 PM
donno, I'm a max user. but if you had the experience with blender, I would think anything in max is more then possible in blender. but I can't help you in that area, sorry.
266  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: June 02, 2010, 03:06:00 PM
initial video is up, and the next one soon to follow. more indepth of course about techniques

http://forums.kc-mm.com/index.php?topic=8577.msg93977#msg93977
267  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: June 02, 2010, 02:29:39 PM
under my icon, is all my contact info... so um yeah there it is.

and I made a video last night, after talking with the DasDonkey Vertex Box author. he's solved the last issue in my method. and also will be implementing these techniques into a new vertex box.

I'll create one more video outlining my technique for creating browser. then I'll release the videos. you guys will now have all the information required to create high quality mods. I promise you that. it's soo easy everyone should be able to learn this. Wink

also due to the recent events the shinobu updates fell behind, nothing new yet.

today I'm going to make a video on how to turn lucario into mewtwo...
268  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: June 01, 2010, 03:05:35 PM
it'll look more interesting, once I fix the hair, and the texture will make all the difference.
269  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: May 31, 2010, 10:19:26 PM
alot of them were odd tweaks, not really character ideas..

anyways got a fair amount of work done with shinobu, the main body is reconstructed. just have the face, hair and the scarf thing to make. though I didn't have any luck with editing the cape last time.. so donno how well that's going to pan out. lol

here's just a quick snap shot of my 3dsmax scene. as is, the mod already looks like its turning out well. I'm sure many could reuse this in future skins, vert hacks etc..

270  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: May 31, 2010, 04:19:44 PM
yeah feel free to drop your requests here. they might not get done, but I'll make an effort to generate a Hit-list. that way I'll work on stuff that sparks my interest Smiley

and oddly enough mewtwo is one of those things that needs to be DONE! I would have taken on Roy, but the current hacks are impressive on their own.
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