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31  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: BRSAR Notes - *Pretty Much Complete* on: July 03, 2011, 09:15:43 AM
this will be useful *copys*
well not impossible...
just take an ungodly amount of time,
and a critical amount of brain power to make it work right... heh

That's why I said it was "virtually" impossible Tongue

The amount of time to edit 1 sound would be more than that of the time it would take to write  a BRSAR extracting and compiling program.
32  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Shrine of BeyondYou: Those who donated, see Reply 4918 on: July 03, 2011, 07:46:35 AM
OK, well my efforts didn't seem to contribute to the cause.

Well good to see everyones favourite hacker back.
33  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: BRSAR Notes - *Pretty Much Complete* on: July 03, 2011, 01:55:10 AM
I don't think you realise that there are thousands (or high hundreds) of offsets to edit. Unless you write a program for this, it is virtually impossible.
34  Help & Tutorials / Help / Re: Issues vertexing G&W on: July 03, 2011, 01:11:09 AM
Yeh his grey outline and black inside are 2 different objects. IIRC there is a 3rd layer in between there (don't quote me on this).

As for making the inside white, edit his CLR0 files to make him white in and out, since his model doesnt track light, it should look like it's one piece.
35  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Materials Collab Thread on: July 02, 2011, 09:15:16 PM
I'll start experimenting with flag4 tomorrow, if I were to guess what it does now, I'd say visibility settings behind/in front of other models.

Good idea, I have yet to see layer/depth in the material nodes yet.
36  Help & Tutorials / Help / Re: Putting a polygon on a model on: July 02, 2011, 08:57:29 PM
Well adding objects (polygons) is difficult, not for the reason that a large majority of the relocation table has to be modified, but because you have to modify materials and the object (polygon) itself to support the new models bones, weights, etc.

If you think this will be as easy as just "hexing" in the object block you want, it isn't. There is a dae > MDL0 model converter coming out in the near future, so you might as well wait until then.
37  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Shrine of BeyondYou: Accepting donations... on: July 02, 2011, 04:39:09 AM
Well I might be able to help out here, even if I don't donate to Beyond directly.

If anyone donates to Beyond, I will take requests for small programs (something like a material editor, animated texture editor, stuff like that. Nothing major like finishing my vertex editor or making something brawlbox-esq), reverse engineering file formats and possibly a hack (depending on what it is). I can't guarentee that I will be able to do everything you ask, so you can request before you donate to make sure that I don't tell you that it is out of my skill/knowledge reach.

Cmon KC-MM, help a brother out Cheesy
38  Super Smash Bros. Brawl Hacking / Programming / Re: DAE2MDL0 Conv. & Brawlbox v0.64 Modset: Demo released! on: June 28, 2011, 07:05:08 PM
Just so you guys know, vertex editing in BrawlBox won't eliminate the need for 3ds max, this is only going to be the basic movement of vertices, it won't even come close to 3ds max.
39  Super Smash Bros. Brawl Hacking / Programming / Re: VILE's Vertex Box ~ *VERSION 0.2 OUT NOW* ~Read OP For Changelist~ on: June 28, 2011, 12:46:53 AM
Yes, since the whole patching thing is like a Donald Duck cartoon regardless of method.
IT. NEVER. COMES. OUT. CORRECT.

Even if I ****tuple patch it.

This cartoon in particular sums up the patching thing for me.
http://www.youtube.com/watch?v=0kxEEplK3sY&feature=related


Yes, it will never come out right, you can only get it close on certain characters.

Anyway, I was working on this in secret, but BlackJax is making serious progress with Kryal's model importer, so I decided to stop (nothing revolutionary was being made with my program, I had just parsed the draw lists, verts, norms, UVs, objects and the weight table).
40  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion & Brawlbox v0.64 Modset Development on: June 26, 2011, 01:19:01 AM
I think I figured out the weights Tcll.
41  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion & Brawlbox v0.64 Modset Development on: June 25, 2011, 11:15:02 PM
Tcll, go back to your chat.
42  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Should I start making hacks again? on: June 25, 2011, 06:31:52 AM
I don't know if I should. I have been thinking about it.
43  Super Smash Bros. Brawl Hacking / General Hacking Discussion / MOT Research Thread on: June 24, 2011, 07:39:52 PM
I have been asked to post my notes on the .MOT (MOTion archives) and the animation files inside of them.

MOT
Header:
0x00(4) - 00 00 00 00 constant
0x04(4) - Relocation Table Entry Count
0x08(4) - Relocation Table Start (relative to 0x00)
0x0C(4) - File Length

Relocation Table:
0x00(4) - Offset to data (relative to 0x00)

Animation
TvC Animation Format

Header:
0x00(4) - Entry Count
0x04(4) - unk (usually 00 00 00 10)
0x08(4) - unk float
0x0C(4) - unk float
0x10(4) - unk (usually 00 00 00 40)
0x14(2) - FF FF constant

Frame Data Entry:
0x00(2) - unk (usually 02 02)
0x02(2) - unk (bone id?)
0x04(2) - unk (frame id?)
0x06(2) - Float Count
0x08(4) - unk float
0x0C(4) - unk (usually 00 00 00 00)
0x10(4) - Offset to 32bit float values
0x14(4) - Offset to 64bit float values
0x18(Cool - unk (usually padding of 00)

Notes: The first entry is a bit different.
44  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion & Brawlbox v0.64 Modset Development on: June 24, 2011, 06:18:36 AM
I don't think you realize that they asked how to null normals, I told them. Also, I'm pretty sure that is how Gengar was fixed.
45  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion & Brawlbox v0.64 Modset Development on: June 23, 2011, 02:27:37 AM
Excellent. For an example of what I'm talking about, look at Gengar before and after.
Before.
http://img405.imageshack.us/img405/2016/al1012240110binout.jpg

After
http://img695.imageshack.us/img695/7909/al1103290535binout.jpg

I want to able to do that (or getting rid of the shaders in ther words) on the Mega Man model over Ness in my hex editor. How would I go about doing that?


Get the normals data and replace it all with 00's (not the header, though).
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