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91  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Non-mdl0 DAE Perfectly Imported, see OP ASAP on: May 30, 2011, 06:44:05 AM
It's completely off topic, but i have no idea on how to use this code thingy...

I have no idea how to use it, and as well, this is for the inuyasha project, this supposivly extracts the model from the specific DFF that is from inuyasha.

Looks like it could be a quick BMS script.
92  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Non-mdl0 DAE Perfectly Imported, see OP ASAP on: May 30, 2011, 01:02:28 AM
I meant for ripping/rigging a brawl characters bones to the character in the dae file >_>

Still universal, google a 3d model rigging/skinning tutorial.
93  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Non-mdl0 DAE Perfectly Imported, see OP ASAP on: May 28, 2011, 11:09:01 PM
You kiddn?
Theres still saving and exporting, pluss the tutorials XP
It's gonna be a while before it gets done. maybe about mid-summer methinks AWESOME 2.0!

Tutorials are universal, google a 3d modeling tutorial.

Ok, then:
To do(subjects):
Polygons
Saving(To make sure it doesn't corrupt the file and saves correctly)
Exporting
Tutorials with the release

Saving and exporting will be done when the MDL0 is correct, so that will naturally come upon the completion of the object blocks.
94  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Shrine of BeyondYou on: May 27, 2011, 05:32:55 AM
lol, funny entrance is funny...

*prays for it to work*

It won't be too hard to make, I have to work on the normals converter sometime.
95  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Shrine of BeyondYou on: May 27, 2011, 03:29:32 AM
Have no fear, VILE is here.

Beyond, hand me the hack and I'll convert all the normals to how they should be Wink
96  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: shadows ending on: May 25, 2011, 06:48:14 AM
who the hell cares if its spelled wrong the whole point was the picture!
and dont be retarded and point out something that has already been said

Lol trying to justify the spelling mistake.
97  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl imports : Sprite Characters (Concept) on: May 21, 2011, 07:34:53 PM

that's what I was stating...
but it requires a script doesn't it??

Easy work my friend.
98  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl imports : Sprite Characters (Concept) on: May 21, 2011, 07:16:40 PM
You can just use a plane and use animated textures instead >.>
99  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Non-mdl0 DAE Perfectly Imported, see OP ASAP on: May 18, 2011, 06:02:56 PM
Well, I got Blender for OS X (funny, huh?) and have been messing around with it, but so far the only thing I have managed to make that can't be called any of the basic shapes you can add are something akin to an anvil and piece of tissue paper.

In the near hour and twenty I have been using Blender, it has been a female dog to do. Sculpting is a pain, the lack of soft selection makes (at least for me) making a coherent torso all but impossible (having only a trackpad doesn't help matters), and the lack of precision with things like the Sculpt Tool's Airbrush has been a nightmare.

In short: so far I am not liking Blender very much, cause it feels like it's putting my head in one trying to figure it all out.

I rarely use soft selection, you just gotta get used to moving verts and seeing things in a 3d space.
100  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: BRSAR Notes - *Pretty Much Complete* on: May 17, 2011, 05:29:35 PM
Not sure, but I think I found something wrong.
Code:
0x00(4) - Offset to String (relative to 0x00 in String Relocation Group) 
I think it should be
Code:
0x00(4) - Offset to String (relative to 0x08 in SYMB Header) 
as skipping A818 bytes from 0x0 in String Relocation Group takes you to "d_player_versus_common". Skipping from 0x08 in SYMB Header takes you to "snd_player_system" instead (and there are no strings before it), which seems to make more sense.

*fixed*

Thanks for spotting that, didn't test it but I don't doubt that I would have made a mistake like that, it was pretty hectic writing all those relocation groups.
101  Super Smash Bros. Brawl Hacking / General Hacking Discussion / BRSAR Notes - *Pretty Much Complete* on: May 17, 2011, 03:03:57 AM
Took me a few hours, knock yourselves out.

BRSAR (Raw Sound ARchive)

BRSAR Header:
0x00(4) - RSAR ASCII
0x04(10)- A bunch of UNK values, lol
0x0E(2) - File count within archive
0x10(?) - BRSAR Relocation Group

BRSAR Relocation Group:
0x00(4) - Offset to file start (relative to start if BRSAR Header)
0x04(4) - Length of file
This goes on for as long as the File Count


SYMB (SYM Bank?)

SYMB Header:
0x00(4) - SYMB ASCII
0x04(4) - File Length
0x08(4) - Offset to String Relocation Group (relative to 0x08 of SYMB Header)
0x0C(4) - Mask Offset (relative to 0x08 of SYMB Header)
0x10(4) - Mask Offset (relative to 0x08 of SYMB Header)
0x14(4) - Mask Offset (relative to 0x08 of SYMB Header)
0x18(4) - Mask Offset (relative to 0x08 of SYMB Header)

String Relocation Group:
0x00(4) - Entry count

String Relocation Group: Entries:
0x00(4) - Offset to String (relative to 0x08 of SYMB Header)

Mask:
0x00(4) - UNK
0x04(4) - Entry Count

Mask Entry
0x00(14)- UNK


INFO (INFO)

INFO Header:
0x00(4) - INFO ASCII
0x04(4) - File Length
0x08(8) - 01 then offset to Sound Header
0x10(8) - 01 then offset to Banks Relocation Group (relative to 0x08 in INFO Header)
0x18(8) - 01 then offset to Types Relocation Group (relative to 0x08 in INFO Header)
0x20(8) - 01 then offset to Collections Relocation Group (relative to 0x08 in INFO Header)
0x28(8) - 01 then offset to Group Relocation Group (relative to 0x08 in INFO Header)
0x30(8) - 01 then offset to UNK Header (relative to 0x08 in INFO Header)
0x38(?) - INFO Relocation Group 1

Sound Header:
0x00(4) - String ID
0x04(4) - Group ID
0x08(4) - 00 00 00 00 constant
0x0C(8) - 01 then offset to Sound UNK 1 (relative to 0x08 in INFO Header)
0x14(1) - Flag 1
0x15(1) - Flag 2
0x16(1) - Flag 3
0x17(1) - Flag 4
0x18(8) - 01 (then 03 ??) then offset to Sound UNK 2 (relative to0x08 in INFO Header)
0x20(4) - UNK
0x24(4) - UNK
0x28(4) - UNK

Sound UNK 1:
0x00(4) - UNK
0x04(4) - UNK
0x08(4) - UNK

Sound UNK 2:
0x00(4) - Group Index
0x04(4) - UNK
0x08(4) - UNK
0x0C(4) - UNK

Banks Relocation Group:
0x00(4) - Entry count

Banks Relocation Group Entries:
0x00(1) - 01
0x01(7) - Offset to Bank Data (relative to 0x08 in INFO Header)

Bank Data:
0x00(4) - String ID
0x04(4) - Collection ID

Types Relocation Group:
0x00(4) - Entry count

Types Relocation Group Entries:
0x00(1) - 01
0x01(7) - Offset to Types Data (relative to 0x08 in INFO Header)

Types Data:
0x00(4) - UNK (Some sort of ID)
0x04(1) - UNK
0x05(11)- UNK

Collections Relocation Group:
0x00(4) - Entry count

Collections Relocation Group Entries:
0x00(1) - 01
0x01(7) - Offset to Collections Header (relative to 0x08 in INFO Header)

Collections Header:
0x00(4) - Length
0x04(4) - UNK
0x08(4) - FF FF FF FF constant
0x0C(8) - 00 00 00 00  00 00 00 00 constant
0x14(4) - Offset to Collections UNK Relocation Group

Collections UNK Relocation Group:
0x00(4) - Entry Count

Collections UNK Relocation Group Entry:
0x00(1) - 01
0x01(7) - Offset to Collections UNK

Collections UNK:
0x00(4) - UNK
0x04(4) - UNK

Group Relocation Group:
0x00(4) - Entry count

Group Relocation Group Entries:
0x00(1) - 01
0x01(7) - Offset to Group Data (relative to 0x08 in INFO Header)

Group Data:
0x00(4) - ID
0x04(4) - FF FF FF FF constant
0x08(4) - UNK
0x0C(4) - UNK
0x10(4) - Offset to RWSD (relative to 0x00 in BRSAR Header)
0x14(4) - RWSD length
0x18(4) - Offset to Raw Data (relative to 0x00 in BRSAR Header)
0x1C(4) - Length of Raw Data
0x20(8) - 01 then offset to Group Data Relocation Group (relative to 0x08 in INFO Header)

Raw Data:
Raw data

Group Data Relocation Group:
0x00(4) - Entry count

Group Data Relocation Group Entry:
0x00(1) - UNK (usually 01)
0x01(7) - Offset to Sound Group Header (relative to 0x08 in INFO Header)

Sound Group Header:
0x00(4) - Group ID
0x10(4) - 00 00 00 00 / Offset to RWSD (relative to RWSD offset)
0x14(4) - RWSD length
0x18(4) - 00 00 00 00 / Offset to Sound Data (relative to Sound Data offset)
0x1C(4) - Length of Sound Data

UNK Header:
0x00(16)- A bynch of 16bit UNK values


FILE (FILE)

FILE Header:
0x00(4) - FILE ASCII
0x04(4) - Length


RWSD (RaW SounD)

RWSD Header:
0x00(4) - RWSD ASCII
0x04(10)- A bunch of UNK values, lol
0x0E(2) - File count within archive
0x10(?) - RWSD Relocation Group

RWSD Relocation Group:
0x00(4) - Offset to file start (relative to start if RWSD Header)
0x04(4) - Length of file
This goes on for as long as the File Count


DATA (DATA)

DATA Header:
0x00(4) - DATA ASCII
0x04(4) - Offset to WAVE (relativetostart of DATA Header)
0x08(?) - Additional Sound Header Offset Relocation Group

Additional Sound Header Relocation Group:
0x00(4) - Entry count

Additional Sound Header Relocation Group Entry:
0x00(1) - 01
0x01(7) - Offset to Additional Sound Header Offset (relative to 0x08 from DATA Header)

Additional Sound Header Offset Entry:
0x00(1) - 01
0x01(7) - Offset to Additional Sound Header (relative to 0x08 from DATA Header)

Additional Sound Header:
0x00(4) - UNK float
0x04(4) - UNK float
0x08(2) - UNK
0x0A(2) - UNK
0x0C(4) - UNK
0x10(4) - UNK
0x14(4) - UNK
0x18(4) - UNK
0x1C(4) - UNK
0x20(4) - Additional Sound Header UNK 1 Relocation Group

Additional Sound Header UNK 1 Relocation Group:
0x00(4) - Entry count

Additional Sound Header UNK 1 Relocation Group Entry:
0x00(1) - 01
0x01(7) - Offset to Additional Sound Header UNK 2 Relocation Group Offset (relative to 0x08 in DATA Header)

Additional Sound Header UNK 2 Relocation Group:
0x00(4) - Entry count

Additional Sound Header UNK 2 Relocation Group Entry:
0x00(1) - 01
0x01(7) - Offset to Additional Sound Header UNK 2 (relative to 0x08 in DATA Header)

Additional Sound Header UNK 2:
0x00(4) - UNK
0x04(4) - UNK
0x08(4) - UNK
0x0C(4) - UNK
0x10(?) - Additional Sound Header UNK 3 Relocation Group

Additional Sound Header UNK 3 Relocation Group:
0x00(4) - Entry Count

Additional Sound Header UNK 3 Relocation Group Entry:
0x00(1) - 01
0x01(7) - Offset to Additional Sound Header UNK 3 (relative to 0x08 in DATA Header)

Additional Sound Header UNK 3:
0x00(4) - Index
0x04(4) - 7F 7F 7F 7F constant
0x08(4) - UNK
0x0C(4) - UNK float
0x10(4) - UNK float
0x14(4) - UNK
0x18(4) - UNK
0x1C(4) - UNK
0x20(4) - UNK
0x24(4) - UNK
0x28(4) - UNK
0x2C(4) - UNK


WAVE (WAVE)

WAVE Header:
0x00(4) - WAVE ASCII
0x04(4) - Length
0x08(?) - WAVE Header Relocation Group

WAVE Header Relocation Group:
0x00(4) - Entry count

WAVE Header Relocation Group Entries:
0x00(4) - Offset to WAVE Header (relative to 0x00 in WAVE Header)

WAVE Header:
0x00(1) - Encoding
0x01(2) - Is Looped (boolean, 0 = true, 1 = false)
0x03(3) - Frequency
0x06(4) - UNK
0x0A(2) - Flags
0x0C(4) - Samples
0x10(4) - UNK
0x14(4) - Offset to raw sound (relative to base raw sound)
0x18(4) - UNK
0x1C(4) - UNK
0x20(4) - UNK
0x24(4) - UNK
0x28(1) - UNK
0x29(4) - UNK
0x2D(4) - UNK
0x31(4) - UNK
0x35(4) - UNK
0x39(7) - UNK
0x3C(32)- UNK
0x5C(2) - Gain
0x5E(2) - PS
0x60(2) - YN1
0x62(2) - YN2
0x64(2) - LPS
0x66(3) - LYN1
0x69(3) - LYN2
102  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Shrine of BeyondYou: Megaman RELEASED, May 8th Vegeta Next. ; ] on: May 13, 2011, 07:21:35 PM
Enough with this "GOD" crap already, alright?

I know you guys like the two of them and that they're both good, but when you go that far you sound like rabid fanboys. It's even worse if they end up believing it and letting it go to their heads.

While Beyond may be great and the most popular vertex hacker right now, I wouldn't say he's the absolute best there is. He just gets more publicity and does things quickly...Well, somewhat, depending on how things are going at the time. It's the same for SDoom as well.

I'm going against the crowd, so I can already tell this may cause unneeded and unwanted drama, but I'll make it clear now, that's NOT my intention behind this post. I'm simply saying that praising a little too much can cause anyone or anything to become or be seen as overrated by others, so tone it down a bit.
So true, I'm the best there is...
103  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Non-mdl0 DAE Perfectly Imported, see OP ASAP on: May 13, 2011, 08:13:02 AM
i have to learn to make bonesets and etc. for real models now
then we got a perfect Goku(all transforms) for my moveset (maybe bones in hair too if it will work over Cp. falcon)
also a perfect Dr. Mario  AWESOME 2.0!

As long as you completely remake all of the animations and replace the shadow model, you should be set with doing whatever model/boneset you want.
104  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Non-mdl0 DAE Perfectly Imported, see OP ASAP on: May 13, 2011, 05:42:17 AM
Good work, you might be seeing me making some models from scratch soon...



105  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: - ShadowSnake's Brawl Mods - *Booster progress, new teaser* on: May 12, 2011, 07:29:55 AM
I played SMRPG recently, booster lol.
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