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31  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.74b on: February 19, 2015, 08:36:43 PM
I can't. The Windows XP won't update no more.
Oh, you should've mentioned your OS. Microsoft dropped support for XP, and in order to implement the new updater we had to as well. You need to upgrade.
this ^

either upgrade to Vista, 7, or 8/8.1.. those r still supported by Microsoft.
I'm sick of this garbage.
anything above XP sucks, and I DON'T test my developments on anything newer than XP.
(I know too much about MS's BS garbage to do so, and am utterly sick of it)

either stick with XP or get linux because you're literally not safer on anything newer.
(MS-RAT or not, anything newer has lower security, especially if it's supplied by MS)

no joke, you're safer sticking to XP.
F MS support.
if you use XP, use Comodo AV which offers the best free protection I know of (better than Avast).
and for your browser, use Comodo Dragon (safer than Chromium which is the safest browser).
make sure to install blockers for ads, trackers, JS, images, and other stuff...
I use these: (yes, these are all free)
-AdBlock
-AdBlock Plus
-AdBlock Pro
-AdGuard
-PrivDog (Dragon only)
-Ghostery
-Diconnect
-AVG Do Not Track
-Avast (reports infected sites)
-Netcraft
and for information on untrusted links:
-Web of Trust

no more trash, MS doesn't deserve the credit for the crap they're shoveling out.
(MS doesn't care about their users, they care about the money they make from them, and thus shovel out complete crap to do so.)

if you want to get linux, if you don't want to go in too deep, get Zorin, but if you want more customizability, get Xubuntu. Wink

EDIT:
btw, if you want to speed up chrome/chromium/dragon, disable some of google's sync services such as passwords and history.
(passwords don't work anyways between compys or sessions, so no big deal there) Tongue

EDIT2:
I also have no money, so I am very unlucky!

Bad things happens, unless you want to make a 32-bit version of Brawlbox.

why is this even an issue??
@devs: why aren't we testing with x86 and then releasing with x64??
32  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.74b on: February 18, 2015, 01:02:53 PM
Thats something many Knew since bj did state that he did update the DAE a while ago

well I wasn't one of them... lol

v068d exports fine, but you need to edit the namespace to use the 1.4 schema:
Code:
<COLLADA version="1.4.1" xmlns="http://www.collada.org/2005/11/COLLADASchema">

1.5: http://www.collada.org/2008/03/COLLADASchema (exported by v0.68d)
1.4: http://www.collada.org/2005/11/COLLADASchema

I still would like to know if there's a higher version that possibly exports a better 1.4.1 DAE
33  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.74b on: February 17, 2015, 08:31:41 PM
hey, does anyone (excluding BlackJax) know the last version of Brbx that exported DAE 1.4.1??

because this: https://github.com/pycollada/pycollada
(I'm using this with UMC and need to test an import)

thanks

DAE 1.5.0:
Code:
importing FitPikachu00.dae 100% 
Converting from import format...
[]
Verifying data...
Finalizing...
Updating Viewer

so Pikachu has 0 meshes as displayed

you can thank the dumb who wanted 1.5.0 support for whatever.
(you won't be able to import in UMC for a while)

EDIT:
or you can hound on the pycollada devs for 1.5.0 support XD
but that's only if you really want it :3
34  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - updates on: February 14, 2015, 05:01:14 PM
]I'm just about ready to go into beta testing before releasing :3

I'm just now restoring KBd interaction with the UI and fixing minor display issues

CPU usage has gotten better as well (the purpose of the new UI, aside from making things easier to work with):
- old UI
- new UI (with import)

I've still got a few optimizations I can do, but that'll take a while to clean up.
so I can promise a release here soon Smiley
(I just can't say how soon as big issues could arise during beta testing)

Post Merge: February 15, 2015, 01:28:49 PM
I AM NOW BETA TESTING! Happy Face

for those who want to try it out, download a zip of my folder here:
https://copy.com/3Zg7S8HwFyVaXstm



Please understand, this is my active collaborative repository, which is updated as I edit the src.
alot of included scripts here don't work properly if at all and won't be in the release.

the official release will be hosted on GitHub Wink

Post Merge: February 15, 2015, 04:29:19 PM
just to notify, I know about the GL error on some model imports:
Code:
importing TyPichu.dat 100%
Converting from import format...
Verifying data...
Finalizing...
Updating Viewer


Traceback (most recent call last):
  File "Z:\home\tcll\sync\copy\UMC_v3.0a\API.py", line 40, in run
    VIEWER.Init()
  File "Z:\home\tcll\sync\copy\UMC_v3.0a\data\VIEWER.py", line 1039, in Init
    else: __Draw_Scene() #no 3D display
  File "Z:\home\tcll\sync\copy\UMC_v3.0a\data\VIEWER.py", line 565, in __Draw_Scene
    __GL.glCallList(__MODEL_DATA)
  File "Z:\home\tcll\sync\copy\UMC_v3.0a\data\Python\x86\lib\site-packages\OpenGL\error.py", line 208, in glCheckError
    baseOperation = baseOperation,
GLError: GLError(
err = 1281,
description = 'invalid value',
baseOperation = glCallList,
cArguments = (270L,)
)
this will eventually be found, I'm not sure what causes this, so please don't report these cases Wink
35  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - updates on: February 10, 2015, 10:37:29 AM
question, what animation formats will it be able to export?

well... when animation support is being focused on...
any formats you could write a script for. Smiley

here's a piece from COMMON showing planned support Wink
Code:

global _UGE_Scripts; _UGE_Scripts = {
    UGE_MODEL_SCRIPT: { 'Import':{},
                        'Export':{} },
    # I'll leave this... might update FORMAT later (SES can suport it w/o messing anything up)
    UGE_ANIMATION_SCRIPT: { 'Import':{},
                            'Export':{} },
    UGE_IMAGE_SCRIPT: { 'Import':{},
                        'Export':{} },
    UGE_PALLET_SCRIPT: { 'Import':{},
                         'Export':{} },
    UGE_COMPRESSION_SCRIPT: { 'Import':{},
                              'Export':{} }
    }

I should change "might" to "will" lol

also, that's SESv1 supported internally by 3.0a
VIEWER can't support animation w/o some huge framerate drawbacks.
but FORMAT can, which I can add later. Wink

back then I wasn't sure if this interface could handle it as it was only an idea... heh

I plan to have a release out soon after if not within the week Wink

script support is not planned because UMCSL cannot run properly in this build.
UMCSL will be supported by 3.0 (along with alot of other stuff 3.0a just can't do well, if at all)

Post Merge: February 12, 2015, 07:54:48 AM
well...
I hate to say it... but I'm not gonna be able to make the release...

it WILL be extremely soon, but I can't exactly say how soon

hey at least I'm not like the low-lifes at Ubisoft. XD
I want to clear up as many bugs as possible to have this thing as functional as needed by the release. Wink
36  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - updates on: February 10, 2015, 07:52:14 AM
just thought I'd post another update Smiley

almost back in business Smiley

and even missing images:

ERROR: ugeSetImageData() image 'metal00' not found.
ACTION: Skipping


now I just gotta work on the export panel, which is roughly the same as the import panel,
and I think I'm just gonna restore the display panel to what I had before.
37  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - updates on: February 07, 2015, 11:34:27 PM
figured I may as well post an update since the GUI has now come a long way since I got the dialog working Smiley


I'm still sorting out a few small issues with the select box functionality, but after this, I'll be working on the panels and perhaps a few options as well Smiley
or I might save the options for an update Tongue
either way, they'll be added Grin

since the UI is alot simpler to work with now, I might start updating a bit more often on here as well as other forums. Wink
but I think I'll save the updates for something major... heh

if you want the most up-to-date stuff, my most active location will be SmashBoards until my forum's activity picks up a bit better.
(not saying the inactivity is bad, I actually currently like it as it's less stress for me) :3
38  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - updates on: January 28, 2015, 10:42:08 PM
another update

so I've been working on completely overhauling and rebuilding the GUI, and this is currently how far I've come:


and oops, I messed up with the text and used the widget names... lol
that's a simple fix Tongue

soon enough this thing will be functional, and I can start working on the rest of the UI Wink

this rebuild uses a crap-load less CPU and is alot easier to work with.
this means I can add alot more with alot less hassle and alot more efficiency (more FPS).

I'm still a ways away from a release, but I'm slowly crawling there as I add more functionality and widgets Smiley
(I'm hoping to get script-GUIs working as well, now that I have an interface that can handle them) Cheesy
39  Super Smash Bros. Brawl Hacking / Programming / Re: Ikarus Development... Returns on: January 25, 2015, 03:28:46 PM
hey BJ, you know... if you wanna take another attempt at getting your bitmap fonts working on my secondary, you may wanna take a few pointers from me. Smiley

you're still using the deprecated GL-FFP in Ikarus right?? Smiley

I can help you setup a basic freetype font to image system for which you can use WGL to create the display lists of textured quads. Wink
I'm doing it with SDL, though I'll be porting my code to GLFW which is less buggy.
(SDL clears the GL context on window resize (video resize event))

how sure am I that this works?
see for yourself:
the font is converted into textures at 18pt (or 19pt, I forget which) and rescaled before drawing

lemme know if you need help, the code for this is rather simple Wink
40  Super Smash Bros. Brawl Hacking / Programming / Re: Ikarus Development... Returns on: January 14, 2015, 08:38:47 AM
I knew you couldn't leave it alone, haha ^_^

+1 Wink
41  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - updates on: November 06, 2014, 10:02:51 PM
may as well post an update Smiley

this is the kind of support you can expect to see by the next release: Wink

http://smashboards.com/threads/universal-model-converter-side-development-thread.334292/page-9#post-17926136
42  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - updates on: November 03, 2014, 03:38:32 PM
i tested the latest build on my comp, (not even sure if it is functional yet but was curious xD) but it seems to work fine for me on windows 8. i'm not 100% certain how to use it tho. i can see that you were able to import models, but i couldn't figure out how to do much more then open it at the time. i think i read somewhere as well in the last release it was not possible to export models yet?

anyway i was just checking in to see how progress was going. what can we epect in the next release?
eh, the latest release right now still uses the old scripting system...
that's the reason why I stated the only possible exports were not much more than OBJ worthy (could get bones, but not weights)

and I do have a README in the release with info on how to use it Tongue

sorry that build has a horrid GUI Tongue
I can't do too much to the GUI w/o maxing out one's CPU
(I can make a good GUI, but being a noob, I'm using the wrong interfaces)

this next release will still use the CPU as I'd have to completely rebuild GUI.py to make it run on the GPU...
(I'd rather rebuild UMC and THEN redo the GUI, when most of my work in the viewer will already use the GPU)

one problem with using the CPU like I'm doing is it's extremely slow and weak compaired to the GPU.
the only upside the CPU has is it's ability to handle more advanced data structures.

so while I'm still using the CPU, I'll do my best to optimize the draw-code and make it alot less tasking on the CPU.
just keep in mind, the more you have displayed in UMC's window, the higher the CPU usage will be.

this is the main problem with OpenGL's Fixed Function Pipeline.
UMC 3.0 will fully use the GPU, and if needed will wait for the CPU to process a few requests.
(this is how animation will be much more possible to display in 3.0)


let's not forget, Python is slow when compared to C++, though it's not the slowest language for being interpreted Smiley

what can we epect in the next release?
the only reason I'm still working on 3.0a is because 3.0 is going to take a heck of a while to develop (with me being the only one working on it)...
however, I've modified the SES format with NBT support (bump maps), so I'll probably push out a few more releases before officially scrapping it. Smiley

as of the next release, you can expect to write scripts using the functions supported in UMC 3.0:
http://tcll5850.proboards.com/thread/182/layout
^ I do intend to document these a little better

What this means is that any scripts you write for the next release of 3.0a will work in 3.0 whenever it's released. Wink


one problem that still persists in 3.0a though is library support is very lacking...
so try to keep things at script level, or contact me if you need help on an advanced interface with extended support.

a problem with the library support is that UMC's viewer uses the CPU to do it's work, however, the model displayed is stored in GPU RAM, so it's kinda hard to gain access to the data for modification.
(scripts are not allowed to have this kind of access as they're meant to be single file)

OpenGL does provide an interface to share data between the CPU and GPU, but doing so requires a shader to properly handle the data, which UMC 3.0a lacks.


This means something like my minecraft library will be pushed back to UMC 3.0.
I can still work on basic scripts for this, but you won't see any viewable features until 3.0.


the purpose of a library is to provide extended and shared support for scripts, thus meaning your scripts can be made smaller and contain less code, rather than contain duplicate codes.

the only library I have right now to test with is for Nintendo texture formats (RVL_IMG.py)
this is being used across my TEX0 and DAT scripts
43  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - updates on: November 02, 2014, 08:49:26 AM
just to bring a little life here, UMC3.0ad5 is almost half way ready for a release Smiley
http://smashboards.com/threads/universal-model-converter-official-development-thread.334292/page-8#post-17896722

once I fix these small issues (since materials work correctly now), I can work on the DATA functions
44  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - updates on: October 11, 2014, 09:09:19 AM
not to keep this off topic but where do these RAT files come from? Are they just another hacker's file or do they  appear once you installed windows 7 from the disc?
from what hackers have told me, the RAT is integrated with the kernel...
(meaning it comes with Windows)

not knowing much about Win7's and Win8's files, I assume the RAT is in kernel32.dll (if that's what it's called, as that's WinXP's kernel name)

only way to remove the RAT is to remove the code from Win7's and Win8's source files and build a new dll.
(no promises, this might break Aero, meaning GUI problems)

My friend hasn't contacted me yet, so I still have no info about disabling the RAT with Python.
(that's the absolute best that can be done, because MS devs are retards)
^I might actually use Win7 and Win8 if I can at least disable it.

Also to get this topic back on track how progress been?
painful Tongue

I'm adding support to linux just so I can work on everything.
I'm having the same issues installing VS2010 as I did with XP...
only problem is, I'm not sure how to remove .NET in Wine.

with linux, you actually have support for both types of platforms Smiley
windows support is extendable, and is actively being worked on.

so anyways... until I can figure out VS2010 (newer versions don't work at all), I've stumbled across another cross-platform IDE with similar features called Code::Blocks.
unfortunately though, trying to obtain a python plugin is a real hastle...

I've also tried MonoDevelop which supports VS2010 SLN files, but again, doesn't support python...
I just need an IDE with intellisense code-hints. Sad
45  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - updates on: October 04, 2014, 11:47:27 PM
ooookkaaayy OS preferences aside, just being on the internet nowadays puts information out there. Even just speaking on cell phones or texting puts info our there. The way i see it, if people don't attract attention then people won't need to be one of those who experience said negative things. I understand you want your privacy and such, and that's fine. But, this isn't the time nor place to discuss OS choices. You can create your program to be universal to the OS's, and it won't be any skin off your back bro. .__. Let people decide for themselves if they want to run it on an aero system. Well, that's my opinion at least. It would be pretty dang suckish to not be able to use this on my casual comp and just have to run wine on my linux machine or something :/

Anyways, im not against you or your opinions man. Just...i'd like to see the discussion in this thread come back to the program rather than OS's Smiley

+1

only one thing to gripe about though...
just being on the internet... good luck finding any information about me IRL :3
I dare you to try and figure out my real name (if you do, PM me) Tongue
heck, I don't even use a phone, nor want one XD


as far as support, it's python, and as long as an OS can run a python interpreter, favorably python.exe (which can run on both Linux and mac through an emulator) which means a smaller download, it can run UMC. Smiley
the only incompatibility issues you should experience are with the libraries I'm using, which SHOULD be cross-platform.

so yea, even though I refuse to support unsafe OS's and such, UMC/UGC/UGE should still work on them Wink

Post Merge: October 06, 2014, 07:27:43 PM
just wanted to mention, after getting to know more about GPUs and such since I made this claim,
and correcting my countless statements I made saying the wii doesn't have a GPU...

no, the Wii HAS a GPU, but like most proper games today, the GPU is the only thing used.

so now I can correct my dozens of statements saying the wii doesn't use shaders.

I was wrong when I believed the TEVs were just duplications of OpenGL's abilities from the FFP.

and after playing around with Blender a bit more and seeing how GLSL shaders could be integrated into materoals through python scripts, I've been doing comparisons as to just how similar this is to brawl's TEVs

so now I can officially verify that YES the TEV data is basically it's own scripting language (in a way) which mimics the abilities of GLSL shaders.


I wasn't entirely wrong in my beliefs though, as GL's FFP is just wrappers for doing the same stuff, though the FFP uses the CPU as much as the GPU.

so yes, the TEVs mimick the GLSL shader system, but on a lower level, and with slightly more control.


so now everyone who told me I was wrong gets a cookie Smiley
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