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« Reply #240 on: January 18, 2011, 05:05:18 PM » |
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I get an error as well. It said the index was out of range..... Oh, and does this not work for model imports? Because around half of the bones weren't visible. :/ I just downloaded the new version, so I don't think it's the old one.....
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« Reply #241 on: January 18, 2011, 05:06:06 PM » |
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really?!?!? erg 1 sec
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« Reply #242 on: January 18, 2011, 05:07:19 PM » |
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I get an error as well. It said the index was out of range..... Oh, and does this not work for model imports? Because around half of the bones weren't visible. :/ I just downloaded the new version, so I don't think it's the old one.....
is the import header-fixed?? I got Pachi to work just fine :/
I'll post an image of the bone tree :/
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« Reply #243 on: January 18, 2011, 05:12:03 PM » |
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^He works just fine in everything else...... The bones that aren't visible aren't important though..... They're just his cape and Hakama bones...... Maybe he has too many bones? He has 130 or so. :/
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« Reply #244 on: January 18, 2011, 05:19:03 PM » |
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>.> can u gimmie the model flipticoat? ill take look at it to see if its your model or my exe...as for the saving prob i found it...looking for a fix
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« Reply #245 on: January 18, 2011, 05:22:40 PM » |
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as for the saving prob i found it...looking for a fix lol, can I get any info as to what it is?? *curious*
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« Reply #246 on: January 18, 2011, 05:31:14 PM » |
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« Reply #247 on: January 18, 2011, 05:38:58 PM » |
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@tcll...it seems theres a prob with my recursive method that goes through each node....still looking for the main prob, it works the first time...tryn to figure out why it doesnt the next time. Doesnt always happen tho. and also to get the topN offset, i got the offset at 0x20(4) + CurrentPos-> 0x36(4)...there was one model this didnt worked...didnt look at it tho..
@flipticoat i prob dun have to look at it since i just found another mdl0 with the same prob...
ugh with these bugs lol
edit:....actually the prob is in the dnd code...the part that i did soo much redoing on >.> hated this part
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« Last Edit: January 18, 2011, 05:55:16 PM by TheShyGuy »
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« Reply #248 on: January 18, 2011, 06:03:36 PM » |
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@tcll...it seems theres a prob with my recursive method that goes through each node....still looking for the main prob, it works the first time...tryn to figure out why it doesnt the next time. Doesnt always happen tho. and also to get the topN offset, i got the offset at 0x20(4) + CurrentPos-> 0x36(4)...there was one model this didnt worked...didnt look at it tho..
bad move ma man... :/ never use 'current position' for absolute file positioning always seek from 'start of file'
data_offset + Bone_group_offset = bone position
in my template: relocation_offset.data_offset + header.lists.Bones
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« Last Edit: January 18, 2011, 06:06:18 PM by Tcll »
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« Reply #249 on: January 18, 2011, 06:09:13 PM » |
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sorry i meant theyre all from the begining... when i said current i meant the number that 0x20(4)(beginning) equaled...soo 0x20(4) = (<-value)current...then you go to 'current' and do 0x36(4)...sorry for that lol
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« Reply #250 on: January 18, 2011, 06:15:00 PM » |
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sorry i meant theyre all from the begining... when i said current i meant the number that 0x20(4)(beginning) equaled...soo 0x20(4) = (<-value)current...then you go to 'current' and do 0x36(4)...sorry for that lol
I'm confused O.o 0x20 and 0x36 are what now??
I was thinking you ment from the mdl0 header :/ now I'm not sure what you mean...
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« Reply #251 on: January 18, 2011, 06:21:23 PM » |
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0x20(int) (from the beginning)-> bone reloc table offset. 0x36(from beginning of reloc. table) = topN bone offset. Add the start of the reloc. offset and the topNbone offset = Actual TopNbone offset from the beginning...is that less confusing lol?
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« Reply #252 on: January 18, 2011, 06:32:23 PM » |
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I think you're viewing the data a little wrong :/
here's an example group: 00 00 00 48 00 00 00 03 FF FF 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 96 00 00 00 03 00 01 00 01 81 EC 00 00 78 38 00 9E 00 00 00 01 00 02 00 01 82 1C 00 00 9D 58 00 8E 00 00 00 00 00 03 00 01 82 04 00 00 9F 58
now, look at the group like this:
00 00 00 48 - block size 00 00 00 03 - num offsets
FF FF 00 00 00 02 00 00 00 00 00 00 00 00 00 00 ^blank offset (usage unknown)
00 96 00 00 00 03 00 01 00 01 81 EC 00 00 78 38
00 9E 00 00 00 01 00 02 00 01 82 1C 00 00 9D 58
00 8E 00 00 00 00 00 03 00 01 82 04 00 00 9F 58
EDIT: I know my template displays the data a little differently on that part... that's just something I'll have to look into fixing :/
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« Last Edit: January 18, 2011, 06:36:39 PM by Tcll »
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« Reply #253 on: January 18, 2011, 06:45:58 PM » |
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ill get to that...main focus is this(blackjax prob)part of code....did i mention this is the code that i had the most trouble with >.> buut i mightve figured out a way....
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« Reply #254 on: January 18, 2011, 07:53:12 PM » |
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so...this is like a more cool version of brawl box?
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