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« Reply #255 on: January 18, 2011, 08:06:18 PM » |
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so...this is like a more cool version of brawl box?
umm... not really... it just and only edits the bone tree...
brbx is like the Windows Explorer of brawl files XD
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« Reply #256 on: January 18, 2011, 08:29:14 PM » |
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i hate this prob...i think i found the reason for black jax prob...and a few others but thats for a diff version(involves the '>.>' code lol....) black jax's prob has to do with an obv error i accidently put...but i ran into another one..........sooooooooo >.>.....atleast it sumwhat works.....ima get to that prob with reading the mdl0 then get back to w/e lol ....
edit: flips prob was with the string...fixing... ^i see....i have string lists that split with "_" and his bone names were filled with it lol..fixed that...and there was no prob with reading the mdl0...soo now its back to blackjax lol
ok i think i figured out this one prob..but the bte takes up some time to fix em up. So i might not finish this for a few days...depends black jaxs prob = fixed?..havent had any saving problems yet...
.....who knew a treeview would be so complicated >.>
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« Last Edit: January 18, 2011, 10:34:13 PM by TheShyGuy »
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« Reply #257 on: January 19, 2011, 10:52:17 AM » |
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i hate this prob...i think i found the reason for black jax prob...and a few others but thats for a diff version(involves the '>.>' code lol....) black jax's prob has to do with an obv error i accidently put...but i ran into another one..........sooooooooo >.>.....atleast it sumwhat works.....ima get to that prob with reading the mdl0 then get back to w/e lol ....
edit: flips prob was with the string...fixing... ^i see....i have string lists that split with "_" and his bone names were filled with it lol..fixed that...and there was no prob with reading the mdl0...soo now its back to blackjax lol
ok i think i figured out this one prob..but the bte takes up some time to fix em up. So i might not finish this for a few days...depends black jaxs prob = fixed?..havent had any saving problems yet...
.....who knew a treeview would be so complicated >.>
I've had 1 saving prob... but it deals with another prob that caused it :/ sry I forgot to mention this earlier -_-
anyways, I havn't had any probs when 'Is Child' is checked, but when it's not checked and I move a bone to a higher place in the tree, (closer to the first bone), it likes to duplucate the bone I drag, and it's children...
and it would've been nice to insert the extrabones before the first bone ('Pachirisu')
but yea... just some feedback for ya
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« Reply #258 on: January 19, 2011, 04:14:42 PM » |
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Download my Nel hack and see if you can save any changes... (That's the model I'm trying to edit)
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« Reply #259 on: January 19, 2011, 04:28:35 PM » |
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yeh ur gnna get saving issues for this one thing that i messed up in the code....and i can make the '>.>' very simple and prob more bug proof, but it wont be as easy to move to get to the spot you want.... ill make a another update later on...dun even wnna look at that code lol...
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« Reply #260 on: January 19, 2011, 05:15:24 PM » |
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yeh ur gnna get saving issues for this one thing that i messed up in the code....and i can make the '>.>' very simple and prob more bug proof, but it wont be as easy to move to get to the spot you want.... ill make a another update later on...dun even wnna look at that code lol...
BJ may be able to help you on his prob...
I think you should send him your src :/
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« Reply #261 on: January 19, 2011, 07:28:57 PM » |
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well, I've tried loading Pachi in Brbx after finishing the reloc table, I got an error... -_-*
turns out Brbx reads from the string offset in the data... (not from the relocation table) so I've added a 2nd name-check for the data portion in my template... it's only on bones right now though...
but it uses: (MDL0_offset * -1) + string_offset
^note: this is in the bone data... it has nothing to do with the relocation table
so yea... you can see I'm trying to add as many error checks and stuff as possible... if you recieve an error in any mdl0, it's not because of my template >:3 (my template is being designed to meet brawl's exact format specs)
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« Reply #262 on: January 19, 2011, 07:37:08 PM » |
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lol knew that about the bones(not the reloc tho)...and i saw ur post on smashboards and the actual tree view code is simple to understand. Each bone has a key/name..when your done(i do during) moving it does recursion to get the current tree node positions.
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« Reply #263 on: January 19, 2011, 08:04:18 PM » |
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lol knew that about the bones(not the reloc tho)...and i saw ur post on smashboards and the actual tree view code is simple to understand. Each bone has a key/name..when your done(i do during) moving it does recursion to get the current tree node positions.
I've never used the string offsets from the data :/ ^(they're not always accurate)
eg: Origin had a string offset of 'HipN' and HipN had a string offset of 'Origin'
I'm finally putting a use to those values now :/
note: the template you have utilizes the reloc strings... it don't have support for the data strings yet :/
EDIT: another thing I think I'll work on before my next release is the 0 offset... 'FFFF 0000 #### #### 00000000 00000000' ^it does make use of something, but I'm not sure what yet... P:
it'd be nice if the experts would help me figure this out :/ oh well... once my thread builds up with tonza Q's and me figuring them out (in a great while) they'll be the ones looking selfish and un-helpful... >_> (unless they turn it around)
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« Last Edit: January 19, 2011, 08:12:17 PM by Tcll »
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« Reply #264 on: January 20, 2011, 03:13:32 PM » |
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hmm... I may have to hold off on my bone adder after all...
why: materials they have so many sub-offsets it's not funny D: each sub-offset has at least 1 or 2 offsets that need to be fixed...
well, I've got alot of offsets to test before I can oven start working on my adder :/ (I'ma have to map them in a text editor to figure out how much to add)
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« Reply #266 on: January 20, 2011, 06:53:59 PM » |
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lol i know why he gets the errors, it was a simple mistake in the code. there are still other errors i found, but ima take a break from it for a few days...And the number of bones will never cause a prob...
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« Reply #267 on: January 21, 2011, 01:05:12 PM » |
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hey... here's some notes I made that should be pretty accurate (if not entirely)
it's notes for the MDL0 offset map (what values to change to what) this may prove helpful for when you add the bone-add option to your prog
addition1 = multiplier * 16 #total added offsets addition2 = multiplier * 208 #total added bones
"""if offsets != 0: if(before_bone , after_bone) #used for the following if() statments
offset types: --reloc--: --data--:
Definits: (add the following) df group: none df strings: addition1 + addition2 df offsets: if(addition1 , addition1+addition2) df mdl0 offset: if(addition1 , addition1+addition2) df string offset: if(addition2 , none)
Bones: bn group: none bn strings: will get to bn offsets: will get to bn mdl0 offset: will get to bn string offset: will get to
Verts: vt group: addition1 vt strings: addition1 + addition2 vt offsets: if(addition1 , addition1+addition2) vt mdl0 offset: if(addition1 , addition1+addition2) vt string offset: if(addition2 , none)
Normals: nr group: addition1 nr strings: addition1 + addition2 nr offsets: if(addition1 , addition1+addition2) nr mdl0 offset: if(addition1 , addition1+addition2) nr string offset: if(addition2 , none)
Colors: cl group: addition1 cl strings: addition1 + addition2 cl offsets: if(addition1 , addition1+addition2) cl mdl0 offset: if(addition1 , addition1+addition2) cl string offset: if(addition2 , none)
UV's uv group: addition1 uv strings: addition1 + addition2 uv offsets: if(addition1 , addition1+addition2) uv mdl0 offset: if(addition1 , addition1+addition2) uv string offset: if(addition2 , none)
Materials: mt group: addition1 mt strings: addition1 + addition2 mt offsets: if(addition1 , addition1+addition2) mt mdl0 offset: if(addition1 , addition1+addition2) mt string offset: if(addition2 , none)
Configs: (shader definitions) cf group: addition1 cf strings: addition1 + addition2 cf offsets: if(addition1 , addition1+addition2) cf mdl0 offset: if(addition1 , addition1+addition2) cf string offset: if(addition2 , none)
Objects: ob group: addition1 ob strings: addition1 + addition2 ob offsets: if(addition1 , addition1+addition2) ob mdl0 offset: if(addition1 , addition1+addition2) ob string offset: if(addition2 , none)
Textures: tx group: addition1 tx strings: addition1 + addition2 tx offsets: if(addition1 , addition1+addition2) tx mdl0 offset: if(addition1 , addition1+addition2) tx string offset: if(addition2 , none)
Pallets: pl group: addition1 pl strings: addition1 + addition2 pl offsets: if(addition1 , addition1+addition2) pl mdl0 offset: if(addition1 , addition1+addition2) pl string offset: if(addition2 , none) """
I hope everything works out for ya
note: the multiplier is how many bones are added...
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« Last Edit: January 21, 2011, 01:06:56 PM by Tcll »
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« Reply #268 on: January 21, 2011, 09:31:00 PM » |
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so basically if it says addition 1 -> i add that value to the offset. If its 2 then add that to the offset....and both = add both values? Just making sure, about to try it out
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« Reply #269 on: January 21, 2011, 10:33:46 PM » |
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so basically if it says addition 1 -> i add that value to the offset. If its 2 then add that to the offset....and both = add both values? Just making sure, about to try it out
multiplier = 5 bones added
addition1 = 5 * 16 addition2 = 5 * 208
just be careful... depending on certain offset positions by the bone offsets (1st to (last+208))
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