Bone Tree Editor- development thread : Version 1.1 released

Started by TheShyGuy, September 13, 2010, 11:57:53 PM

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January 22, 2011, 05:42:36 AM #270 Last Edit: January 22, 2011, 05:44:02 AM by TheShyGuy
few more questions...

dunno xml sooo how does:

df offsets: if(addition1 , addition1+addition2)
work?

and i understand the other stuff like ->

string(reloc table string offset)
offset(reloc table data offset)
mdl0 string -> obv...
mdl0 offset -> obv...

um o yea and this...

if(before_bone , after_bone) #used for the following if() statments

and the group thing...lol

srry...dun get xml lol

first off...
I don't understand what you mean by XML...

this has nothing to do with xml :/

if you're talkng about my template,
I told you to use hexedit and edit the data's (to see the equations)

anyways...
the data offsets offset to:
if before first_bone offset: addition1
if after last_bone offset: addition1 + addition2
^since addition1 is the total bytes of the added bone offsets (to offset by)
and addition2 is the tot bytes off all the added bones.

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

January 22, 2011, 05:58:54 AM #272 Last Edit: January 22, 2011, 10:51:16 AM by TheShyGuy
srry when i said xml, i was talking about the way u set up the ifs lol

and ur reply helps,thnx

edit: got most of the defs,bones,verts etc(lists) stuff done, only a few probs in my code....prob get to adding tomoro(1/22)

...noticed sum patterns in the template which REALLY helped me out...thnx lol

edit2:
=p got it reading the 11 (lists) right(didnt add the small things like bone rot,scale etc..mainly offsets and strings)..just need to clean up the code then get to adding

i don't mean to rush or anything, but i've been following along on this thread.

Any idea when the next version will come out? or at least a patched version?
I'm getting the same error, "Index out of range" or whatever.
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prob within a week...gnna try and release it with (if) i can add a real bone...

hey...
I'm having a bit of trouble thinking up a bone-remapping code :/

whada you have in mind??
I'd like to compair it to mine :/

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

January 22, 2011, 08:36:27 PM #276 Last Edit: January 22, 2011, 08:39:33 PM by TheShyGuy
addition1 = multiplier * 16 #total added offsets
addition2 = multiplier * 208 #total added bones
addition3 = multiplier *  (bone_name_lens + 2)
Bones:
if before added bone:

bn group: none -> if thats the file offset then ->same->num_nodes += multiplier
bn strings: add 1 + add 2
bn offsets: add 1
   bn mdl0 offset: add 1
   bn string offset: add 1 + add 2

if after added bone:

bn group: none -> if thats the file offset then ->same->num_nodes += multiplier
bn strings: add 1 + add 2 + add 3
bn offsets: add 1 + add 2
   bn mdl0 offset: add 1 + add 2
   bn string offset: add 1 + add 2 + add 3


uhh just realized added bones would go after all the current bones..so just look at the if before added bone

edit: hmm no i dun think i did...

hmm...
for the idea I was suggesting,
I was gonna say add the bone after the selected node...

but adding it to theend of the list would be easier in your case,
then moving the added bone to it's desired position...

keep in mind, you'll have to edit the string offset and mdl0 offset (in the data)

thanx :)

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

hey tcll, i think i know why you got an error...heres a part of my code so far


i = list index  0 = definitions, 1= bones

                        if (i > 1 && i < 9)
                        {

                            // after bones

                            file_offset += add_1;

                            rg_lens_offset = file_offset;
                            rg_num_offsets_offset = file_offset + 4;

                            rg_string_offset += add_1 + add_2;
                            rg_data_offset += add_1 + add_2;

                            mdl0_offset += add_1 + add_2;
                            string_offset += add_1 + add_2;

                            //bw write data
                        }
                        else if (i == 1)
                        {
                           
                           // file_offset += add_1; same

                            rg_lens_offset = file_offset;
                            rg_num_offsets_offset = file_offset + 4;

                            rg_string_offset += add_1 + add_2;
                            rg_data_offset += add_1;

                            mdl0_offset += add_1;
                            string_offset += add_1 + add_2;

                            //bw write data
                       
                        }
                        else if (i == 0)//before added data
                        {
                           
                          //  file_offset += add_1; SAME

                           // rg_lens_offset = file_offset; same
                           
                          //  rg_num_offsets_offset = file_offset + 4; SAME

                            rg_string_offset += add_1 + add_2;
                            rg_data_offset += add_1;

                            mdl0_offset += add_1;
                            string_offset += add_1 + add_2;

                            //bw write data
                       
                        }
                        else if (i >= 9)
                        {

                            file_offset += add_1;

                            rg_lens_offset = file_offset;

                            rg_num_offsets_offset = file_offset + 4;

                            rg_string_offset += add_1 + add_2;
                            rg_data_offset += add_1 + add_2;

                          //mdl0_offset += add_1 + add_2;NONE
                          //string_offset += add_1 + add_2;NONE
                        }


Im still working on the code. Not sure if you did before, but you also gotta edit the bone reloc group lens, and number of offset...i also didnt add the extra string

Quote from: TheShyGuy on January 23, 2011, 02:13:00 AM
hey tcll, i think i know why you got an error...heres a part of my code so far

Im still working on the code. Not sure if you did before, but you also gotta edit the bone reloc group lens, and number of offset...i also didnt add the extra string

lol...
I never said anything about an error =P
I was at a party, and needed a 2nd brain XD

anyways...
thanx :)

and yea...
I forgot to mention that... =P

block_size += addition1
num_offsets += multiplier

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

will u sumtime be able to add a useful bone?
i mean that it affects the model instead of bones only usefull for ports and psa...

Quote from: jokekid on January 24, 2011, 04:28:18 PM
will u sumtime be able to add a useful bone?
i mean that it affects the model instead of bones only usefull for ports and psa...

you'll have to define a vertex group (VGroup) to be able to do that...
^you'll need 3DS or blender

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

itll be useful for graphic effects and such though
This is my Hack Thread
                        
Cape Mario V1                    Cape Mario V2
Download                            Download

January 25, 2011, 06:21:13 AM #283 Last Edit: January 25, 2011, 06:46:07 AM by TheShyGuy
hey tcll is there anything else im forgetting to change?...i got almost everything done except writing the actual bone data( i did it manually)...but bb and the template doesnt read it right.  Im not entire sure what im forgetting to change.

i changed the:

each file reloc group offsets(the lists)
file name offset

bone reloc group file offset
bone reloc group lens
bone reloc group num offsets

each reloc group data offset
each reloc group string offset

each data mdl0 offset
each data string offset


....your tmplate reads the name of the extra bone right and the data... but it has errors unlike the other ones with a good mdl0.  and bb doesnt even load the tree....just the mdl0 node. Soo you know what i might have forgotten to change?


edit:

heres the ones that i usually dont get:


the " count" attribute expression of the "for"tag must yield a + ve integer result

the jump address is past the end of the file

the jump address is before the start of the file

unexpected EOF


obv the jump addresses are prob my fault...eh w/e lol ill look at my code again tomoro...

Quote from: TheShyGuy on January 25, 2011, 06:21:13 AM
hey tcll is there anything else im forgetting to change?...i got almost everything done except writing the actual bone data( i did it manually)...but bb and the template doesnt read it right.  Im not entire sure what im forgetting to change.

i changed the:

each file reloc group offsets(the lists)
file name offset

bone reloc group file offset
bone reloc group lens
bone reloc group num offsets

each reloc group data offset
each reloc group string offset

each data mdl0 offset
each data string offset


....your tmplate reads the name of the extra bone right and the data... but it has errors unlike the other ones with a good mdl0.  and bb doesnt even load the tree....just the mdl0 node. Soo you know what i might have forgotten to change?


edit:

heres the ones that i usually dont get:


the " count" attribute expression of the "for"tag must yield a + ve integer result

the jump address is past the end of the file

the jump address is before the start of the file

unexpected EOF


obv the jump addresses are prob my fault...eh w/e lol ill look at my code again tomoro...

hmm...
could you send me one of your edits?? :/

I could better tell you what's wrong by that...

EDIT:
btw, I' cancelling my bone adder idea, since you're working on that...
nobody will use mine once I release it... =P

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.