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Author Topic: Bone Tree Editor- development thread : Version 1.1 released  (Read 98918 times)
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TheShyGuy
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    « Reply #270 on: January 21, 2011, 10:42:36 PM »


    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
    « Last Edit: January 21, 2011, 10:44:02 PM by TheShyGuy » Logged

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    « Reply #271 on: January 21, 2011, 10:56:37 PM »


    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.
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    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.
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    « Reply #272 on: January 21, 2011, 10:58:54 PM »


    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
    « Last Edit: January 22, 2011, 03:51:16 AM by TheShyGuy » Logged

    vontower
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    « Reply #273 on: January 22, 2011, 08:12:41 AM »


    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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    TheShyGuy
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    « Reply #274 on: January 22, 2011, 01:14:19 PM »


    prob within a week...gnna try and release it with (if) i can add a real bone...
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    DarkPikachu
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    « Reply #275 on: January 22, 2011, 01:23:06 PM »


    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 :/
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    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.

    TheShyGuy
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    « Reply #276 on: January 22, 2011, 01:36:27 PM »


    Code:
    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...
    « Last Edit: January 22, 2011, 01:39:33 PM by TheShyGuy » Logged

    DarkPikachu
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    « Reply #277 on: January 22, 2011, 01:43:54 PM »


    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 Smiley
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    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.

    TheShyGuy
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    « Reply #278 on: January 22, 2011, 07:13:00 PM »


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

    Code:
    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
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    DarkPikachu
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    « Reply #279 on: January 22, 2011, 09:50:44 PM »


    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 Smiley

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

    block_size += addition1
    num_offsets += multiplier
    « Last Edit: January 22, 2011, 10:03:06 PM by Tcll » Logged


    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.

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    « Reply #280 on: January 24, 2011, 09:28:18 AM »


    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...
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    DarkPikachu
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    « Reply #281 on: January 24, 2011, 01:04:15 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
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    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.

    vontower
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    « Reply #282 on: January 24, 2011, 05:31:07 PM »


    itll be useful for graphic effects and such though
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    TheShyGuy
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    « Reply #283 on: January 24, 2011, 11:21:13 PM »


    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:

    Code:
    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...
    « Last Edit: January 24, 2011, 11:46:07 PM by TheShyGuy » Logged

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    « Reply #284 on: January 25, 2011, 12:51:13 PM »


    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:

    Code:
    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
    « Last Edit: January 25, 2011, 12:54:39 PM by Tcll » Logged


    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.

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