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« Reply #60 on: December 12, 2010, 08:11:14 AM » |
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oh hey, make sure you click 'allow editing' when using the template... (it works better) ^R-click on 'MDL0'
granted it does get a tad more confusing, but everything works as it should (it takes a while to load though)
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« Reply #61 on: December 12, 2010, 04:58:10 PM » |
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1. No idea how to do that lol 2. ?? Type three has already been figured out ... Type 0 is 2-sided Type 1 is 1 side Type 2 is the other side Type 3 is no sides (invisible) yea... I know... I'm building a template and I need to figure them out... and nobody's helping me D:< btw, there's also types 4 and 5 type3 has a sub-type of (so far) 2 and 3 2 has a length of 12 3 has a length of 18 btw, what do the definitions do (if you know)?? :/ EDIT: found a sub-type of 4 which has a length of 24 and also a sub-type 5 len(30) So lengths=amount of possible values? idk what the definitions do :/ you should learn C# if you don't know it already and help me implement this stuff into brawlbox xD
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« Reply #62 on: December 12, 2010, 07:12:45 PM » |
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So lengths=amount of possible values? idk what the definitions do :/ you should learn C# if you don't know it already and help me implement this stuff into brawlbox xD I was right on the edit with type3 here's an example: 03 00 26 02 00 0F 3F 21 47 AE 00 11 3E BD 70 A4typedatacountdata1data2basically the format for the template goes as such: if type == 3: __ID = read(2) __count = read(1) __for (count != 0 && (count || count - 1)): ____tmp = read(6) as for C# well, if it's easier to understand than C++, I'll try... but I've got enough to do in Py :/ (building a model conveter for universal formats, and other stuff as well) yea, I've tried learning C++ before... that didn't go well at all (especially when compiling) EDIT: for something that might be known... can you help me with figuring out shaders, materials, or anything else that's not complete?? also, are there any other definition types (other than: 2, 3, 4, and 5) you've seen if type == 1 then stop reading. (next read is for the next offset block)
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« Last Edit: December 12, 2010, 07:25:38 PM by Tcll »
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« Reply #63 on: December 13, 2010, 03:29:24 PM » |
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alright... I'll ask something dealing a bit more with this thread :/ first off, Shaders (Materials1) are arranged as first described in brawlbox... but there's more to it than that... can you tell me (if you know) how does the stuff not described in brawlbox work?? like, what is the data below the texture references?? (before the next shader) and would the P4 offset be Particles?? :/ ^if so then I could give Pikachu fur (real fur, not textured like DK or Ice Climbers (their hoods)) EDIT: got any idea on what this is?? I've found a series of patterns, but the data is the exact same in every one :/ I can't seem to guess at what they may be... and I'm a game developer anyways... can you take a guess?? they belong to the shaders themselves, just above the texture offset data (00 02 59 E8 starts the textures)
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« Last Edit: October 05, 2022, 08:58:47 PM by DarkPikachu »
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« Reply #64 on: December 15, 2010, 07:05:34 PM » |
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Try changing some of the hex values in the shader data and see what happens, I have no idea what they are, and I don't know the stuff not described in brawlbox works, but I think there are other materials1 things that aren't listed in it, I've seen some hex patterns that don't appear to be anything in materials1 in brawlbox
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« Reply #65 on: December 15, 2010, 07:19:45 PM » |
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heh... you guys don't seem to like change much do ya eg: people still prefer to say PSA instead of Logic or mat1 instead of shaders and so on ah well... guess I can't force ya or whatever lol XDD anyways... I guess I can try it... I just hate freezing my Wii is all :/ also... there's only 2 hex patterens I know of in the shader data... one being right above the textures (P3 offset), which would be the shader data... the other being right below the textures, which would be the P5 offset (or after the P4 offset if any)
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« Reply #66 on: December 15, 2010, 07:26:00 PM » |
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anyways... I guess I can try it... I just hate freezing my Wii is all :/
also... there's only 2 hex patterens I know of in the shader data... one being right above the textures (P3 offset), which would be the shader data... the other being right below the textures, which would be the P5 offset (or after the P4 offset if any)
thats probably what I was seeing :/ and I was calling it materials1 because we were talking about brawlbox xD I'll change the topic title if you think it'd be more appropriate.
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« Reply #67 on: December 15, 2010, 07:44:01 PM » |
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yea... that's better sry if I'm sounding a bit picky... being a game developer, you kinda have to be... if it don't look perfect, it won't work perfect lol, random quote I'm definatly using XDD
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« Reply #68 on: December 16, 2010, 08:09:51 AM » |
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sry if I'm asking again...
but do you have, or know a friend ho has any MDL0's that use the P4 offset??
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« Reply #69 on: December 16, 2010, 02:42:07 PM » |
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no, sorry :/
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« Reply #71 on: February 23, 2011, 01:38:58 PM » |
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sorry for necroposting, but ive been searching for this thread as its VERY usefull, specially the OP, and i think this should be stickied ^^
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« Reply #72 on: February 24, 2011, 12:12:13 PM » |
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Anybody know how to make pikachu's tail a solid object? I know it has to do with materials, correct?
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]
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« Reply #73 on: February 24, 2011, 05:40:35 PM » |
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Anybody know how to make pikachu's tail a solid object? I know it has to do with materials, correct?
Pikachu's tail is already a solid object and no, it has nothing to do with materials...
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #74 on: February 25, 2011, 09:03:29 AM » |
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Found something pretty useful Flag6- Red Flag7- green Flag8- Blue
collectively these values control color. not sure what they'd do over a normal texture but works over black and white as far as I can tell
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