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Author Topic: Brawlbox Resources & History  (Read 3861347 times)
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DarkPikachu
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complexity == fun

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    « Reply #1335 on: May 29, 2011, 04:42:47 PM »


    And polygons are facepoints?
    Objects contain facepoints
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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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    DSX8
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    meow~

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    « Reply #1336 on: May 29, 2011, 05:44:08 PM »


    well then... I'm for sure gonna use this then!!! but first i'd have to learn to add bones to a stage.dae file.

    question. can u also export .obj files into .dae? cause i have alot of LoZ:OoT stages in .obj files.
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    DarkPikachu
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    complexity == fun

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    « Reply #1337 on: May 29, 2011, 07:18:03 PM »


    here's the basic idea behind my converter:


    you can support a new filetype by simply building a plugin for it
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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.

    ForOhFor Error
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    DOG is your destiny

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    « Reply #1338 on: May 29, 2011, 07:50:28 PM »


    .x is a model format?
    BTW, the bottleneck to the TMP format is a great idea. Reduces the amount of conversion algorithms you need. Large auto-translators use similar techniques.
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    Eternal Yoshi
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    « Reply #1339 on: May 29, 2011, 08:43:30 PM »


    I wish we knew more about the .KMY format that Meta Gear uses, but oh well.

    Nice to see progress.
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    Anivernage
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    « Reply #1340 on: May 29, 2011, 11:12:43 PM »


    here's the basic idea behind my converter:


    you can support a new filetype by simply building a plugin for it

    can you also can convert bin to mdl0??
    or this has been done?
    sorry for noob question.
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    VILE
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    « Reply #1341 on: May 30, 2011, 01:02:28 AM »


    I meant for ripping/rigging a brawl characters bones to the character in the dae file >_>

    Still universal, google a 3d model rigging/skinning tutorial.
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    Zephiel:
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    deadname mcredactedface
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    Kind of want to start making mods for this again

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    « Reply #1342 on: May 30, 2011, 01:04:51 AM »


    can you also can convert bin to mdl0??
    or this has been done?
    sorry for noob question.
    BIN is usually a container format, so you'd have to find a way to get the model out of it first. It's different for each implementation
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    DarkPikachu
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    complexity == fun

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    « Reply #1343 on: May 30, 2011, 06:28:56 AM »


    can you also can convert bin to mdl0??
    or this has been done?
    sorry for noob question.
    I havn't seen any .bin model formats...
    ... yet...

    .x is a model format?
    BTW, the bottleneck to the TMP format is a great idea. Reduces the amount of conversion algorithms you need. Large auto-translators use similar techniques.

    .x is DirectX binary/ascii
    this one will be a bit tricky to implement...

    thanx Smiley
    now I just need help working on a simple format for converting it
    wanna help out??
    go here: http://tcll5850.proboards.com/index.cgi?board=umcrel&action=display&thread=81&page=1
    « Last Edit: May 30, 2011, 07:38:47 AM 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.

    Ultraxwing
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    « Reply #1344 on: May 30, 2011, 06:41:51 AM »


    It's completely off topic, but i have no idea on how to use this code thingy...

    Quote
    fsource = GetOpenFileName \
    caption:"Renderware Importer" \
    types: "generic renderware format(*.dff)|*.DFF|All files (*.*)|*.*|"
    if (fsource!=undefined) AND ((doesFileExist fsource)==true) then(
    f = fopen fsource "rb"
    fext=           getFilenameType fsource
    fpath=          getFilenamePath fsource
    fbatch=         getFiles (fpath+"*"+fext)
    fname=  getFilenameFile fsource
    fsize=          getFileSize fsource
    st = timestamp() --get start time in milliseconds
    clearlistener()
    openLog (fpath+fname+"_log.txt") mode:"w" outputOnly:true
    print (fname+fext+"\n"+localTime+"\n")
    --===========================================================================
    undo off(
       
    fn PrintOffset Var =
    (
        local Var = Var
    print ("This is the offset 0x" + (bit.intAsHex Var) as string)
        Var
    )
    fn PrintCount Var =
    (
        local Var = Var
    print ("This is the Count 0x" + (bit.intAsHex Var) as string)
        Var
    )

    fn Readword fstream = (
    return readshort fstream #unsigned
    )

    fn ReadFixedString bstream fixedLen =
    (
        local str = ""
        for i = 1 to fixedLen do
        (
            str += bit.intAsChar (ReadByte bstream #unsigned)
        )
        str
    )
    with redraw off (
    struct Mesh_Info_Struct
    (
        Mesh_Name,vertstart,vertend,vertcount,facecount
    )


    mscale=39.34


    Mesh_Offset_Array = #()
    UV_Offset_Array = #()
    while (ftell f) != fsize do (
           
    byte1 = readbyte f#unsigned
    if (byte1==0x04) then(
    byte2 = readbyte f#unsigned
    if (byte2==0x01) then(
    byte3 = readbyte f#unsigned
    if (byte3==0x00) then(
    byte4 = readbyte f#unsigned
    if (byte4==0x01) then(
    fseek f 3#seek_cur
    test2 = readbyte f#unsigned
    fseek f -4#seek_cur
    if test2 == 0x68 do (
    append Mesh_Offset_Array (ftell f)
    )
    -- if test2 == 0x64 do (
    -- append UV_Offset_Array (ftell f)
    -- )
    )
    )
    )
    )
    )
    print Mesh_Offset_Array.count
    print UV_Offset_Array.count




    for a = 1 to Mesh_Offset_Array.count do (

    Vert_array = #() 
    Normal_array = #()
    UV_array = #()
    Face_array = #()
    fseek f Mesh_Offset_Array[a]#seek_set
    Print ("Vert @ 0x"+((bit.intAsHex(ftell f))as string))

    byte1 = readbyte f#unsigned
    byte2 = readbyte f#unsigned
    byte3 = readbyte f#unsigned
    byte4 = readbyte f#unsigned
    for b = 1 to byte3 do (
    vx = readfloat f*mscale
    vy = readfloat f*mscale
    vz = (readfloat f*-1)*mscale
    append Vert_array [vx,vz,vy]
    )
    -- fseek f UV_Offset_Array[a]#seek_set
    for sk = 1 to 40 do (
           
    byte1 = readbyte f#unsigned
    if (byte1==0x04) then(
    byte2 = readbyte f#unsigned
    if (byte2==0x01) then(
    byte3 = readbyte f#unsigned
    if (byte3==0x00) then(
    byte4 = readbyte f#unsigned
    if (byte4==0x01) then EXIT

    )
    )
    )
    )

    fseek f 3#seek_cur
    test2 = readbyte f#unsigned
    fseek f -4#seek_cur
    if test2 == 0x64 then (

    Print ("TVert @ 0x"+((bit.intAsHex(ftell f))as string))
    byte1 = readbyte f#unsigned
    byte2 = readbyte f#unsigned
    byte3 = readbyte f#unsigned
    byte4 = readbyte f#unsigned
    for b = 1 to byte3 do (
    tu = readfloat f
    tv = (readfloat f*-1)+1
    append UV_array [tu,tv,0]   
    )

    )else(
    for b = 1 to Vert_array.count do append UV_array [0,0,0]
    )

    fa=1
    fb=2
    fc=3
    append Face_array[fa,fb,fc]

    for x =1 to (Vert_array.count-3) do(
    fd=fa
    fa=fc
    fc=fd
    fa+=1
    fb+=1
    fc+=1
    append Face_array[fa,fb,fc]
    )


    msh = mesh vertices:Vert_array faces:Face_array
    msh.numTVerts = UV_array.count
    buildTVFaces msh
    for j = 1 to UV_array.count do setTVert msh j UV_array[j]

    for j = 1 to Face_array.count do setTVFace msh j Face_array[j]

    -- for j = 1 to Normal_array.count do setNormal msh j Normal_array[j]
    -- selectmore msh
    )
    -- group selection

    --===========================================================================
    Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
    gc()
    fclose f
    flushLog()
    closeLog()
    enableSceneRedraw()
    Print ("Done! ("+((((timestamp())-st)/60)as string)+" Seconds)") --print time to finish
    ))) else (Print "Aborted.")



    I have no idea how to use it, and as well, this is for the inuyasha project, this supposivly extracts the model from the specific DFF that is from inuyasha.
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    VILE
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    « Reply #1345 on: May 30, 2011, 06:44:05 AM »


    It's completely off topic, but i have no idea on how to use this code thingy...

    I have no idea how to use it, and as well, this is for the inuyasha project, this supposivly extracts the model from the specific DFF that is from inuyasha.

    Looks like it could be a quick BMS script.
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    Zephiel:
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    Texture updates.

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    « Reply #1346 on: May 30, 2011, 06:51:33 AM »


    I have no idea on how to use this, it's just code, how do i use the code is what i'm asking... or make it usable, i really want this inuyasha model, i have the .DFF and the already extracted .TXD parts, so i have the textures, i just need the models themselves.
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    VILE
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    « Reply #1347 on: May 30, 2011, 06:59:05 AM »


    I have no idea on how to use this, it's just code, how do i use the code is what i'm asking... or make it usable, i really want this inuyasha model, i have the .DFF and the already extracted .TXD parts, so i have the textures, i just need the models themselves.

    Like I said, it's looks like a quick BMS script. Google it and you will find some answers.
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    Texture updates.

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    « Reply #1348 on: May 30, 2011, 07:04:25 AM »


    Like I said, it's looks like a quick BMS script. Google it and you will find some answers.

    Gotta love google Cheesy
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    « Reply #1349 on: May 30, 2011, 12:28:18 PM »


    Yeah i can't use this program unless i pay money.

    i'm not going to pay money for 1 measley model...

    it's just too much of a pain for the model itself...

    gosh, any 1 have this obstructed program?
    « Last Edit: May 30, 2011, 12:38:12 PM by Nyanyanyanyan Cat Man » Logged


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