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« Reply #1365 on: June 02, 2011, 07:16:40 AM » |
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So wait, once the last part of the models is cracked, we shall be able to port .dae models to super smash brothers brawl?
Sweet, now we can port all kinds of stuff xD
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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 #1366 on: June 02, 2011, 07:25:21 AM » |
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So wait, once the last part of the models is cracked, we shall be able to port .dae models to super smash brothers brawl?
Sweet, now we can port all kinds of stuff xD
I don't think DAE's support node structures :/ but then again my knowledge on the format isn't too good
I'm mainly deciphering these for Blender (why I'm comparing them to blender so much
btw, blender supports 8 UV channels as well
but yea... with me, any format will be convertable into Brawl's format (you'll have to select a few technical things when converting)
you'll also be able to select if you want transforms applied to the verts (the raw vert data of models) if you select "no", the models won't be deformed like they currently are
IDK what the benefits of applying the transforms really do yet... so this is currently unconfirmed
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« Reply #1367 on: June 02, 2011, 07:32:19 AM » |
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I don't think DAE's support node structures :/ but then again my knowledge on the format isn't too good
I'm mainly deciphering these for Blender (why I'm comparing them to blender so much
btw, blender supports 8 UV channels as well
but yea... with me, any format will be convertable into Brawl's format (you'll have to select a few technical things when converting)
you'll also be able to select if you want transforms applied to the verts (the raw vert data of models) if you select "no", the models won't be deformed like they currently are
IDK what the benefits of applying the transforms really do yet... so this is currently unconfirmed
Interesting.....well, either way, i really want the dae importer to be done. This way i can finally port some of the models i have. BTW this question is for anyone who knows, but i have a few .dae models that have bones. will this modset to brawlbox be able to recognize them?
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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 #1368 on: June 02, 2011, 08:10:19 AM » |
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I think I've fgired out one of the structures
---Block 1--- 61 FE FF FF F0 - BP Mask 0xFFFFF0 61 F6 E3 78 C0 - KSel[0] (Sel Mode) = 0xE378C? [C0=C,A0=1C,C1=D,A1=1C] - (Enable tex/color/coord map 0 for stage 0, disable stage 1) 61 28 03 F0 40 - TRef[0] = 0x03F040 [TM0=0,TC0=0,En0=1,CC=0,TM1=7,TC2=7,En1=0,CC1=0] 61 C0 28 F8 AF - ColEnv[0] = 0x28F8AF [D=F,C=A,B=8,A=F,Bias=0,Op=0,Clamp=1,Shift=2,Dest=0] 61 C2 08 FE B0 - ColEnv[1] = 0x08FEB0 61 C1 08 F2 F0 - AlpEnc[0] = 0x08F2F0 [RS=0,TS=0,D=7,C=5,B=4,A=7,Bias=0,Op=0,Clamp=1,Shift=0,Dest=0] 61 C3 08 1F F0 - AlpEnc[1] = 0x081FF0 61 10 00 00 00 - Cmd[0] = 0x000000 61 11 00 00 00 - Cmd[1] = 0x000000 00 00 00 - PADDING
looks like it would most likely compair to this node:
^Extended Material
IDK yet though... there's a bunch of nodes to deal with >_> and as you can see, there's still alot of work to be done on the structure itself :/
EDIT: yeh... I may have to generate a dynamic node for these... ehheh
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« Last Edit: June 02, 2011, 08:39:23 AM by Tcll »
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« Reply #1369 on: June 02, 2011, 03:09:00 PM » |
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I've got the model to Inuyasha.
can someone get him properly T-STANCED and get to have Ike's Boneset, and zelda's hair bones. oh and there are multiple textures for the face that show up. any way we can make that act as a multiple polygons so that way i can make his demon face/final smash face appear at will?
it's just blender is beyond confusing. i hate the GUI layout.
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« Reply #1370 on: June 02, 2011, 03:25:00 PM » |
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it's just blender is beyond confusing. i hate the GUI layout. umm... have I told you already that 'Super3Boy' makes some really good blender tutorials :/
look on YT if I havn't... I think I have though >_>
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« Reply #1371 on: June 03, 2011, 05:53:42 AM » |
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I think people still don't understand this whole model importer thing.
The reason brawl skeletons are being used is solely for the purpose that animations created for that character are compatible. Removal of bones will mess it up. You can make a completely new skeleton as long as you make animations compatible for that bone structure.
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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 #1372 on: June 05, 2011, 07:04:18 AM » |
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« Last Edit: June 05, 2011, 07:29:24 AM by Tcll »
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« Reply #1373 on: June 05, 2011, 08:07:13 AM » |
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Tcll, you're a bloody legend.
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« Reply #1374 on: June 05, 2011, 08:26:31 AM » |
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Don't know about that. Tcll looks rather clean.
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Asbel: "To protect those close to us!" Malik: "To be a completely badass!" Hubert: "To be a Tsundere nerd!" Richard: "To be completely FABULOUS!" All: "WE ARE THE TOGF MANLY MEN BRIGADE!" -kazemaru95421 [PICTURES REMOVED. Reason: All signature pics must fit a 695x200 frame, even when inside a spoiler.]
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« Reply #1375 on: June 05, 2011, 10:20:09 AM » |
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Tcll, you're a bloody legend.
Don't know about that. Tcll looks rather clean.
lol thanx
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« Reply #1376 on: June 05, 2011, 11:33:12 AM » |
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I've seen that page before, but it looks like you've updated a lot of stuff
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« Reply #1377 on: June 06, 2011, 11:07:05 AM » |
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ok i am just asking then do you think the .dae import is done ? i know it is hard work but it looks like anything work
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #1378 on: June 06, 2011, 11:09:02 AM » |
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hey BJ... have you seen any other BP Mask values??
currently known: FFFFF0 00000F
EDIT:
ok i am just asking then do you think the .dae import is done ? i know it is hard work but it looks like anything work
no... there's alot that still needs to be figured out and tested... I would know XP
meanwhile, I currently have to re-format my plugins
here's the progress: NtdoMDL0.py - reads and structures the MDL0, sending the offsets to NtdoCmn.py (43%) NtdoCmn.py - reads and converts ( the structured file data from the given offsets, and sends it to GlobalTMP.py (5%) GlobalTMP.py - formats and writes the input data to the tmp format (0.6%)
^that's what should be done
what's currently being done: NtdoMDL0.py - reads and converts the MDL0 file data, and writes it to the TMP NtdoCmn.py - common functions used for reading nintendo data
^dirty code is dirty
purpose of the revisions: GlobalTMP.py can be used with any plugin with data converted to ASCII. the plugin provides easy access functions that format the converted data lists to the TMP
NtdoMDL0.py will only structure the mdl0 data, the data block itself is sent to NtdoCmn.py
NtdoCmn.py is what deciphers the data of any nintendo model file... it contains the functions needed for reading the specified data provided in the file. this is what also sends the data to GlobalTMP.py
extra: I'm currently also working on a melee plugin which will do almost the exact same thing as the MDL0 plugin... (I've actually had to copy data from my MDL0 plugin for use with my DAT plugin) ^thus the reason/idea for NtdoCmn.py
also... every plugin easily converts to my TMP format... thus the need for GlobalTMP.py just to provide functions to send converted data to
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« Last Edit: June 06, 2011, 11:30:45 AM by Tcll »
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« Reply #1379 on: June 06, 2011, 11:41:41 AM » |
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ok it just looked like the importer was almost done with the first post image
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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