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« Reply #1756 on: July 02, 2011, 10:25:20 PM » |
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But I greatly prefer 7zip/WinRAR's extractors to the built-in windows one. It requires less clicks for extracting, and opening them up in WinRAR is almost like opening them as a folder anyway.
And besides, who cares.
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« Reply #1757 on: July 02, 2011, 10:52:29 PM » |
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But I greatly prefer 7zip/WinRAR's extractors to the built-in windows one. It requires less clicks for extracting, and opening them up in WinRAR is almost like opening them as a folder anyway. And besides, who cares. are you talking about using the extraction wizard??
pheh... that thing's a LOC XDD just click and drag as you would in WEx that's why I prefer it over 7z
and winrar is dumb it's just like 7z, but doesn't extract as many formats... heh
but I'm not here to argue... just pointing out a fact...
carry on people... don't mind me XDD
EDIT: btw... if anyone's curious... I'm currently working on an MDL0 material-node structure seperator.
it just simply logs this into a txt named after the MDL0:
61 FE FF FF F0 - BP Mask FFFFF0 61 F7 00 38 C0 - KSel[1] 0038CA 61 29 3B F3 BF - TRef[1] 3BF3BF 61 C4 08 0F EF - ColEnv[2] 080FEF 00 00 00 00 00 - NOP 61 C5 08 1F F0 - AlpEnv[2] 081FF0 00 00 00 00 00 - NOP 61 12 00 00 00 - Cmd[2] 000000
it's use is for figuring out node structures that havn't been found yet...
currently there's only these 2: BP Mask 0xFFFFF0 BP Mask 0x00000F
the stuctures defined in the shaders are also taken note of... just need to actually jot something down about them XD
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« Last Edit: July 02, 2011, 11:00:24 PM by Tcll »
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« Reply #1758 on: July 03, 2011, 02:42:59 AM » |
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But that's what I'm saying. Opening it up and extracting is two steps. Right-click-dragging to the destination and clicking "extract here" is one.  I don't use the crappy wizard. That's WHY I have WinRAR/7Zip. If I do need to open up the archive to check what's in it i use the built-in Windows one for Zip and WinRAR/7Zip for everything else, but having one-click extract in the context menu is very handy
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« Reply #1759 on: July 03, 2011, 07:53:03 AM » |
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But that's what I'm saying. Opening it up and extracting is two steps. Right-click-dragging to the destination and clicking "extract here" is one.  I don't use the crappy wizard. That's WHY I have WinRAR/7Zip. If I do need to open up the archive to check what's in it i use the built-in Windows one for Zip and WinRAR/7Zip for everything else, but having one-click extract in the context menu is very handy
the main reason I prefer the Windows ZIP utility is because I handle zip files like folders... unfortunatly 7z only handles it's format like that, and the others just extract... but I have no need for the others anyways 
although LZH and DGC are better than 7z... >.>
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« Reply #1760 on: July 03, 2011, 08:21:58 AM » |
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It doesn't matter what you all think about WinRAR/7Zip/whatever extractor, this certainly isn't the place to discuss it. Back on topic plz.
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« Reply #1761 on: July 03, 2011, 08:27:56 AM » |
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thank you ds22
it may have seemed like it, but as I stated before, I really don't want to argue about it...
what I'm currently looking at are the node structures
has anyone found any other structures other than 'fffff0' or '00000f'??
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« Reply #1762 on: July 03, 2011, 02:46:40 PM » |
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Here's some progress on the DAE Importer. I've been working on it to try and get it to import any DAE, regardless of where it has been exported from. So far I've made some progress. This one was exported from 3DS Max 8 (Miku Hatsune): Oh teh noez! Where is the mesh? Why is there a random ball on the ground? Well, it looks like it didn't import the primitives, except for some random ball.  BUT, it did import the vertices: So as soon as I figure out why the primitives don't import for some daes, you should be able to import any dae, exported from anywhere, even regardless of the dae version (as long as it's 140 or 141).
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« Reply #1763 on: July 03, 2011, 04:05:38 PM » |
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Is there a program in existence or could one of your geniuses include this in Brawlbox? I would like something that would resize everything in a .brres file by multiplication. FortWaffles program is nice, however it only does one at a time and this can be very tedious, given the amount of objects I (or anyone else) have to enlarge, I believe this would be extremely helpful. If you guys can't get around to it I do understand and thank you all very much for the epic tools you are making! 
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Married: N/A | Dad: LenSho | Bros: dRage ~ Robz ~ Oizen ~ Vish | Nephew ~ Seraph 
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« Reply #1764 on: July 03, 2011, 04:07:09 PM » |
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Is there a program in existence or could one of your geniuses include this in Brawlbox? I would like something that would resize everything in a .brres file by multiplication. FortWaffles program is nice, however it only does one at a time and this can be very tedious, given the amount of objects I (or anyone else) have to enlarge, I believe this would be extremely helpful. If you guys can't get around to it I do understand and thank you all very much for the epic tools you are making! i think it is needing anyway for .dae importer if the model is really big
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #1765 on: July 03, 2011, 05:13:02 PM » |
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Is there a program in existence or could one of your geniuses include this in Brawlbox? I would like something that would resize everything in a .brres file by multiplication. FortWaffles program is nice, however it only does one at a time and this can be very tedious, given the amount of objects I (or anyone else) have to enlarge, I believe this would be extremely helpful. If you guys can't get around to it I do understand and thank you all very much for the epic tools you are making!  Do you mean scale up models or scale up animations? Because scaling up all the animations is the only way to properly scale up a model and have it appear in-game without it looking strange. Fortwaffle's model resizer has never worked correctly for me o_O
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« Reply #1766 on: July 03, 2011, 05:29:45 PM » |
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I mean to scale up all the animations. FortWaffles program scales up the models which you can then copy/paste to the animations, but it's a pain in the butt as it only does the very first .mdl0 in the .brres file. I noticed yours does it via bone name, which is epic I have to say! But what I'm looking to do is scale up all animation data in the entire .brres file as in my case, I have all the bones named differently as to not mess up the placement of the models.
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Married: N/A | Dad: LenSho | Bros: dRage ~ Robz ~ Oizen ~ Vish | Nephew ~ Seraph 
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« Reply #1767 on: July 03, 2011, 05:38:40 PM » |
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If you want to resize many different models by a different amount, you can just scale up each one by resizing each one's base bone seperately. Or do you want to resize every single bone in every animation in the brres? Sorry, I don't understand exactly what you mean, you might have to explain a little bit more >_<
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« Reply #1768 on: July 03, 2011, 05:51:36 PM » |
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I'm pretty sure FW's doesn't do it based on animation.... Ex: resizing a bomb in its item animation only changes it in that animation. With FW's, it stays the same size. Always.
Sorry if I'm being hard to understand...
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« Reply #1769 on: July 03, 2011, 05:55:14 PM » |
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I'm pretty sure FW's doesn't do it based on animation.... Ex: resizing a bomb in its item animation only changes it in that animation. With FW's, it stays the same size. Always.
Sorry if I'm being hard to understand...
Yeah, I know that (if @ me). It resizes the whole model, so technically it still has a scale of 1 in any animation. The problem with it is that sometimes it messes up the (literal) polygons.
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