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« Reply #225 on: January 10, 2011, 03:03:35 PM » |
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AIS converts everything, but not properly... ^and not all MDL0's (returns an error with some)
Actually if you use all 3 of FW's model porting programs, it won't return an error. I figured that out when I tried to vertex hack a Bleach character model. Just sayin hmm... interesting...
how??
EDIT: figured out =P
so can't you work off AIS or something?
well... I kinda am... but not...
AIS's face-point conversion is messed up
Pachi's 'polygon2' object should have 54 tri's with AIS, it only has 1
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« Reply #226 on: January 10, 2011, 03:05:01 PM » |
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AIS converts everything, but not properly... ^and not all MDL0's (returns an error with some)
Actually if you use all 3 of FW's model porting programs, it won't return an error. I figured that out when I tried to vertex hack a Bleach character model. Just sayin hmm... interesting...
how??
EDIT: figured out =P
so can't you work off AIS or something?
well... I kinda am... but not...
AIS's face-point conversion is messed up
Pachi's 'polygon2' object should have 54 tri's with AIS, it only has 1
oh.....how long do you think it'll take to get a working beta?
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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 #227 on: January 10, 2011, 03:09:41 PM » |
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oh.....how long do you think it'll take to get a working beta? depends on how long it takes me to figure out the info :/
I need a face-point conversion method a material and shader conversion method texture references need to be figured out :/ (can look at AIS for that) among a few other things...
also... it's possible this may accept non-brawl mdl0's as well...
I can't really do conversion to mdl0 until everything's been figured out...
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« Last Edit: January 10, 2011, 03:10:51 PM by Tcll »
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« Reply #228 on: January 10, 2011, 07:40:27 PM » |
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Are you guys able to use the coding from bb v0.64 since it has a working model exporter and semi working importer.
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« Reply #229 on: January 10, 2011, 07:46:29 PM » |
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Are you guys able to use the coding from bb v0.64 since it has a working model exporter and semi working importer.
that code is highly complicated... DX but I could try :/
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« Reply #230 on: January 10, 2011, 07:51:28 PM » |
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Are you guys able to use the coding from bb v0.64 since it has a working model exporter and semi working importer.
What Tcll said... I may code in C# but that code is insane O_oI take that back, for some reason it all makes sense now. It'll help us understand the mdl0 a lot faster!
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« Last Edit: January 10, 2011, 08:45:20 PM by BlackJax96 »
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« Reply #231 on: January 11, 2011, 03:01:47 PM » |
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KK, I've DL the 0.64 src... I'll look into it later,
I have a brawl right now, and still need to finish my viewer :/
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« Reply #232 on: January 11, 2011, 08:02:20 PM » |
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Have you started work on weighted vertices yet? Thats probably the subject with the least info atm.
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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 #233 on: January 11, 2011, 08:26:52 PM » |
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Imma start those after I get the mesh converted properly.
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« Last Edit: January 11, 2011, 09:09:44 PM by BlackJax96 »
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« Reply #234 on: January 11, 2011, 08:53:28 PM » |
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Have you started work on weighted vertices yet? Thats probably the subject with the least info atm.
I know a little of how weights (VGroups) work
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« Reply #235 on: January 11, 2011, 10:30:23 PM » |
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OK. Here's the plan. I'm going to *heavily* modify the unfinished Collada Importer in BrawlLib.dll and use it with my GUI.
If Kryal isn't ok with that... well I won't be able to release it :/ I'd have to take requests lol but I don't know why he wouldn't be ok with it as long as I give him credit for his work.
BrawlLib has tons of different classes that all rely on each other in the dll. Recreating all that code in a different format inside my program would take forever. Luckily I understand enough of it to use it
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« Last Edit: January 12, 2011, 12:21:14 AM by BlackJax96 »
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« Reply #236 on: January 12, 2011, 03:02:09 AM » |
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do eet.
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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 #237 on: January 12, 2011, 07:55:55 AM » |
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do eet.
lol agreed XD. Good luck guys! Im counting on you!
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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 #239 on: January 12, 2011, 11:10:35 AM » |
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uugh...
my mother's causing problems reguarding something easy to fix... but she (again) don't want to accept my way of thinking 
this is gonna slow me even more...  dangit...
DAMN YOUR MOTHER!!!!! LOL JK. How much will this slow you down?
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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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