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« Reply #2790 on: August 18, 2011, 07:41:53 AM » |
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What's the codes things you posted, Tcll? What does it means? Also, is there any program that can export 3d files to .brres? 'Cause I'll really need one, if there's any. the code deals with the TEV... I got it strait from the SDK documentation, and I believe it will be of some help to BJ 
and no, brres files contain MDL0 files for models (most of the time)
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« Reply #2791 on: August 18, 2011, 07:47:22 AM » |
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BRRES can also contain animations, textures and many more xP
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« Reply #2792 on: August 18, 2011, 07:51:55 AM » |
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just writing a small program to view the nodes (TEV's) and their structures:
Header: Block length: 512 MDL0 offset: -33216 Node ID: 0 Parameter: 3 RES0: 0 RES1: 0 RES2: 0 REF0: 0 REF1: -1 REF2: -1 REF3: -1 REF4: -1 REF5: -1 REF6: -1 REF7: -1
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« Reply #2793 on: August 18, 2011, 08:08:36 AM » |
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the code deals with the TEV... I got it strait from the SDK documentation, and I believe it will be of some help to BJ and no, brres files contain MDL0 files for models (most of the time) So, not even 3DS MAX could convert my .DAE or .SMC to .BRRES...I'll still have to wait for the new BrawlBox to be released with those features, if I understood well.
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I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! 
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« Reply #2794 on: August 18, 2011, 08:14:16 AM » |
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So, not even 3DS MAX could convert my .DAE or .SMC to .BRRES...I'll still have to wait for the new BrawlBox to be released with those features, if I understood well. unless there's a MDL0 or BRRES export script avaliable for 3DS or blender, then no (I'm planning work on MDL0 import/export scripts for blender25)
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« Reply #2795 on: August 18, 2011, 08:29:15 AM » |
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unless there's a MDL0 or BRRES export script avaliable for 3DS or blender, then no I strongly doubt.
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« Reply #2796 on: August 18, 2011, 08:32:43 AM » |
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unless there's a MDL0 or BRRES export script avaliable for 3DS or blender, then no (I'm planning work on MDL0 import/export scripts for blender25) Really!? How it's going? I just manage to have Blender.
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I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! 
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« Reply #2797 on: August 18, 2011, 08:56:14 AM » |
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UD: epicness or what: 
Header: Block length: 512 MDL0 offset: -33216 Node ID: 0 Parameter: 3 RES0: 0 RES1: 0 RES2: 0 REF0: 0 REF1: -1 REF2: -1 REF3: -1 REF4: -1 REF5: -1 REF6: -1 REF7: -1
Structures: MASK: 00000F KSEL[0] XRB_SHIFT: 0 XGA_SHIFT: 1 KCSEL0_SHIFT: 0 KASEL0_SHIFT: 0 KCSEL1_SHIFT: 0 KASEL1_SHIFT: 0
MASK: 00000F KSEL[1] XRB_SHIFT: 2 XGA_SHIFT: 3 KCSEL0_SHIFT: 0 KASEL0_SHIFT: 0 KCSEL1_SHIFT: 0 KASEL1_SHIFT: 0
MASK: 00000F KSEL[2] XRB_SHIFT: 0 XGA_SHIFT: 0 KCSEL0_SHIFT: 0 KASEL0_SHIFT: 0 KCSEL1_SHIFT: 0 KASEL1_SHIFT: 0
MASK: 00000F KSEL[3] XRB_SHIFT: 0 XGA_SHIFT: 3 KCSEL0_SHIFT: 0 KASEL0_SHIFT: 0 KCSEL1_SHIFT: 0 KASEL1_SHIFT: 0
MASK: 00000F KSEL[4] XRB_SHIFT: 1 XGA_SHIFT: 1 KCSEL0_SHIFT: 0 KASEL0_SHIFT: 0 KCSEL1_SHIFT: 0 KASEL1_SHIFT: 0
MASK: 00000F KSEL[5] XRB_SHIFT: 1 XGA_SHIFT: 3 KCSEL0_SHIFT: 0 KASEL0_SHIFT: 0 KCSEL1_SHIFT: 0 KASEL1_SHIFT: 0
MASK: 00000F KSEL[6] XRB_SHIFT: 2 XGA_SHIFT: 2 KCSEL0_SHIFT: 0 KASEL0_SHIFT: 0 KCSEL1_SHIFT: 0 KASEL1_SHIFT: 0
MASK: 00000F KSEL[7] XRB_SHIFT: 2 XGA_SHIFT: 3 KCSEL0_SHIFT: 0 KASEL0_SHIFT: 0 KCSEL1_SHIFT: 0 KASEL1_SHIFT: 0
IREF: FFFFFF NULL NULL
MASK: FFFFF0 KSEL[0] XRB_SHIFT: 0 XGA_SHIFT: 0 KCSEL0_SHIFT: 12 KASEL0_SHIFT: 28 KCSEL1_SHIFT: 13 KASEL1_SHIFT: 28 Unknown command Unknown command Unknown command Unknown command Unknown command Unknown command Unknown command
MASK: FFFFF0 KSEL[1] XRB_SHIFT: 0 XGA_SHIFT: 0 KCSEL0_SHIFT: 12 KASEL0_SHIFT: 28 KCSEL1_SHIFT: 0 KASEL1_SHIFT: 0 Unknown command Unknown command NULL Unknown command NULL Unknown command NULL
_________________________________________________ ______________________________________
here's what I've got so far on my new program:
to start, select a brawlbox Materials2(Node) export: Opening file: main.dat reading data...
Header: Block length: 512 MDL0 offset: -33216 Node ID: 0 Parameter: 3 RES0: 0 RES1: 0 RES2: 0 REF0: 0 REF1: -1 REF2: -1 REF3: -1 REF4: -1 REF5: -1 REF6: -1 REF7: -1
Structures: MASK: 00000F Unknown command
MASK: 00000F Unknown command
MASK: 00000F Unknown command
MASK: 00000F Unknown command
MASK: 00000F Unknown command
MASK: 00000F Unknown command
MASK: 00000F Unknown command
MASK: 00000F Unknown command
IREF: FFFFFF NULL NULL
MASK: FFFFF0 Unknown command Unknown command Unknown command Unknown command Unknown command Unknown command Unknown command Unknown command
MASK: FFFFF0 Unknown command Unknown command Unknown command NULL Unknown command NULL Unknown command NULL
Press 'Enter' to exit
keep in mind, I'm only just starting this... but it gives you an idea of how the data works
_________________________________________________ ______________________________________
Really!? How it's going? I just manage to have Blender. lol tbh... it's just planning right now... my previous attempt didn't get me very far >_>
see here: https://picasaweb.google.com/110263988688421174390/ImporterProgress# yes IK it's old...
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« Last Edit: August 18, 2011, 09:53:36 AM by Tcll »
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« Reply #2800 on: August 18, 2011, 12:31:20 PM » |
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^He's right 
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #2801 on: August 18, 2011, 12:31:51 PM » |
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We can't answer because most of us don't understand a line of what you're saying  ^ this
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« Reply #2802 on: August 18, 2011, 12:36:23 PM » |
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We can't answer because most of us don't understand a line of what you're saying  And I'm busy working  Shader decoding is a breeze. I'll have them done soon. Then all that will be left is the objects. The only problem is these three lines Kryal wrote but never started doing: //Combine primitives //Merge vertices //Group faces based on shared sides I know I need to do that, but I don't know how to right now D:
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« Reply #2803 on: August 18, 2011, 12:48:07 PM » |
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And I'm busy working  Shader decoding is a breeze. I'll have them done soon. Then all that will be left is the objects. The only problem is these three lines Kryal wrote but never started doing: //Combine primitives //Merge vertices //Group faces based on shared sides I know I need to do that, but I don't know how to right now D: D= nooooo... so after thats fixed... then it should be all ready to go?
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« Reply #2804 on: August 18, 2011, 12:50:24 PM » |
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« Last Edit: August 18, 2011, 12:51:43 PM by Tcll »
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