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DarkPikachu
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complexity == fun

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    « Reply #2790 on: August 18, 2011, 07:41:53 AM »


    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 Smiley

    and no, brres files contain MDL0 files for models (most of the time)
    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.

    Ricky (Br3)
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    « Reply #2791 on: August 18, 2011, 07:47:22 AM »


    BRRES can also contain animations, textures and many more xP
    Logged

    ㅤlㅤ

    ㅤlㅤ


    DarkPikachu
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    « Reply #2792 on: August 18, 2011, 07:51:55 AM »


    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
    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.

    TokoyamiTheDark
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    « Reply #2793 on: August 18, 2011, 08:08:36 AM »


    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 Smiley 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.
    Logged

    I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! Sad

    DarkPikachu
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    « Reply #2794 on: August 18, 2011, 08:14:16 AM »


    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)
    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.

    Ricky (Br3)
    KC:MM Family JesterㅤThe Last One Here
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    « Reply #2795 on: August 18, 2011, 08:29:15 AM »


    unless there's a MDL0 or BRRES export script avaliable for 3DS or blender, then no

    I strongly doubt.
    Logged

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    ㅤlㅤ


    TokoyamiTheDark
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    « Reply #2796 on: August 18, 2011, 08:32:43 AM »


    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.
    Logged

    I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! Sad

    DarkPikachu
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    « Reply #2797 on: August 18, 2011, 08:56:14 AM »


    UD: epicness or what:  Evil

    Code:
    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...
    « Last Edit: August 18, 2011, 09:53:36 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.

    DarkPikachu
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    complexity == fun

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    « Reply #2798 on: August 18, 2011, 11:41:13 AM »


    I was expecting a reply by now >.>
    oh well...

    anyways...
    I now have a decent UD
    all the common structures are done:

    to start, select a brawlbox Materials2(Node) export:
    Opening file: Yellow.dat
    reading data...

    Header:
    Block length: 512
    MDL0 offset: -33728
    Node ID: 1
    Parameter: 5
    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] 000004
            XRB: 0
            XGA: 1
            KCSEL0: 0
            KASEL0: 0
            KCSEL1: 0
            KASEL1: 0

    MASK: 00000F
        KSEL[1] 00000E
            XRB: 2
            XGA: 3
            KCSEL0: 0
            KASEL0: 0
            KCSEL1: 0
            KASEL1: 0

    MASK: 00000F
        KSEL[2] 000000
            XRB: 0
            XGA: 0
            KCSEL0: 0
            KASEL0: 0
            KCSEL1: 0
            KASEL1: 0

    MASK: 00000F
        KSEL[3] 00000C
            XRB: 0
            XGA: 3
            KCSEL0: 0
            KASEL0: 0
            KCSEL1: 0
            KASEL1: 0

    MASK: 00000F
        KSEL[4] 000005
            XRB: 1
            XGA: 1
            KCSEL0: 0
            KASEL0: 0
            KCSEL1: 0
            KASEL1: 0

    MASK: 00000F
        KSEL[5] 00000D
            XRB: 1
            XGA: 3
            KCSEL0: 0
            KASEL0: 0
            KCSEL1: 0
            KASEL1: 0

    MASK: 00000F
        KSEL[6] 00000A
            XRB: 2
            XGA: 2
            KCSEL0: 0
            KASEL0: 0
            KCSEL1: 0
            KASEL1: 0

    MASK: 00000F
        KSEL[7] 00000E
            XRB: 2
            XGA: 3
            KCSEL0: 0
            KASEL0: 0
            KCSEL1: 0
            KASEL1: 0

    IREF: FFFFFF
        NULL
        NULL

    MASK: FFFFF0
        KSEL[0] E36730
            XRB: 0
            XGA: 0
            KCSEL0: 19
            KASEL0: 19
            KCSEL1: 13
            KASEL1: 28
        TREF[0] 040040
            TI0: 0
            TC0: 0
            TE0: 1
            CC0: 0
            PAD0: 0
            TI1: 0
            TC1: 0
            TE1: 1
            CC1: 0
            PAD1: 0
        COLOR_ENV[0] 28FA8F
            SELD: 15
            SELC: 8
            SELB: 10
            SELA: 15
            BIAS: 0
            SUB: 0
            CLAMP: 1
            SHIFT: 2
            DEST: 0
        COLOR_ENV[1] 080F9F
            SELD: 15
            SELC: 9
            SELB: 15
            SELA: 0
            BIAS: 0
            SUB: 0
            CLAMP: 1
            SHIFT: 0
            DEST: 0
        ALPHA_ENV[0] 08FFF0
            RSWAP: 0
            TSWAP: 0
            SELD: 7
            SELC: 7
            SELB: 7
            SELA: 7
            BIAS: 0
            SUB: 0
            CLAMP: 1
            SHIFT: 0
            DEST: 0
        ALPHA_ENV[1] 08FFF0
            RSWAP: 0
            TSWAP: 0
            SELD: 7
            SELC: 7
            SELB: 7
            SELA: 7
            BIAS: 0
            SUB: 0
            CLAMP: 1
            SHIFT: 0
            DEST: 0
        CMD[0] 000000
            BT: 0
            FMT: 0
            BIAS: 0
            BS: 0
            M: 0
            SW: 0
            TW: 0
            LB: 0
            FB: 0
            PAD0: 0
        CMD[1] 000000
            BT: 0
            FMT: 0
            BIAS: 0
            BS: 0
            M: 0
            SW: 0
            TW: 0
            LB: 0
            FB: 0
            PAD0: 0

    MASK: FFFFF0
        KSEL[1] E378C0
            XRB: 0
            XGA: 0
            KCSEL0: 12
            KASEL0: 28
            KCSEL1: 13
            KASEL1: 28
        TREF[1] 03F3C0
            TI0: 0
            TC0: 0
            TE0: 1
            CC0: 7
            PAD0: 0
            TI1: 7
            TC1: 7
            TE1: 0
            CC1: 0
            PAD1: 0
        COLOR_ENV[2] 08F890
            SELD: 0
            SELC: 9
            SELB: 8
            SELA: 15
            BIAS: 0
            SUB: 0
            CLAMP: 1
            SHIFT: 0
            DEST: 0
        COLOR_ENV[3] 08FEB0
            SELD: 0
            SELC: 11
            SELB: 14
            SELA: 15
            BIAS: 0
            SUB: 0
            CLAMP: 1
            SHIFT: 0
            DEST: 0
        ALPHA_ENV[2] 08FFF0
            RSWAP: 0
            TSWAP: 0
            SELD: 7
            SELC: 7
            SELB: 7
            SELA: 7
            BIAS: 0
            SUB: 0
            CLAMP: 1
            SHIFT: 0
            DEST: 0
        ALPHA_ENV[3] 081FF0
            RSWAP: 0
            TSWAP: 0
            SELD: 7
            SELC: 7
            SELB: 7
            SELA: 0
            BIAS: 0
            SUB: 0
            CLAMP: 1
            SHIFT: 0
            DEST: 0
        CMD[2] 000000
            BT: 0
            FMT: 0
            BIAS: 0
            BS: 0
            M: 0
            SW: 0
            TW: 0
            LB: 0
            FB: 0
            PAD0: 0
        CMD[3] 000000
            BT: 0
            FMT: 0
            BIAS: 0
            BS: 0
            M: 0
            SW: 0
            TW: 0
            LB: 0
            FB: 0
            PAD0: 0

    MASK: FFFFF0
        KSEL[2] 0038C0
            XRB: 0
            XGA: 0
            KCSEL0: 12
            KASEL0: 28
            KCSEL1: 0
            KASEL1: 0
        TREF[2] 3BF3BF
            TI0: 7
            TC0: 7
            TE0: 0
            CC0: 7
            PAD0: 0
            TI1: 7
            TC1: 7
            TE1: 0
            CC1: 7
            PAD1: 0
        COLOR_ENV[4] 0806EF
            SELD: 15
            SELC: 14
            SELB: 6
            SELA: 0
            BIAS: 0
            SUB: 0
            CLAMP: 1
            SHIFT: 0
            DEST: 0
        NULL
        ALPHA_ENV[4] 081FF0
            RSWAP: 0
            TSWAP: 0
            SELD: 7
            SELC: 7
            SELB: 7
            SELA: 0
            BIAS: 0
            SUB: 0
            CLAMP: 1
            SHIFT: 0
            DEST: 0
        NULL
        CMD[4] 000000
            BT: 0
            FMT: 0
            BIAS: 0
            BS: 0
            M: 0
            SW: 0
            TW: 0
            LB: 0
            FB: 0
            PAD0: 0
        NULL

    Press 'Enter' to exit

    that's the node structure for Pika's FS eyes Wink
    « Last Edit: August 18, 2011, 11:43:02 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.

    Ricky (Br3)
    KC:MM Family JesterㅤThe Last One Here
    Administrator
    ******
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    « Reply #2799 on: August 18, 2011, 12:27:14 PM »


    We can't answer because most of us don't understand a line of what you're saying AWESOME 2.0!
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    « Reply #2800 on: August 18, 2011, 12:31:20 PM »


    ^He's right Tongue
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    « Reply #2801 on: August 18, 2011, 12:31:51 PM »


    We can't answer because most of us don't understand a line of what you're saying AWESOME 2.0!
    ^  this
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    « Reply #2802 on: August 18, 2011, 12:36:23 PM »


    We can't answer because most of us don't understand a line of what you're saying AWESOME 2.0!


    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 »


    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 »


    We can't answer because most of us don't understand a line of what you're saying AWESOME 2.0!
    IK...
    but at least give me something so I don't have to worry about getting in trouble for multiposting

    unless you'd like to move to a more free forum >_>

    but no...
    just give me something so I can post more awsome crap >Smiley
    Im srs here

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    why can't I do epic-face >:O
    this forum host sux when you need things at the right times T_T

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    I shoulda done epic catface XDD
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    « Last Edit: August 18, 2011, 12:51:43 PM 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.

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