Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 17 18 19 [20] 21 22 23 ... 1046
Author Topic: Brawlbox Resources & History  (Read 4127519 times)
0 Members and 1 Guest are viewing this topic.
Roo
Lol Kitten
*********
Offline Offline

Posts: 785


Or WAS I?

  • Awards Fiery Topic Heart Container

  • View Profile Awards
    « Reply #285 on: January 15, 2011, 09:15:48 AM »


    But, havent you ever been tempted to use what you DO have done to at least see if a model COULD be imported? Since Materials and Shaders aren't completely necessary for the functionality of the model, why not try importing something.

    It doesn't even have to be a model of a character. Make a Ball or a pyrimid in 3DS max, export as a model type, convert, and see if it can be placed over someone. It'll just be a textureless, shaderless shape, but it would also be the first Non-MDL0 imported model in the UNIVERSE!!!
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #286 on: January 15, 2011, 09:24:07 AM »


    But, havent you ever been tempted to use what you DO have done to at least see if a model COULD be imported? Since Materials and Shaders aren't completely necessary for the functionality of the model, why not try importing something.

    It doesn't even have to be a model of a character. Make a Ball or a pyrimid in 3DS max, export as a model type, convert, and see if it can be placed over someone. It'll just be a textureless, shaderless shape, but it would also be the first Non-MDL0 imported model in the UNIVERSE!!!

    I see what you mean...

    still need to figure out the... face...-...points... >_>

    hey RTB...
    you wouldn't happen to know would you?? Tongue *asking a stupid question*
    I just need to figure out how to get the length of the face-points...
    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.

    Oshtoby
    Extreme Kitten
    *******
    Offline Offline

    Posts: 326


  • Awards Fiery Topic Famous Hacker Favorite'd Active Contributor

  • View Profile Awards
    « Reply #287 on: January 15, 2011, 11:02:21 AM »


    And one more final set of shader swapping, before I start figuring out what those values are for.

    *PICTURE*
    Pikachu with Shader1 (EyesYellow) replacing Shader0 (Main)... No shading whatsoever. I've got an idea for one of my WIP vertex hacks from this.

    *PICTURE*
    Pikachu with Shader2 (Metal00) replacing Shader0 (Main). Only a solid colour. How odd.

    The "cloak" shader didn't seem to work right. It made Pikachu a bit darker, but turned pitch black (like in the first screenshots I posted) after using a Smash Attack.
    Hey, how'd you do that? I have the preview version of brawlbox 6.4, and everytime I replace one shader with another, I get an "Object Reference not set to an instance of an object" when trying to save. Is there a newever version of BrawlBox I should be using, or is there a Hexing thing I'm missing, or...? I'd like to play around with this.
    « Last Edit: January 15, 2011, 11:03:45 AM by Oshtoby » Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #288 on: January 15, 2011, 11:46:02 AM »


    And one more final set of shader swapping, before I start figuring out what those values are for.

    *PICTURE*
    Pikachu with Shader1 (EyesYellow) replacing Shader0 (Main)... No shading whatsoever. I've got an idea for one of my WIP vertex hacks from this.

    *PICTURE*
    Pikachu with Shader2 (Metal00) replacing Shader0 (Main). Only a solid colour. How odd.

    The "cloak" shader didn't seem to work right. It made Pikachu a bit darker, but turned pitch black (like in the first screenshots I posted) after using a Smash Attack.
    Hey, how'd you do that? I have the preview version of brawlbox 6.4, and everytime I replace one shader with another, I get an "Object Reference not set to an instance of an object" when trying to save. Is there a newever version of BrawlBox I should be using, or is there a Hexing thing I'm missing, or...? I'd like to play around with this.

    try using a hex editor... =P
    Brbx (I don't think) supports replacing them yet...

    I'll send you my current template for HexEdit if you like...
    (you have to use it in edit mode to see everything)
    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.

    Oshtoby
    Extreme Kitten
    *******
    Offline Offline

    Posts: 326


  • Awards Fiery Topic Famous Hacker Favorite'd Active Contributor

  • View Profile Awards
    « Reply #289 on: January 15, 2011, 11:53:12 AM »


    And one more final set of shader swapping, before I start figuring out what those values are for.

    *PICTURE*
    Pikachu with Shader1 (EyesYellow) replacing Shader0 (Main)... No shading whatsoever. I've got an idea for one of my WIP vertex hacks from this.

    *PICTURE*
    Pikachu with Shader2 (Metal00) replacing Shader0 (Main). Only a solid colour. How odd.

    The "cloak" shader didn't seem to work right. It made Pikachu a bit darker, but turned pitch black (like in the first screenshots I posted) after using a Smash Attack.
    Hey, how'd you do that? I have the preview version of brawlbox 6.4, and everytime I replace one shader with another, I get an "Object Reference not set to an instance of an object" when trying to save. Is there a newever version of BrawlBox I should be using, or is there a Hexing thing I'm missing, or...? I'd like to play around with this.

    try using a hex editor... =P
    Brbx (I don't think) supports replacing them yet...

    I'll send you my current template for HexEdit if you like...
    (you have to use it in edit mode to see everything)
    Absolutely! That'd be awesome!
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #290 on: January 15, 2011, 12:01:27 PM »



    uugh... I seem to have disabled my outbox -.-*

    RTB, do you still have the message I sent you on SWF??
    can you post that here if you do plz Smiley

    EDIT:
    also, I've seperated the materials to hopefully make them easier to read:
    you can see my template in action behind them too Tongue
    http://lh4.ggpht.com/_IteXPmeC6ek/TTH0E3hXh6I/AAAAAAAACXU/d9A557nErC8/s800/materials.PNG
    « Last Edit: January 15, 2011, 12:25:42 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.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #291 on: January 15, 2011, 01:44:56 PM »


    Ok, a lot happened while I was sleeping in lol

    My code is not done. Right now I'm working on assembling the bone structure while the face-points are being figured out. Kryal already has an entire page setup for reading EVERY SINGLE LITTLE BIT of the dae file, so that's not a problem. The part I have to work on is taking the values it returns, converting them correctly and then assembling the values together and writing them to an mdl0. I have the writing part done and almost have the assembling part done.

    And Tcll, I can fix the "typos" on Brawlbox v0.64 easily for you Tongue

    p.s. your chat site died O_o
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #292 on: January 15, 2011, 01:47:36 PM »


    Ok, a lot happened while I was sleeping in lol

    My code is not done. Right now I'm working on assembling the bone structure while the face-points are being figured out. Kryal already has an entire page setup for reading EVERY SINGLE LITTLE BIT of the dae file, so that's not a problem. The part I have to work on is taking the values it returns, converting them correctly and then assembling the values together and writing them to an mdl0. I have the writing part done and almost have the assembling part done.

    And Tcll, I can fix the "typos" on Brawlbox v0.64 easily for you Tongue

    p.s. your chat site died O_o

    hang on...
    can't really post anything here yet...
    http://www.smashboards.com/showthread.php?t=277835
    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.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #293 on: January 15, 2011, 01:59:02 PM »


    Oh and yeah, you really should learn C#. Kryal's code probably has all your answers, but I'm not sure where to look. If you can find a page that you think might contain an answer to your question, I can take a look at it for you Wink
    Logged

    RandomTBush
    Extreme Kitten
    *******
    Offline Offline

    Posts: 490


  • Awards Featured Hot Topic Starstormer Dedicated Hacker

  • View Profile WWW Awards
    « Reply #294 on: January 15, 2011, 03:58:58 PM »


    It doesn't even have to be a model of a character. Make a Ball or a pyrimid in 3DS max, export as a model type, convert, and see if it can be placed over someone. It'll just be a textureless, shaderless shape, but it would also be the first Non-MDL0 imported model in the UNIVERSE!!!
    And my two Jigglypuff hats and Maxim Tomato replacement aren't?


    uugh... I seem to have disabled my outbox -.-*

    RTB, do you still have the message I sent you on SWF??
    can you post that here if you do plz Smiley

    EDIT:
    also, I've seperated the materials to hopefully make them easier to read:
    you can see my template in action behind them too Tongue
    http://lh4.ggpht.com/_IteXPmeC6ek/TTH0E3hXh6I/AAAAAAAACXU/d9A557nErC8/s800/materials.PNG


    Here ya go.

    (EDIT: Hold on, it broke somehow. Lemme fix it up.)

    Quote from: Tcll
    here's my HexEdit template:
    use with this version of HexEdit (no trial period)
    http://lh4.ggpht.com/_IteXPmeC6ek/TTG-lguMneI/AAAAAAAACXI/gGQWKEP-h04/GUI.jpg
     
    Code:
    <?xml version="1.0"?>
    <!DOCTYPE binary_file_format SYSTEM "BinaryFileFormat.dtd">
    <binary_file_format name="MDL0" type_name="" comment="" expr="" default_byte_order="big" default_read_only="false" default_char_set="ansi">
     <define_struct type_name="geometries" comment="" expr="">
      <data type="int" name="count" format="signed" len="2" display=""/>
      <for name="point" count="count || count - 1" stop_test="count == 0" type_name="" comment="">
       <struct name="" type_name="" comment="" expr="">
        <if test="header.vtx_des2 == 2" comment="">
         <data type="none" name="vtx2" len="4"/>
        </if>
        <!--
        <if test="header.vtx_des2 == 3" comment="">
         <data type="none" name="vtx3" len="9"/>
        </if>
        -->
       </struct>
      </for>
     </define_struct>
     <define_struct type_name="offset_name" comment="" expr="">
      <data type="int" name="str_len" format="unsigned" len="1" display=""/>
      <data type="string" name="name" format="ascii" len="str_len" display=""/>
     </define_struct>
     <define_struct type_name="bounds" comment="" expr="">
      <data type="int" name="min_X" format="unsigned" len="4" display=""/>
      <data type="int" name="min_Y" format="unsigned" len="4" display=""/>
      <data type="int" name="min_Z" format="unsigned" len="4" display=""/>
      <data type="int" name="max_X" format="unsigned" len="4" display=""/>
      <data type="int" name="max_Y" format="unsigned" len="4" display=""/>
      <data type="int" name="max_Z" format="unsigned" len="4" display=""/>
      <data type="none" name="pad" len="8"/>
     </define_struct>
     <define_struct type_name="relocation_group" comment="" expr="">
      <data type="int" name="block_len" format="unsigned" len="4" display=""/>
      <data type="int" name="num_offsets" format="unsigned" len="4" display=""/>
      <data type="int" name="tag" format="unsigned" len="4" display="hex"/>
      <data type="int" name="unk1" format="unsigned" len="2" display="hex"/>
      <data type="int" name="unk2" format="unsigned" len="2" display="hex"/>
      <data type="int" name="pad" format="unsigned" len="8" display="hex"/>
     </define_struct>
     <define_struct type_name="relocation_offset" comment="" expr="">
      <data type="int" name="ID" format="unsigned" len="2" display=""/>
      <data type="int" name="unk1" format="unsigned" len="2" display="hex"/>
      <data type="int" name="unk2" format="unsigned" len="2" display="hex"/>
      <data type="int" name="unk3" format="unsigned" len="2" display="hex"/>
      <data type="int" name="string_offset" format="unsigned" len="4" display=""/>
      <data type="int" name="data_offset" format="unsigned" len="4" display=""/>
     </define_struct>
     <define_struct type_name="Definitions" comment="" expr="">
      <for name="type" count="" stop_test="this.type == 1" type_name="" comment="">
       <struct name="" type_name="" comment="" expr="type{this.type}">
        <data type="int" name="type" format="unsigned" len="1" display=""/>
        <if test="type == 2" comment="">
         <struct name="t2" type_name="" comment="" expr="({this.ID1},{this.ID2})">
          <data type="int" name="ID1" format="unsigned" len="2" display=""/>
          <data type="int" name="ID2" format="unsigned" len="2" display=""/>
         </struct>
        </if>
        <if test="type == 3" comment="">
         <struct name="t3" type_name="" comment="" expr="({this.ID}) ({this.count})">
          <data type="int" name="ID" format="unsigned" len="2" display=""/>
          <data type="int" name="count" format="unsigned" len="1" display=""/>
          <for name="tmp" count="count || count - 1" stop_test="count == 0" type_name="" comment="">
           <data type="none" name="" len="6"/>
          </for>
         </struct>
        </if>
        <if test="type == 4" comment="">
         <struct name="t4" type_name="" comment="" expr="({this.ID1},{this.ID2},{this.ID3},{this.ID4})">
          <data type="int" name="ID1" format="unsigned" len="2" display=""/>
          <data type="int" name="ID2" format="unsigned" len="2" display=""/>
          <data type="int" name="ID3" format="unsigned" len="2" display=""/>
          <data type="int" name="ID4" format="unsigned" len="1" display=""/>
         </struct>
        </if>
        <if test="type == 5" comment="">
         <struct name="t5" type_name="" comment="" expr="({this.ID1},{this.ID2})">
          <data type="int" name="ID1" format="unsigned" len="2" display=""/>
          <data type="int" name="ID2" format="unsigned" len="2" display=""/>
         </struct>
        </if>
       </struct>
      </for>
     </define_struct>
     <define_struct type_name="Bones" comment="" expr="">
      <struct name="bone_header" type_name="" comment="" expr="">
       <data type="int" name="header_len" len="4" format="unsigned" display=""/>
       <data type="int" name="MDL0_offset" len="4" format="signed" display=""/>
       <data type="int" name="string_offset" len="4" format="unsigned" display=""/>
       <data type="int" name="bone_index" len="4" format="unsigned" display=""/>
       <data type="int" name="node_ID" len="4" format="unsigned" display=""/>
       <data type="int" name="flags" len="4" format="unsigned" display=""/>
       <data type="int" name="pad" len="8" format="unsigned" display=""/>
       <struct name="loc_rot_sca" type_name="" comment="" expr="">
        <data type="int" name="sca_X" format="unsigned" len="4" display=""/>
        <data type="int" name="sca_Y" len="4" format="unsigned" display=""/>
        <data type="int" name="sca_Z" len="4" format="unsigned" display=""/>
        <data type="int" name="rot_X" len="4" format="unsigned" display=""/>
        <data type="int" name="rot_Y" len="4" format="unsigned" display=""/>
        <data type="int" name="rot_Z" len="4" format="unsigned" display=""/>
        <data type="int" name="loc_X" len="4" format="unsigned" display=""/>
        <data type="int" name="loc_Y" len="4" format="unsigned" display=""/>
        <data type="int" name="loc_Z" len="4" format="unsigned" display=""/>
       </struct>
       <struct name="bound" type_name="" comment="" expr="">
        <data type="int" name="min_X" len="4" format="unsigned" display=""/>
        <data type="int" name="min_Y" len="4" format="unsigned" display=""/>
        <data type="int" name="min_Z" len="4" format="unsigned" display=""/>
        <data type="int" name="max_X" len="4" format="unsigned" display=""/>
        <data type="int" name="max_Y" len="4" format="unsigned" display=""/>
        <data type="int" name="max_Z" len="4" format="unsigned" display=""/>
       </struct>
       <data type="int" name="parent" len="4" format="signed" display=""/>
       <data type="int" name="child" len="4" format="unsigned" display=""/>
       <data type="int" name="next" len="4" format="unsigned" display=""/>
       <data type="int" name="prev" len="4" format="unsigned" display=""/>
       <data type="int" name="part2" len="4" format="unsigned" display=""/>
      </struct>
      <struct name="frame_matrix" type_name="" comment="" expr="">
       <data type="int" name="s_1_1" format="signed" len="4" display=""/>
       <data type="int" name="s_2_1" format="signed" len="4" display=""/>
       <data type="int" name="s_3_1" format="signed" len="4" display=""/>
       <data type="int" name="s_4_1" format="signed" len="4" display=""/>
       <data type="int" name="s_1_2" format="signed" len="4" display=""/>
       <data type="int" name="s_2_2" format="signed" len="4" display=""/>
       <data type="int" name="s_3_2" format="signed" len="4" display=""/>
       <data type="int" name="s_4_2" format="signed" len="4" display=""/>
       <data type="int" name="s_1_3" format="signed" len="4" display=""/>
       <data type="int" name="s_2_3" format="signed" len="4" display=""/>
       <data type="int" name="s_3_3" format="signed" len="4" display=""/>
       <data type="int" name="s_4_3" format="signed" len="4" display=""/>
      </struct>
      <struct name="inverse_matrix" type_name="" comment="" expr="">
       <data type="int" name="s_1_1" format="signed" len="4" display=""/>
       <data type="int" name="s_2_1" format="signed" len="4" display=""/>
       <data type="int" name="s_3_1" format="signed" len="4" display=""/>
       <data type="int" name="s_4_1" format="signed" len="4" display=""/>
       <data type="int" name="s_1_2" format="signed" len="4" display=""/>
       <data type="int" name="s_2_2" format="signed" len="4" display=""/>
       <data type="int" name="s_3_2" format="signed" len="4" display=""/>
       <data type="int" name="s_4_2" format="signed" len="4" display=""/>
       <data type="int" name="s_1_3" format="signed" len="4" display=""/>
       <data type="int" name="s_2_3" format="signed" len="4" display=""/>
       <data type="int" name="s_3_3" format="signed" len="4" display=""/>
       <data type="int" name="s_4_3" format="signed" len="4" display=""/>
      </struct>
     </define_struct>
     <define_struct type_name="Vertices" comment="" expr="">
      <struct name="vertice_header" type_name="" comment="" expr="">
       <data type="int" name="block_size" len="4" format="unsigned" display=""/>
       <data type="int" name="MDL0_offset" len="4" format="signed" display=""/>
       <data type="int" name="data_offset" len="4" format="unsigned" display=""/>
       <data type="int" name="string_offset" len="4" format="unsigned" display=""/>
       <data type="int" name="ID" len="4" format="unsigned" display=""/>
       <data type="int" name="isXYZ" len="4" format="unsigned" display=""/>
       <data type="int" name="type" len="4" format="unsigned" display=""/>
       <data type="int" name="modifier" len="1" format="unsigned" display=""/>
       <data type="int" name="entry_stride" len="1" format="unsigned" display=""/>
       <data type="int" name="num_vertices" len="2" format="unsigned" display=""/>
       <if test="isXYZ == 1" comment="">
        <use_struct name="bounds" expr="" type_name="bounds" comment=""/>
       </if>
      </struct>
      <data type="string" name="vertices" len="vertice_header.entry_stride * vertice_header.num_vertices" format="default" display="vert structures" comment="I could've put a 'FOR' here,
    but it'd take too long when loading the file"/>
      <data type="none" name="pad" len="vertice_header.block_size - (vertice_header.entry_stride*vertice_header.num_vertices) - vertice_header.data_offset"/>
     </define_struct>
     <define_struct type_name="Normals" comment="" expr="">
      <struct name="normal_header" type_name="" comment="" expr="">
       <data type="int" name="block_size" len="4" format="unsigned" display=""/>
       <data type="int" name="MDL0_offset" len="4" format="signed" display=""/>
       <data type="int" name="data_offset" len="4" format="unsigned" display=""/>
       <data type="int" name="string_offset" len="4" format="unsigned" display=""/>
       <data type="int" name="ID" len="4" format="unsigned" display=""/>
       <data type="int" name="isXYZ" len="4" format="unsigned" display=""/>
       <data type="int" name="type" len="4" format="unsigned" display=""/>
       <data type="int" name="modifier" len="1" format="unsigned" display=""/>
       <data type="int" name="entry_stride" len="1" format="unsigned" display=""/>
       <data type="int" name="num_normals" len="2" format="unsigned" display=""/>
       <if test="isXYZ == 1" comment="">
        <use_struct name="bounds" expr="" type_name="bounds" comment=""/>
       </if>
      </struct>
      <data type="string" name="normals" format="default" display="normal structures" len="normal_header.entry_stride*normal_header.num_normals" comment="I could've put a 'FOR' here,
    but it'd take too long when loading the file"/>
      <data type="none" name="pad" len="normal_header.block_size - (normal_header.entry_stride*normal_header.num_normals) - normal_header.data_offset"/>
     </define_struct>
     <define_struct type_name="Colors" comment="" expr="">
      <struct name="color_header" type_name="" comment="" expr="">
       <data type="int" name="block_size" len="4" format="signed" display=""/>
       <data type="int" name="MDL0_offset" len="4" format="signed" display=""/>
       <data type="int" name="data_offset" len="4" format="signed" display=""/>
       <data type="int" name="string_offset" len="4" format="signed" display=""/>
       <data type="int" name="ID" len="4" format="signed" display=""/>
       <data type="int" name="isRGBA" len="4" format="signed" display=""/>
       <data type="int" name="type" len="4" format="signed" display=""/>
       <data type="int" name="entry_stride" len="1" format="signed" display=""/>
       <data type="int" name="modifier" len="1" format="signed" display=""/>
       <data type="int" name="num_colors" len="2" format="signed" display=""/>
      </struct>
      <for name="color" count="color_header.num_colors || color_header.num_colors - 1" stop_test="color_header.num_colors == 0" type_name="" comment="">
       <data type="none" name="color" len="color_header.entry_stride"/>
      </for>
      <data type="none" name="pad" len="color_header.block_size - (color_header.num_colors*color_header.entry_stride) - 32"/>
     </define_struct>
     <define_struct type_name="UV_Points" comment="" expr="">
      <struct name="UV_header" type_name="" comment="" expr="">
       <data type="int" name="block_size" len="4" format="unsigned" display=""/>
       <data type="int" name="MDL0_offset" len="4" format="signed" display=""/>
       <data type="int" name="data_offset" len="4" format="unsigned" display=""/>
       <data type="int" name="string_offset" len="4" format="unsigned" display=""/>
       <data type="int" name="ID" len="4" format="unsigned" display=""/>
       <data type="int" name="isXY" len="4" format="unsigned" display=""/>
       <data type="int" name="type" len="4" format="unsigned" display=""/>
       <data type="int" name="modifier" len="1" format="unsigned" display=""/>
       <data type="int" name="entry_stride" len="1" format="unsigned" display=""/>
       <data type="int" name="num_UVs" len="2" format="unsigned" display=""/>
       <if test="isXY == 1" comment="">
        <struct name="bounds" expr="" type_name="" comment="">
         <data type="int" name="min_X" format="unsigned" len="4" display=""/>
         <data type="int" name="min_Y" format="unsigned" len="4" display=""/>
         <data type="int" name="max_X" format="unsigned" len="4" display=""/>
         <data type="int" name="max_Y" format="unsigned" len="4" display=""/>
         <data type="none" name="pad" len="16"/>
        </struct>
       </if>
      </struct>
      <data type="string" name="UVs" len="UV_header.entry_stride * UV_header.num_UVs" format="default" display="uv structures" comment="I could've put a 'FOR' here,
    but it'd take too long when loading the file"/>
      <data type="none" name="pad" len="UV_header.block_size - (UV_header.entry_stride*UV_header.num_UVs) - UV_header.data_offset"/>
     </define_struct>
     <define_struct type_name="Shaders" comment="" expr="">
      <struct name="header" type_name="" comment="" expr="">
       <data type="int" name="block_size" len="4" format="unsigned" display=""/>
       <data type="int" name="MDL0_offset" len="4" format="signed" display=""/>
       <data type="int" name="string_offset" len="4" format="unsigned" display=""/>
       <data type="int" name="ID" len="4" format="unsigned" display=""/>
       <data type="int" name="unk1" len="4" format="unsigned" display=""/>
       <data type="int" name="textures" len="1" format="unsigned" display=""/>
       <data type="int" name="num_layers" len="1" format="unsigned" display=""/>
       <data type="int" name="Flag3" len="1" format="unsigned" display=""/>
       <data type="int" name="Flag4" len="1" format="unsigned" display=""/>
       <data type="int" name="type" len="4" format="unsigned" display=""/>
       <data type="int" name="Flag5" len="1" format="unsigned" display=""/>
       <data type="int" name="Flag6" len="1" format="unsigned" display=""/>
       <data type="int" name="Flag7" len="1" format="unsigned" display=""/>
       <data type="int" name="Flag8" len="1" format="unsigned" display=""/>
       <data type="int" name="unk3" format="unsigned" len="4" display=""/>
       <data type="int" name="unk4" format="signed" len="4" display=""/>
       <data type="int" name="material_offset" format="signed" len="4" display=""/>
       <data type="int" name="num_textures" format="signed" len="4" display=""/>
       <data type="int" name="textures_offset" format="signed" len="4" display=""/>
       <data type="int" name="P4_offset" format="signed" len="4" display=""/>
       <data type="int" name="P5_offset" format="signed" len="4" display=""/>
       <data type="int" name="P6_offset" format="signed" len="4" display=""/>
      </struct>
      <data type="none" name="tmp" len="header.textures_offset - 64"/><jump offset="header.material_offset+(header.MDL0_offset*-1)" comment="" origin="start">
       <use_struct name="Material_Reference" expr="" type_name="Materials" comment=""/>
      </jump>
      <if test="header.textures_offset != 0" comment="">
       <jump offset="header.textures_offset+(header.MDL0_offset*-1)" comment="" origin="start">
        <for name="texture" count="header.textures || header.textures -1" stop_test="header.textures == 0" type_name="" comment="">
         <struct name="texture" type_name="" comment="" expr="{this.offset_name.name}">
          <data type="int" name="string_offset" format="signed" len="4" display=""/>
          <data type="int" name="pad" len="4" format="signed" display=""/>
          <data type="int" name="unk1" format="signed" len="4" display=""/>
          <data type="int" name="unk2" format="signed" len="4" display=""/>
          <data type="int" name="unk3" format="signed" len="4" display=""/>
          <data type="int" name="unk4" format="signed" len="4" display=""/>
          <data type="int" name="layerID1" format="signed" len="4" display=""/>
          <data type="int" name="layerID2" format="signed" len="4" display=""/>
          <data type="int" name="unk5" format="signed" len="4" display=""/>
          <data type="int" name="unk6" format="signed" len="4" display=""/>
          <data type="int" name="float" format="unsigned" len="4" display=""/>
          <data type="int" name="unk7" format="signed" len="4" display=""/>
          <data type="int" name="unk8" format="signed" len="4" display=""/>
          <jump offset="string_offset -53" comment="" origin="current">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </jump>
      </if>
      <if test="header.P4_offset != 0" comment="">
       <jump offset="header.P4_offset+(header.MDL0_offset*-1)" comment="" origin="start">
        <struct name="P4" type_name="" comment="" expr="">
         <data type="int" name="tmp" format="signed" len="4" display=""/>
        </struct>
       </jump>
      </if>
      <if test="header.P5_offset != 0" comment="">
       <jump offset="header.P5_offset+(header.MDL0_offset*-1)" comment="" origin="start">
        <struct name="P5" type_name="" comment="" expr="">
         <data type="none" name="tmp" len="384"/>
        </struct>
       </jump>
      </if>
      <if test="header.P6_offset != 0" comment="">
       <jump offset="header.P6_offset+(header.MDL0_offset*-1)" comment="" origin="start">
        <struct name="P6" type_name="" comment="" expr="">
         <data type="none" name="tmp" len="384"/>
        </struct>
       </jump>
      </if>
     </define_struct>
     <define_struct type_name="Materials" comment="" expr="">
      <struct name="header" type_name="" comment="" expr="">
       <data type="int" name="block_length" format="signed" len="4" display=""/>
       <data type="int" name="MDL0_offset" format="signed" len="4" display=""/>
       <data type="int" name="ID" format="signed" len="4" display=""/>
       <data type="int" name="unk" format="unsigned" len="1" display=""/>
      </struct>
      <data type="none" name="tmp" len="header.block_length - 13"/>
     </define_struct>
     <define_struct type_name="Objects" comment="" expr="">
      <struct name="header" type_name="" comment="" expr="">
       <data type="int" name="block_size" len="4" format="signed" display=""/>
       <data type="int" name="MDL0_offset" len="4" format="signed" display=""/>
       <data type="int" name="node_ID" len="4" format="signed" display=""/>
       <data type="int" name="vtx_des1" len="4" format="signed" display=""/>
       <data type="int" name="vtx_des2" len="4" format="signed" display=""/>
       <data type="int" name="vtx_addons" len="4" format="signed" display=""/>
       <data type="int" name="layout1" len="4" format="signed" display="" comment="vtx, nor, and clr"/>
       <data type="int" name="layout2" len="4" format="signed" display="" comment="uv src"/>
       <data type="int" name="shader_instr" len="4" format="signed" display=""/>
       <data type="int" name="data_len" len="4" format="signed" display=""/>
       <data type="int" name="data_len2" len="4" format="signed" display=""/>
       <data type="int" name="data_offset" len="4" format="signed" display=""/>
       <data type="int" name="layout3" len="4" format="signed" display="" comment="vtx src"/>
       <data type="int" name="unk" len="4" format="signed" display=""/>
       <data type="int" name="string_offset" len="4" format="signed" display=""/>
       <data type="int" name="ID" len="4" format="signed" display=""/>
       <data type="int" name="num_verts" len="4" format="signed" display=""/>
       <data type="int" name="num_faces" len="4" format="signed" display=""/>
       <data type="int" name="pos_inp" len="2" format="signed" display=""/>
       <data type="int" name="nor_inp" len="2" format="signed" display=""/>
       <data type="int" name="clr0_inp" len="2" format="signed" display=""/>
       <data type="int" name="clr1_inp" len="2" format="signed" display=""/>
       <data type="int" name="crd0_inp" len="2" format="signed" display=""/>
       <data type="int" name="crd1_inp" len="2" format="signed" display=""/>
       <data type="int" name="crd2_inp" len="2" format="signed" display=""/>
       <data type="int" name="crd3_inp" len="2" format="signed" display=""/>
       <data type="int" name="crd4_inp" len="2" format="signed" display=""/>
       <data type="int" name="crd5_inp" len="2" format="signed" display=""/>
       <data type="int" name="crd6_inp" len="2" format="signed" display=""/>
       <data type="int" name="crd7_inp" len="2" format="signed" display=""/>
       <data type="int" name="weights" len="4" format="signed" display=""/>
      </struct>
      <!--<jump offset="(header.MDL0_offset*-1) + header.data_offset +36" comment="" origin="start">
       <for name="type" count="" stop_test="this.type == 0" type_name="" comment="">
        <struct name="" type_name="" comment="" expr="{this.type}">
         <data type="int" name="type" format="unsigned" len="1" display="hex"/>
         <if test="type == 32" comment="">
          <data type="none" name="pos_mtx" len="4"/>
         </if>
         <if test="type == 40" comment="">
          <data type="none" name="nor_mtx" len="4"/>
         </if>
         <if test="type == 48" comment="">
          <data type="none" name="tex_mtx" len="4"/>
         </if>
         <if test="type == 56" comment="">
          <data type="none" name="lit_mtx" len="4"/>
         </if>
         <if test="type == 128" comment="">
          <use_struct name="Quad" expr="" type_name="geometries" comment=""/>
         </if>
         <if test="type == 144" comment="">
          <use_struct name="Tri" expr="" type_name="geometries" comment=""/>
         </if>
         <if test="type == 152" comment="">
          <use_struct name="Tri_Strip" expr="" type_name="geometries" comment=""/>
         </if>
         <if test="type == 160" comment="">
          <use_struct name="Tri_Fan" expr="" type_name="geometries" comment=""/>
         </if>
         <if test="type == 168" comment="">
          <use_struct name="Line" expr="" type_name="geometries" comment=""/>
         </if>
         <if test="type == 176" comment="">
          <use_struct name="Line_Strip" expr="" type_name="geometries" comment=""/>
         </if>
         <if test="type == 184" comment="">
          <use_struct name="Point" expr="" type_name="geometries" comment=""/>
         </if>
        </struct>
       </for>
      </jump>-->
     </define_struct>
     <define_struct type_name="Textures" comment="" expr="">
      <data type="int" name="textures" format="signed" len="4" display=""/>
      <for name="texture" count="textures || textures - 1" stop_test="textures == 0" type_name="" comment="">
       <struct name="texture" type_name="" comment="" expr="X: {this.X}, Y: {this.Y}">
        <data type="int" name="X" format="unsigned" len="4" display=""/>
        <data type="int" name="Y" format="unsigned" len="4" display=""/>
       </struct>
      </for>
     </define_struct>
     <define_struct type_name="Pallets" comment="" expr="">
      <data type="int" name="pallets" format="signed" len="4" display=""/>
      <for name="pallet" count="pallets || pallets - 1" stop_test="pallets == 0" type_name="" comment="">
       <struct name="texture" type_name="" comment="" expr="X: {this.X}, Y: {this.Y}">
        <data type="int" name="X" format="unsigned" len="4" display=""/>
        <data type="int" name="Y" format="unsigned" len="4" display=""/>
       </struct>
      </for>
     </define_struct>
     <struct name="header" type_name="" comment="" expr="">
      <data type="string" name="magic" len="4" format="ascii" display=""/>
      <data type="int" name="filesize" format="unsigned" len="4" display=""/>
      <data type="int" name="sections" format="unsigned" len="4" display=""/>
      <data type="int" name="nodes" format="signed" len="4" display=""/>
      <struct name="lists" type_name="" comment="" expr="">
       <data type="int" name="Definitions" format="unsigned" len="4" display=""/>
       <data type="int" name="Bones" format="unsigned" len="4" display=""/>
       <data type="int" name="Vertices" format="unsigned" len="4" display=""/>
       <data type="int" name="Normals" format="unsigned" len="4" display=""/>
       <data type="int" name="Colors" format="unsigned" len="4" display=""/>
       <data type="int" name="UV_Points" format="unsigned" len="4" display=""/>
       <data type="int" name="Shaders" format="unsigned" len="4" display=""/>
       <data type="int" name="Materials" format="unsigned" len="4" display=""/>
       <data type="int" name="Objects" format="unsigned" len="4" display=""/>
       <data type="int" name="Textures" format="unsigned" len="4" display=""/>
       <data type="int" name="Pallets" format="unsigned" len="4" display=""/>
      </struct>
      <data type="int" name="name_offset" format="unsigned" len="4" display=""/>
      <data type="int" name="header_len" format="unsigned" len="4" display=""/>
      <data type="int" name="header_offset" format="signed" len="4" display=""/>
      <data type="int" name="unk1" format="unsigned" len="4" display=""/>
      <data type="int" name="unk2" format="unsigned" len="4" display=""/>
      <data type="int" name="num_verticies" format="unsigned" len="4" display=""/>
      <data type="int" name="num_faces" format="unsigned" len="4" display=""/>
      <data type="int" name="unk3" format="unsigned" len="4" display=""/>
      <data type="int" name="num_nodes" format="unsigned" len="4" display=""/>
      <data type="int" name="version" format="unsigned" len="4" display=""/>
      <data type="int" name="unk4" format="unsigned" len="2" display=""/>
      <data type="int" name="unk5" format="unsigned" len="2" display=""/>
      <struct name="bounds" type_name="" comment="" expr="">
       <data type="int" name="min_X" format="unsigned" len="4" display=""/>
       <data type="int" name="min_Y" format="unsigned" len="4" display=""/>
       <data type="int" name="min_Z" format="unsigned" len="4" display=""/>
       <data type="int" name="max_X" format="unsigned" len="4" display=""/>
       <data type="int" name="max_Y" format="unsigned" len="4" display=""/>
       <data type="int" name="max_Z" format="unsigned" len="4" display=""/>
      </struct>
     </struct>
     <jump offset="header.nodes * -1" comment="" origin="start">
      <struct name="nodes" type_name="" comment="" expr="">
       <data type="int" name="num_nodes" format="signed" len="4" display=""/>
       <for name="node" count="num_nodes || num_nodes - 1" stop_test="num_nodes == 0" type_name="" comment="">
        <data type="int" name="node" format="signed" len="4" display=""/>
       </for>
      </struct>
     </jump>
     <if test="header.lists.Definitions == 0" comment="">
      <jump offset="header.lists.Definitions" comment="" origin="start">
       <struct name="Definitions" type_name="" comment="" expr="">
        <use_struct name="relocation_group" expr="" type_name="relocation_group" comment=""/>
        <for name="data" count="relocation_group.num_offsets || relocation_group.num_offsets - 1" stop_test="relocation_group.num_offsets == 0" type_name="" comment="">
         <struct name="data" type_name="" comment="" expr="{this.offset_name.name}">
          <use_struct name="relocation_offset" expr="" type_name="relocation_offset" comment=""/>
          <jump offset="relocation_offset.data_offset + header.lists.Definitions" comment="" origin="start">
           <use_struct name="Definitions" expr="" type_name="Definitions" comment=""/>
          </jump>
          <jump offset="relocation_offset.string_offset + header.lists.Definitions - 1" comment="" origin="start">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </struct>
      </jump>
     </if>
     <if test="header.lists.Bones != 0" comment="">
      <jump offset="header.lists.Bones" comment="" origin="start">
       <struct name="Bones" type_name="" comment="" expr="">
        <use_struct name="relocation_group" expr="" type_name="relocation_group" comment=""/>
        <for name="data" count="relocation_group.num_offsets || relocation_group.num_offsets - 1" stop_test="relocation_group.num_offsets == 0" type_name="" comment="">
         <struct name="data" type_name="" comment="" expr="{this.offset_name.name}">
          <use_struct name="relocation_offset" expr="" type_name="relocation_offset" comment=""/>
          <jump offset="relocation_offset.data_offset + header.lists.Bones" comment="" origin="start">
           <use_struct name="Bone_data" expr="" type_name="Bones" comment=""/>
          </jump>
          <jump offset="relocation_offset.string_offset + header.lists.Bones - 1" comment="" origin="start">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </struct>
      </jump>
     </if>
     <if test="header.lists.Vertices != 0" comment="">
      <jump offset="header.lists.Vertices" comment="" origin="start">
       <struct name="Vertices" type_name="" comment="" expr="">
        <use_struct name="relocation_group" expr="" type_name="relocation_group" comment=""/>
        <for name="data" count="relocation_group.num_offsets || relocation_group.num_offsets - 1" stop_test="relocation_group.num_offsets == 0" type_name="" comment="">
         <struct name="data" type_name="" comment="" expr="{this.offset_name.name}">
          <use_struct name="relocation_offset" expr="" type_name="relocation_offset" comment=""/>
          <jump offset="relocation_offset.data_offset + header.lists.Vertices" comment="" origin="start">
           <use_struct name="Vertices" expr="" type_name="Vertices" comment=""/>
          </jump>
          <jump offset="relocation_offset.string_offset + header.lists.Vertices - 1" comment="" origin="start">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </struct>
      </jump>
     </if>
     <if test="header.lists.Normals != 0" comment="">
      <jump offset="header.lists.Normals" comment="" origin="start">
       <struct name="Normals" type_name="" comment="" expr="">
        <use_struct name="relocation_group" expr="" type_name="relocation_group" comment=""/>
        <for name="data" count="relocation_group.num_offsets || relocation_group.num_offsets - 1" stop_test="relocation_group.num_offsets == 0" type_name="" comment="">
         <struct name="data" type_name="" comment="" expr="{this.offset_name.name}">
          <use_struct name="relocation_offset" expr="" type_name="relocation_offset" comment=""/>
          <jump offset="relocation_offset.data_offset + header.lists.Normals" comment="" origin="start">
           <use_struct name="Normals" expr="" type_name="Normals" comment=""/>
          </jump>
          <jump offset="relocation_offset.string_offset + header.lists.Normals - 1" comment="" origin="start">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </struct>
      </jump>
     </if>
     <if test="header.lists.Colors != 0" comment="">
      <jump offset="header.lists.Colors" comment="" origin="start">
       <struct name="Colors" type_name="" comment="" expr="">
        <use_struct name="relocation_group" expr="" type_name="relocation_group" comment=""/>
        <for name="data" count="relocation_group.num_offsets || relocation_group.num_offsets - 1" stop_test="relocation_group.num_offsets == 0" type_name="" comment="">
         <struct name="data" type_name="" comment="" expr="{this.offset_name.name}">
          <use_struct name="relocation_offset" expr="" type_name="relocation_offset" comment=""/>
          <jump offset="relocation_offset.data_offset + header.lists.Colors" comment="" origin="start">
           <use_struct name="Colors" expr="" type_name="Colors" comment=""/>
          </jump>
          <jump offset="relocation_offset.string_offset + header.lists.Colors - 1" comment="" origin="start">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </struct>
      </jump>
     </if>
     <if test="header.lists.UV_Points != 0" comment="">
      <jump offset="header.lists.UV_Points" comment="" origin="start">
       <struct name="UV_Points" type_name="" comment="" expr="">
        <use_struct name="relocation_group" expr="" type_name="relocation_group" comment=""/>
        <for name="data" count="relocation_group.num_offsets || relocation_group.num_offsets - 1" stop_test="relocation_group.num_offsets == 0" type_name="" comment="">
         <struct name="data" type_name="" comment="" expr="{this.offset_name.name}">
          <use_struct name="relocation_offset" expr="" type_name="relocation_offset" comment=""/>
          <jump offset="relocation_offset.data_offset + header.lists.UV_Points" comment="" origin="start">
           <use_struct name="UV_Points" expr="" type_name="UV_Points" comment=""/>
          </jump>
          <jump offset="relocation_offset.string_offset + header.lists.UV_Points - 1" comment="" origin="start">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </struct>
      </jump>
     </if>
     <if test="header.lists.Shaders != 0" comment="">
      <jump offset="header.lists. Shaders" comment="" origin="start">
       <struct name="Shaders" type_name="" comment="" expr="">
        <use_struct name="relocation_group" expr="" type_name="relocation_group" comment=""/>
        <for name="data" count="relocation_group.num_offsets || relocation_group.num_offsets - 1" stop_test="relocation_group.num_offsets == 0" type_name="" comment="">
         <struct name="data" type_name="" comment="" expr="{this.offset_name.name}">
          <use_struct name="relocation_offset" expr="" type_name="relocation_offset" comment=""/>
          <jump offset="relocation_offset.data_offset + header.lists.Shaders" comment="" origin="start">
           <use_struct name="Shaders" expr="" type_name="Shaders" comment=""/>
          </jump>
          <jump offset="relocation_offset.string_offset + header.lists.Shaders - 1" comment="" origin="start">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </struct>
      </jump>
     </if>
    « Last Edit: January 15, 2011, 04:03:00 PM by RandomTBush » Logged


    RandomTBush
    Extreme Kitten
    *******
    Offline Offline

    Posts: 490


  • Awards Featured Hot Topic Starstormer Dedicated Hacker

  • View Profile WWW Awards
    « Reply #295 on: January 15, 2011, 04:04:54 PM »


    Gah, I have to put the last part in a separate post. Stupid character limit.

    Quote from: Tcll
    Code:
    <if test="header.lists.Materials != 0" comment="">
      <jump offset="header.lists.Materials" comment="" origin="start">
       <struct name="Materials" type_name="" comment="" expr="">
        <use_struct name="relocation_group" expr="" type_name="relocation_group" comment=""/>
        <for name="data" count="relocation_group.num_offsets || relocation_group.num_offsets - 1" stop_test="relocation_group.num_offsets == 0" type_name="" comment="">
         <struct name="data" type_name="" comment="" expr="{this.offset_name.name}">
          <use_struct name="relocation_offset" expr="" type_name="relocation_offset" comment=""/>
          <jump offset="relocation_offset.data_offset + header.lists.Materials" comment="" origin="start">
           <use_struct name="Materials" expr="" type_name="Materials" comment=""/>
          </jump>
          <jump offset="relocation_offset.string_offset + header.lists.Materials - 1" comment="" origin="start">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </struct>
      </jump>
     </if>
     <if test="header.lists.Objects != 0" comment="">
      <jump offset="header.lists.Objects" comment="" origin="start">
       <struct name="Objects" type_name="" comment="" expr="">
        <use_struct name="relocation_group" expr="" type_name="relocation_group" comment=""/>
        <for name="data" count="relocation_group.num_offsets || relocation_group.num_offsets - 1" stop_test="relocation_group.num_offsets == 0" type_name="" comment="">
         <struct name="data" type_name="" comment="" expr="{this.offset_name.name}">
          <use_struct name="relocation_offset" expr="" type_name="relocation_offset" comment=""/>
          <jump offset="relocation_offset.data_offset + header.lists.Objects" comment="" origin="start">
           <use_struct name="Objects" expr="" type_name="Objects" comment=""/>
          </jump>
          <jump offset="relocation_offset.string_offset + header.lists.Objects - 1" comment="" origin="start">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </struct>
      </jump>
     </if>
     <if test="header.lists.Textures != 0" comment="">
      <jump offset="header.lists.Textures" comment="" origin="start">
       <struct name="Textures" type_name="" comment="" expr="">
        <use_struct name="relocation_group" expr="" type_name="relocation_group" comment=""/>
        <for name="data" count="relocation_group.num_offsets || relocation_group.num_offsets - 1" stop_test="relocation_group.num_offsets == 0" type_name="" comment="">
         <struct name="data" type_name="" comment="" expr="{this.offset_name.name}">
          <use_struct name="relocation_offset" expr="" type_name="relocation_offset" comment=""/>
          <jump offset="relocation_offset.data_offset + header.lists.Textures" comment="" origin="start">
           <use_struct name="Textures" expr="" type_name="Textures" comment=""/>
          </jump>
          <jump offset="relocation_offset.string_offset + header.lists.Textures - 1" comment="" origin="start">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </struct>
      </jump>
     </if>
     <if test="header.lists.Pallets != 0" comment="">
      <jump offset="header.lists.Pallets" comment="" origin="start">
       <struct name="Pallets" type_name="" comment="" expr="">
        <use_struct name="relocation_group" expr="" type_name="relocation_group" comment=""/>
        <for name="data" count="relocation_group.num_offsets || relocation_group.num_offsets - 1" stop_test="relocation_group.num_offsets == 0" type_name="" comment="">
         <struct name="data" type_name="" comment="" expr="{this.offset_name.name}">
          <use_struct name="relocation_offset" expr="" type_name="relocation_offset" comment=""/>
          <jump offset="relocation_offset.data_offset + header.lists.Pallets" comment="" origin="start">
           <use_struct name="Pallets" expr="" type_name="Pallets" comment=""/>
          </jump>
          <jump offset="relocation_offset.string_offset + header.lists.Pallets - 1" comment="" origin="start">
           <use_struct name="offset_name" expr="" type_name="offset_name" comment=""/>
          </jump>
         </struct>
        </for>
       </struct>
      </jump>
     </if>
     <data type="none" name="none"/>
    </binary_file_format>

    paste that in:
    C:/Documents and Settings\*user*\Application Data\ECSoftware\HexEdit\_mdl0.xml
    and open an mdl0 file in HexEdit...
     
    now, the template doesn't initiate automatically :/
    when you open the mdl0,
    go to 'view'-'template'-'split window'
    and be sure to turn the auto sync on as well (looks like 3 red arrows "back, forth, back")
     
    be sure to set allow editing...
    (shows everything)

    @Kryal:
    in the last massage I sent you,
    that template will cause an error
    use this one...
    Logged


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #296 on: January 15, 2011, 05:16:21 PM »


    I think I may have figured it out...
    but don't quote me on it as there's quite a large possibility I could be wrong :/

    here's what I think since Kryal redirected me:
    Mat1 = Materials/Shaders combined (basic internal software stuff)
    Mat2 = low-level Shader intructions (can be shared)

    Mat1 = Materials
    Mat2 = "Shaders" (not really a good word for these)

    btw:
    here's why my site don't work atm:
    The VistaPanel is undergoing maintenance for the next 5 - 7 days.

    Sorry the the inconvenience.

    EDIT @ RTB:
    thanx...
    and yea... -_-*

    EDIT2:
    I'd personnaly prefer to call the Mat2 data just plain Settings...

    apparently they deal with "defining" a shader... >_>
    « Last Edit: January 15, 2011, 05:47:45 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.

    Roo
    Lol Kitten
    *********
    Offline Offline

    Posts: 785


    Or WAS I?

  • Awards Fiery Topic Heart Container

  • View Profile Awards
    « Reply #297 on: January 15, 2011, 07:01:34 PM »


    Tech, whats wrong with the chat? Could you please either fix it, or do you have another place in mind?
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #298 on: January 15, 2011, 07:22:18 PM »


    I think I may have figured it out...
    but don't quote me on it as there's quite a large possibility I could be wrong :/

    here's what I think since Kryal redirected me:
    Mat1 = Materials/Shaders combined (basic internal software stuff)
    Mat2 = low-level Shader intructions (can be shared)

    Mat1 = Materials
    Mat2 = "Shaders" (not really a good word for these)

    btw:
    here's why my site don't work atm:
    The VistaPanel is undergoing maintenance for the next 5 - 7 days.

    Sorry the the inconvenience.

    EDIT @ RTB:
    thanx...
    and yea... -_-*

    EDIT2:
    I'd personnaly prefer to call the Mat2 data just plain Settings...

    apparently they deal with "defining" a shader... >_>
    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.

    Roo
    Lol Kitten
    *********
    Offline Offline

    Posts: 785


    Or WAS I?

  • Awards Fiery Topic Heart Container

  • View Profile Awards
    « Reply #299 on: January 15, 2011, 07:25:06 PM »


    DOH. >.<

    I'm annoying the crap out of you lately huh tech? >_>
    Logged

    Pages:  1 ... 17 18 19 [20] 21 22 23 ... 1046
    Print
    Jump to: