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« Reply #540 on: March 30, 2011, 07:11:30 PM » |
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There's more to the guide here: http://www.smashboards.com/showthread.php?t=263127There should be, down a bit into the original post, a thing that says: Original text tutorial: Hidden Message Show Then click show.
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![](http://tinyurl.com/376afms) FC: 2191-7379-6272
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« Reply #542 on: March 30, 2011, 08:15:11 PM » |
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Wait, are you saying the model headder thing is the only thing stoping you?? That's epic news!
Wait, we're still talking about a mdl0/dae converter right XD
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« Reply #543 on: March 30, 2011, 08:32:39 PM » |
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« Last Edit: March 30, 2011, 08:38:31 PM by Tcll »
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« Reply #544 on: March 30, 2011, 08:48:35 PM » |
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Wait, are you saying the model headder thing is the only thing stoping you??
I'm pretty sure, but it's not as easy to fix as you might think. I can't just open a hex editor and change some values around. I have to MAKE and set the values from scratch using a system Kryal has set up that I don't fully understand yet...
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« Reply #545 on: March 30, 2011, 09:25:02 PM » |
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well I never said it was an easy thing, I just figured it was the only thing lol
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« Reply #546 on: March 31, 2011, 01:35:09 AM » |
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no... not at all this is something for later...
the current thing stopping me is these stupid indexes :@
I can't seem to figure them out and I can't get a proper model until they are figured out:
Pachi:
![](http://lh6.ggpht.com/_IteXPmeC6ek/TXEAibtL8eI/AAAAAAAACfM/spewMupBedU/progress_img1.jpg)
Pika:
![](http://lh3.ggpht.com/_IteXPmeC6ek/TXEAiH25vtI/AAAAAAAACfI/Pb4_uBR-jXY/progress_img2.jpg)
the indexes are being read properly, but I think there's a manipulation value somewhere...
I'm trying to get them to look like a Will's export:
Pachi: no Will's image ![Sad](https://forums.kc-mm.com/Smileys/default/sad.gif)
Pika:
![](http://lh5.ggpht.com/_IteXPmeC6ek/TDslua7IU5I/AAAAAAAABPQ/RMxxPJnI-eo/s640/pika_import.jpg)
I'm not too sure what you are talking about Tcll and it is pretty likely you already know this, but the reason behind you exporting the raw vertex values and them looking screwed is because of the raw vertex values are the values of the vertices minus the changes being made by the bones. That is why Will's converter only worked properly with trophy models, there was only 1 bone. If you don't understand what I'm saying, I'll come to your chat tomorrow and explain it a little clearer. I could have sworn I brought this up a while ago.
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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 #547 on: March 31, 2011, 04:14:57 AM » |
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Strange, having 2 parallel projects on this.
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« Reply #548 on: March 31, 2011, 07:53:57 AM » |
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Strange, having 2 parallel projects on this.
it's not really parallel :/
his only does a single conversion...
mine handles multiple conversions for almost any file type...
I need to redo a few functions though DX<
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« Reply #549 on: March 31, 2011, 05:07:23 PM » |
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it's not really parallel :/
his only does a single conversion...
mine handles multiple conversions for almost any file type...
I need to redo a few functions though DX<
Who said I wasn't going to add import/export for other model types when I was done X) I'll know most of the model parsing code like the back of my hand by then ![Cheesy](https://forums.kc-mm.com/Smileys/default/cheesy.gif)
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« Reply #550 on: March 31, 2011, 05:27:17 PM » |
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Maybe you can make it work with GMAX (i mean, i have to wait another 2 to 3 months for my own copy of 3DS max.)
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« Reply #552 on: April 05, 2011, 07:38:37 PM » |
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anyone know where the src is to SZS Modifier??
I've tried looking, and have nad failure the entire way DX
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« Reply #553 on: April 05, 2011, 08:02:51 PM » |
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« Reply #554 on: April 05, 2011, 08:37:22 PM » |
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sry DS that's just the prog... -_-
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