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Author Topic: Brawlbox Resources & History  (Read 4513212 times)
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DarkPikachu
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    « Reply #8220 on: January 18, 2012, 10:27:03 PM »


    Oh [censored]... OpenGL supports TEV settings for up to three RGBA registers... which is the exact same amount and type of registers that MDL0 shaders use. Im srs here

    Let's see if I can render shaders, eh?
    Looks like I've hit a minor breakthrough, unless I'm speaking too soon. (which I do a lot...)
    sry for D-post...

    can you teach me the OGL structure format plz ;_;

    I just want to know what's best for my converter.
    (so I can finally get the GUI working as it should)
    « Last Edit: January 18, 2012, 10:28:01 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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    « Reply #8221 on: January 18, 2012, 10:34:50 PM »


    I was wondering, what do the flags for bones do? they normally say "fixed scale/translation/rotation" but they seem to do nothing, what are they for?
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    KnightMario
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    « Reply #8222 on: January 19, 2012, 04:12:51 PM »


    Will the import object be fixed, the dae importing function be fixed, or both?
    Logged

    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

    DSX8
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    « Reply #8223 on: January 19, 2012, 04:28:27 PM »


    Will the import object be fixed, the dae importing function be fixed, or both?
    wat kind of issue's r u having with those? cause im having no issue's wat-so-ever
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    DarkPikachu
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    complexity == fun

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    « Reply #8224 on: January 19, 2012, 05:07:35 PM »


    well...
    I wanted to test out DPv4.5 with the added materials and textures,
    but it froze Tongue

    I guess I'll have to wait till I can add/replace the object/vert/normal/UV data >_>
    (since importing objects involves importing an entire MDL0, which I don't have)

    on a side note...
    the problem could also be that the added MDL0 textures contain no actual data >_>
    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.

    KnightMario
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    « Reply #8225 on: January 19, 2012, 05:26:06 PM »


    I've tried to import mario's cape onto him but he just gets this weird texture on his hip, and his damage eye texture goes onto his OVERALLS. It's just creepy. and the import dae doesn't work AT ALL. I downloaded a dae and it gave me an error. I exported mario's model, did NOTHING to it, and when I clicked import it gave me an error.
    Logged

    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

    DarkPikachu
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    complexity == fun

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    « Reply #8226 on: January 19, 2012, 06:21:30 PM »


    well BJ...
    good news ^_^

    you may not need to teach me OGL aftrer all Wink

    I just realized I had a scanner to scan my portable TV with...
    so I scanned the PyOGL NeHe example program.

    I should now be able to render models better than Brbx XDD
    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
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    « Reply #8227 on: January 19, 2012, 07:57:21 PM »


    I was wondering, what do the flags for bones do? they normally say "fixed scale/translation/rotation" but they seem to do nothing, what are they for?

        0000 0000 0000 0000 0000 0000 0000 0001     - No Transform (Matrix is equal to parent's)
        0000 0000 0000 0000 0000 0000 0000 0010     - Fixed Translation (Translation is 0, 0, 0)
        0000 0000 0000 0000 0000 0000 0000 0100     - Fixed Rotation (Rotation is 0, 0, 0)
        0000 0000 0000 0000 0000 0000 0000 1000     - Fixed Scale (Scale is 1, 1, 1)
        0000 0000 0000 0000 0000 0000 0001 0000     - Unk 1
        0000 0000 0000 0000 0000 0000 0010 0000     - Unk 2
        0000 0000 0000 0000 0000 0000 0100 0000     - Unk 3
        0000 0000 0000 0000 0000 0000 1000 0000     - Unk 4
        0000 0000 0000 0000 0000 0001 0000 0000     - Unk 5
        0000 0000 0000 0000 0000 0010 0000 0000     - Has Geometry (Vertices are influenced by this bone)
        0000 0000 0000 0000 0000 0100 0000 0000     - Unk 6
        0000 0000 0000 0000 0000 1000 0000 0000     - Unk 7
        0000 0000 0000 0000 0001 0000 0000 0000     - Unk 8
        0000 0000 0000 0000 0010 0000 0000 0000     - Unk 9
        0000 0000 0000 0000 0100 0000 0000 0000     - Unk 10
        0000 0000 0000 0000 1000 0000 0000 0000     - Unk 11

    Unk 5 here is Unk 2 in all released Brawlbox versions.

    *insert other answers here*

    Weeeeeeellllllllll I finished the SRT0 rebuilder completely.

    Xiggah, I'll send it to you in a minute so you can test changing the unknown frame values n stuff.
    « Last Edit: January 19, 2012, 07:58:13 PM by BlackJax96 » Logged

    Segtendo
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    « Reply #8228 on: January 19, 2012, 07:58:31 PM »


    lol
    I just noticed that the one keeps moving one step to the left on every line.
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    BlackJax96
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    « Reply #8229 on: January 19, 2012, 08:01:05 PM »


    lol
    I just noticed that the one keeps moving one step to the left on every line.

    The magic of binary values/flags mah boi
    For example:

    ColorEnv Shifts
            0000 0000 0000 0000 0000 1111   SelD
            0000 0000 0000 0000 1111 0000   SelC
            0000 0000 0000 1111 0000 0000   SelB
            0000 0000 1111 0000 0000 0000   SelA
            0000 0011 0000 0000 0000 0000   Bias
            0000 0100 0000 0000 0000 0000   Sub
            0000 1000 0000 0000 0000 0000   Clamp
            0011 0000 0000 0000 0000 0000   Shift
            1100 0000 0000 0000 0000 0000   Dest
    Logged

    DarkPikachu
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    « Reply #8230 on: January 19, 2012, 08:04:01 PM »


       0000 0000 0000 0000 0000 0000 0000 0001     - No Transform (Matrix is equal to parent's)
        0000 0000 0000 0000 0000 0000 0000 0010     - Fixed Translation (Translation is 0, 0, 0)
        0000 0000 0000 0000 0000 0000 0000 0100     - Fixed Rotation (Rotation is 0, 0, 0)
        0000 0000 0000 0000 0000 0000 0000 1000     - Fixed Scale (Scale is 1, 1, 1)
        0000 0000 0000 0000 0000 0000 0001 0000     - Unk 1
        0000 0000 0000 0000 0000 0000 0010 0000     - Unk 2
        0000 0000 0000 0000 0000 0000 0100 0000     - Unk 3
        0000 0000 0000 0000 0000 0000 1000 0000     - Unk 4
        0000 0000 0000 0000 0000 0001 0000 0000     - Unk 5
        0000 0000 0000 0000 0000 0010 0000 0000     - Has Geometry (Vertices are influenced by this bone)
        0000 0000 0000 0000 0000 0100 0000 0000     - Unk 6
        0000 0000 0000 0000 0000 1000 0000 0000     - Unk 7
        0000 0000 0000 0000 0001 0000 0000 0000     - Unk 8
        0000 0000 0000 0000 0010 0000 0000 0000     - Unk 9
        0000 0000 0000 0000 0100 0000 0000 0000     - Unk 10
        0000 0000 0000 0000 1000 0000 0000 0000     - Unk 11

    Unk 5 here is Unk 2 in all released Brawlbox versions.

    *insert other answers here*

    Weeeeeeellllllllll I finished the SRT0 rebuilder completely.

    Xiggah, I'll send it to you in a minute so you can test changing the unknown frame values n stuff.
    hmm...
    only 16bits used >_>

    I guess the other 16 bits are reserved or something?? <_<
    « Last Edit: January 19, 2012, 08:04:53 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
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    « Reply #8231 on: January 19, 2012, 08:08:42 PM »


    hmm...
    only 16bits used >_>

    I guess the other 16 bits are reserved or something?? <_<

    I dunno. Nintendo likes to randomly put padding and unchanging values in pretty odd areas a lot. >_>
    Logged

    DarkPikachu
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    « Reply #8232 on: January 19, 2012, 08:12:52 PM »


    I dunno. Nintendo likes to randomly put padding and unchanging values in pretty odd areas a lot. >_>
    yeh... IK D:

    I find it a little outrageous <_<

    I wonder what the wii-U's SDK will look like Tongue

    if it can read wii disks, then it should easily be able to read GCN disks with a few hardware modifications Tongue

    EDIT:
    btw...
    how do you get OGL to shade the model...
    (my models always end up being a solid color) >_>

    I'm guessing a light must exist??
    « Last Edit: January 19, 2012, 08:17:04 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
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    « Reply #8233 on: January 19, 2012, 08:25:02 PM »


    yeh... IK D:

    I find it a little outrageous <_<

    I wonder what the wii-U's SDK will look like Tongue

    if it can read wii disks, then it should easily be able to read GCN disks with a few hardware modifications Tongue

    EDIT:
    btw...
    how do you get OGL to shade the model...
    (my models always end up being a solid color) >_>

    I'm guessing a light must exist??

    You gotta define the light position and the specularity, diffuse and ambient colors.
    Logged

    DarkPikachu
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    « Reply #8234 on: January 19, 2012, 08:52:19 PM »


    You gotta define the light position and the specularity, diffuse and ambient colors.

    ok...

    sry for that being abrupt Tongue
    I just realized this was only the L2 example XDD
    (only the square and the triangle (no lights or materials))

    time to look at NeHe 3 now that I have the working L2 Tongue

    EDIT:
    NeHe3 was vert colors only Im srs here

    on to NeHe4
    at least it works... >_>

    EDIT2:
    finally something useful... (rotations)
    « Last Edit: January 19, 2012, 08:59:27 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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