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Author Topic: Brawlbox Resources & History  (Read 3863703 times)
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DarkPikachu
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    « Reply #855 on: April 26, 2011, 06:51:48 PM »


    It's different.
    actually...

    well...
    1: I havn't really gotten to the nodes yet...
    -I'm trying to get everything working correctly before I get to the transforms >_>
    2: I am having a prob with the UV's as there's 8 channels...
    -I need to somehow apply channels 2-8 to the shaders (if existant)
    I am having an indexing prob with the normals as well >_>

    so yea...
    it's not so different, but not really similar either...
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    Quote: Friedslick6
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    BlackJax96
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    « Reply #856 on: April 26, 2011, 06:59:47 PM »


    actually...

    well...
    1: I havn't really gotten to the nodes yet...
    -I'm trying to get everything working correctly before I get to the transforms >_>
    2: I am having a prob with the UV's as there's 8 channels...
    -I need to somehow apply channels 2-8 to the shaders (if existant)
    I am having an indexing prob with the normals as well >_>

    so yea...
    it's not so different, but not really similar either...

    I just need to figure out where Kryal's stored the UV/Normal/Color/Vertex data in the parser and then move that over to a new mdl0 group node.
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    xxmasal22xx
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    « Reply #857 on: April 26, 2011, 09:06:16 PM »


    I just need to figure out where Kryal's stored the UV/Normal/Color/Vertex data in the parser and then move that over to a new mdl0 group node.

    So once you find it, the mod is pretty much done?
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    BlackJax96
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    « Reply #858 on: April 26, 2011, 09:11:05 PM »


    So once you find it, the mod is pretty much done?

    Haha no it's not that easy >_>
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    « Reply #859 on: April 26, 2011, 09:25:07 PM »


    I got shader nodes to initialize correctly. I still need to link their offsets in the material nodes though (which I still need to figure out how to do correctly)

    I also need to initialize vertices, uvs, normals and colors nodes.

    And on top of that, I need to make sure each value is calcualated correctly for each nodes' values when the model is rebuilt (so it can be saved without errors).

    Can't you set those values as constants, if I may ask?
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    BlackJax96
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    « Reply #860 on: April 26, 2011, 09:39:16 PM »


    Can't you set those values as constants, if I may ask?

    That's sorta what I'm doing, but not as constants O_o
    Things like "ShaderOffset" need to be calculated by getting the size of group nodes, adding their size together, etc, but things like "Flags" can be set to 0 for now.
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    « Reply #861 on: April 26, 2011, 10:07:36 PM »


    That's sorta what I'm doing, but not as constants O_o
    Things like "ShaderOffset" need to be calculated by getting the size of group nodes, adding their size together, etc, but things like "Flags" can be set to 0 for now.

    The reason I asked is because I am currently taking C++ at the local community college.
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    « Reply #862 on: April 27, 2011, 04:48:24 AM »


    And if all those things are set-up and working properly, will that fix the import issue my model currently has.
    It imports through Kryal's old imported (not properly, but it shows up), so it should in theory work already.
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    « Reply #863 on: April 27, 2011, 05:33:16 PM »


    I'm not sure but Kryal may not have added every possible value a dae 140 model could have in it. Brawlbox could be passing up important data special to your model that it doesn't parse yet.
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    DarkPikachu
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    « Reply #864 on: April 27, 2011, 07:22:58 PM »


    I'm not sure but Kryal may not have added every possible value a dae 140 model could have in it. Brawlbox could be passing up important data special to your model that it doesn't parse yet.

    that's what I think...

    as of right now, I don't think anyone has been able to set the 140 format correctly
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    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.
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    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 #865 on: April 27, 2011, 08:28:48 PM »


    Question...

    Is it possible in any way to use only a polygon from a previously mdl0 and make a new mdl0 with just it?

    I mean... I wanted to have one polygon from a mdl0 turned into an mdl0 itself. Is that currently possible?
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    BlackJax96
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    « Reply #866 on: April 27, 2011, 08:39:15 PM »


    Question...

    Is it possible in any way to use only a polygon from a previously mdl0 and make a new mdl0 with just it?

    I mean... I wanted to have one polygon from a mdl0 turned into an mdl0 itself. Is that currently possible?

    At the moment, sort of possible.
    Soon, yes.
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    DarkPikachu
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    « Reply #867 on: April 27, 2011, 08:49:16 PM »


    not really actually
    well... kinda... :/

    'Objects' are a pain and the most touchiest parts of the mdl0
    (reguarding the model that is)

    it can be done, but there's still alot to go before that's actually possible...
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    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 #868 on: April 28, 2011, 01:55:40 PM »


    @tcll: Is it the same deal with replacing polygons? For example: if i wanted to give an import a different sword than the one it has(attached to the model, polygons 7+8), and i have a brres containing the sword that i want to give the import(just the sword is inside the brres, polygons 0+1) How would i do that, without the model messing up and another polygon dissapearing?
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    DarkPikachu
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    « Reply #869 on: April 28, 2011, 03:15:06 PM »


    @tcll: Is it the same deal with replacing polygons? For example: if i wanted to give an import a different sword than the one it has(attached to the model, polygons 7+8), and i have a brres containing the sword that i want to give the import(just the sword is inside the brres, polygons 0+1) How would i do that, without the model messing up and another polygon dissapearing?

    there's quite alot dealing with objects,
    and the process for building them is quite complicated

    for your sword:
    you'd need the appropriate verts,
    and you'd need the object containing the face data.

    but objects don't just create the faces of an mdl0...
    here's a list of what they deal with
    Object:
    -vert (indexes)
    -normal (indexes)
    -uv (indexes)
    -bone (parent object)
    -weights or groups
    -material (link)

    the weights/groups are pretty complicated in themselves

    they're really a group of verts given a specific number...
    this number can be used on the bones or shaders
    the bones can be uses for of course morphing the model
    the shaders can do a bunch of stuff, such as rendering fur
    -(the smaller the number, the shorter the hair)

    so yea...
    objects are too complicated to play around with as of right now >_>
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    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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