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« Reply #9375 on: April 03, 2012, 11:26:45 AM » |
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Bit flags aren't really that hard, once you know how they work. (Note - some of these notes may be wrong) Flags 1 0000 0000 0000 0111 - Unknown 1 (3 ) 0000 0000 0011 1000 - EndPoints fixed in order, bits right to left 0000 0000 0100 0000 - Fixed Lighting 0000 0000 1000 0000 - Unknown 2 0000 0111 0000 0000 - StartPoints fixed in order, bits right to left 0011 1000 0000 0000 - Unknown 3 (3) 0100 0000 0000 0000 - Unknown 4 1000 0000 0000 0000 - Unknown Flags 2 0000 0000 0000 0001 - Do not use Unk6 - 8 0000 0000 0000 0010 - Use Unk10 0000 0000 0000 0100 - Unknown 0000 0000 0000 1000 - Use Unk11 - 12 0000 0000 0001 0000 - Unknown 0000 0000 0010 0000 - Unknown You just have to look for patterns. What does the model previewer look like? Can you take a picture of The Background of Delfino Plaza in the model previewer?
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E-scope [PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.] [/url]
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« Reply #9376 on: April 03, 2012, 01:09:30 PM » |
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Didn't BJ say that PSA editing wasn't going to be in this version...
this im telling that 0.66 is not gonna have anything to lower the psa filesize at all that is for future editions
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« Reply #9377 on: April 03, 2012, 02:57:45 PM » |
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Didn't BJ say that PSA editing wasn't going to be in this version...
from what the man told me, PSA editing wont be done till a later Brawlbox version since he hasnt done much work on it, and plus its not even re-buildable yet.
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« Reply #9378 on: April 03, 2012, 06:29:17 PM » |
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Moveset files are the next main focus for Brawlbox after v0.66 is released. Damn, too late Actually, no, you're not too late. Do you want to test it?
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« Reply #9379 on: April 03, 2012, 06:34:26 PM » |
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Hey BlackJax96, I don't know if someone already suggested this but, you should make BrawlBox render textures just like the game does, because if you make a texture transparent, BrawlBox will show the model invisible while it might not be in the actual game, this is helpful for characters that do have transparensy so we can know what is invisible and what is not.
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I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.
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« Reply #9380 on: April 03, 2012, 07:01:15 PM » |
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Hey BlackJax96, I don't know if someone already suggested this but, you should make BrawlBox render textures just like the game does, because if you make a texture transparent, BrawlBox will show the model invisible while it might not be in the actual game, this is helpful for characters that do have transparensy so we can know what is invisible and what is not.
Shaders & material settings aren't rendered yet. I've been working on getting the models to display as close to as in game as possible, so just wait.
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« Reply #9382 on: April 03, 2012, 07:58:25 PM » |
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if I was to send you the blender src code for materials, material-nodes, and shaders, would that help you out a bit??
NOTE: the code is in C++, but it uses OpenGL entirely
No, actually... >.> I just need to code all the functions that load the C++ OpenGL functions into delegates that I can call while still retaining all the OpenGL functions that Kryal has already coded in and used.
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« Reply #9383 on: April 03, 2012, 08:34:22 PM » |
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No, actually... >.> I just need to code all the functions that load the C++ OpenGL functions into delegates that I can call while still retaining all the OpenGL functions that Kryal has already coded in and used. lol that's exactly the reason I wanted to send it to you XD
you can't quite reference the OGL functions properly unless you have good knowledge on how to use them. (what the src is for)
now if only my connection would stop disconnecting on me. >.<
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« Reply #9384 on: April 03, 2012, 08:40:52 PM » |
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So to be clear...
v.66 will NOT be able to PSA edit?
*Looks at GammaKid*
Start back working on Hulk :/
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The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/ If only hacking Brawl paid bills.
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« Reply #9385 on: April 03, 2012, 08:43:03 PM » |
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lol that's exactly the reason I wanted to send it to you XD
you can't quite reference the OGL functions properly unless you have good knowledge on how to use them. (what the src is for)
now if only my connection would stop disconnecting on me. >.<
No that's just the thing, I already know how to use all the stuff. I just need to code it all in and then edit all the references, which will take a looooooooooooooooooooooooong time
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« Reply #9386 on: April 03, 2012, 08:52:01 PM » |
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you've made your point... no matter... I was voted best in... I don't freakin know anyone get it yet? lol
anyways... yeh... just like my revamp of UMC...
here's what you should be able to do:
00 10 bu16('') >>> 16
bu32(32) >>> '00 00 00 20'
10 00 20 00 30 00 40 00 u16(['','','','']) >>> [16,32,48,64]
bu8((16,32,48,64)) #tuple's work in the same manner as lists >>> '10 20 30 40'
3F A5 07 C0 BD E1 47 AE 41 82 AA FD 3F CC 2E D3 00 00 00 00 00 00 00 00 StructArr(['bf32','bf32'],'0') >>> [[float,float],[float,float]] #[0,0] is not returned
3F A5 07 C0 BD E1 47 AE 41 82 AA FD 3F CC 2E D3 00 00 00 00 00 00 00 00 StructArr(['bf32','bf32'],3) >>> [[float,float],[float,float],[0,0]] #StructArr(['bu32'],0) returns []
3F A5 07 C0 BD E1 47 AE 41 82 AA FD 3F CC 2E D3 00 00 00 00 00 00 00 00 StructArr(['bf32','bf32'],[0,'*']) >>> [[float,float],[float,float]] #[0,0] is not returned # '*' is a wild call (value can be anything)
StructArr(['bu32','bu16'], [[0,32],[1,64]] ) >>> '00 00 00 00 00 20 00 00 00 01 00 40' #you'll have to designate the stop-struct or 0-struct to write
""" current term implamentations: (based on user functions) 'u32' (don't use '32') 'bu16' (don't use 'b16')
future term implamentations: (so far) 'u/4', '/4', or 'u32' - 32bit little unsigned int 'b/5' or 'bu/5' - 5 byte big unsigned int 'f/7' - 7 byte float (IEEE/IBM standard)
'str' - 'str/8' - 8 byte string 'str//2/0' - string-len based on this_struct[2][0] NOTE: multiple '/' usage is valid only for 'str'.
understand this: ['str', length, index, 2D_index, 3D_index, ... ] use either the length or the indecies... (Don't use both) """
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« Last Edit: April 03, 2012, 08:54:06 PM by Tcll »
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« Reply #9387 on: April 03, 2012, 08:55:08 PM » |
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v.66 will NOT be able to PSA edit?
I hope not. That's what I'm trying to do! It's getting frustrating to make an animation, only to have it glitch up!
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Formally Known As The Ant Formally Known As Flik
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« Reply #9388 on: April 03, 2012, 10:18:47 PM » |
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Moveset files are the next main focus for Brawlbox after v0.66 is released.
Actually, no, you're not too late. Do you want to test it?
Yes.
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #9389 on: April 04, 2012, 05:27:37 AM » |
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I hope this version doesn't crash.
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E-scope [PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.] [/url]
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