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« Reply #45 on: December 15, 2010, 08:34:45 PM » |
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Yes it did work on win7 and yes we do haz progress.
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« Reply #46 on: December 15, 2010, 08:42:05 PM » |
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well... I'm about to lose net soon... but I'll continue to work on the template...
I'll try to have the Objects finished for tomorrow...
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« Reply #47 on: December 15, 2010, 08:43:55 PM » |
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Awesome, this template will help a LOT seriously If WHEN the converter is done, you'll definitely get credit! V what he said, ttyl V Not saying "Hi".
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« Last Edit: December 15, 2010, 08:45:23 PM by BlackJax96 »
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« Reply #48 on: December 15, 2010, 08:44:14 PM » |
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Awww man. Oh well. Hope to see you Tomorrow Tech!!
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« Reply #49 on: December 16, 2010, 04:59:27 AM » |
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KKz... it's tomorrow I'm sick so I don't have to go to skool *cough cough* anyways... I think I'm going to look into the .blend format... (to build a import/export plugin for my WIP converter) mdl0 <--> blend I'll be building a template as well EDIT: also, I finally understand the for loop so it's for lists... and I already have a few ideas
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« Last Edit: December 16, 2010, 05:54:07 AM by Tcll »
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« Reply #50 on: December 16, 2010, 11:01:18 AM » |
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well... here's some poly hex: 98 00 18 (24 points in tristrip) 4B 22 00 4B 52 29 00 52 21 21 00 21 35 25 00 35 34 34 00 34 2E 2E 00 2E 33 33 00 33 30 30 00 30 41 3E 00 41 31 31 00 31 40 2E 00 40 32 32 00 32 3F 3D 00 3F 3E 3C 00 3E 37 36 00 37 3D 3B 00 3D 3C 3A 00 3C 24 24 00 24 25 25 00 25 0D 0D 00 0D 16 16 00 16 0C 0C 00 0C 17 17 00 17 14 14 00 14 but I'm not exactly sure how it works :/
any ideas??
I know the method used is correct because it's the same method Melee uses in it's dat files
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« Last Edit: December 16, 2010, 11:03:49 AM by Tcll »
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« Reply #51 on: December 16, 2010, 12:37:20 PM » |
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also, I finally understand the for loop so it's for lists... and I already have a few ideas i know this isnt my thread and that this isnt c# but foreach loops are for arrays and lists,for loops can be used for arrays and lists, but the var that it is testing against can be any number/count
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« Reply #52 on: December 16, 2010, 02:39:26 PM » |
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hmm... interesting... here's another data: 98 00 08 06 24 04 74 04 4B 00 00 C3 06 24 04 75 04 4C 00 00 C2 00 1E 04 73 04 4A 00 00 C1 06 24 04 77 04 4E 00 00 C5 03 21 04 78 04 4F 00 00 C6 03 21 04 8E 04 62 00 00 DF 0C 2A 04 F2 04 C3 00 01 44 12 30 05 87 05 50 00 01 E3 yea... now I'm really stummped
back to Will's converter lol
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« Reply #53 on: December 16, 2010, 04:29:09 PM » |
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Well idk about you but I'm gonna go screw around with some hex in an mdl0 in HxD and see what happens... you know. Trial and error
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« Reply #54 on: December 16, 2010, 04:34:46 PM » |
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yea... actually... I think I'm gonna play around with the materials... see what I can screw up there... lol
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« Reply #55 on: December 16, 2010, 05:00:07 PM » |
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Do you happen to know how each bone is rigged?
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« Reply #56 on: December 16, 2010, 05:14:39 PM » |
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yea... whatchya need?? :/
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« Reply #57 on: December 16, 2010, 05:22:27 PM » |
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Wanna try to mess around with rigging/unrigging and adding bones/rigging them. Is rigging simple or really complex? Can you explain
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« Reply #58 on: December 16, 2010, 05:40:41 PM » |
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ehh... I would... but it's complex...
I won't go into detail, but it involves adding to the relocation table + changing all the following offsets (in every group) + changing the mdl0 offsets in the data following the relocation offsets (maybe even more) :/
so yea... adding bones is not very friendly...
on a side note, here's something I've found with Tri_Strips:
if vtx_des2 == 2:
98 00 0C 40 3D 00 40 3F 3C 00 3F 38 35 00 38 3E 3B 00 3E 3D 3A 00 3D 25 24 00 25 26 25 00 26 0D 0D 00 0D 16 16 00 16 0C 0C 00 0C 17 17 00 17 14 14 00 14
if vtx_des2 == 3:
98 00 08 06 24 04 74 04 4B 00 00 C3 06 24 04 75 04 4C 00 00 C2 00 1E 04 73 04 4A 00 00 C1 06 24 04 77 04 4E 00 00 C5 03 21 04 78 04 4F 00 00 C6 03 21 04 8E 04 62 00 00 DF 0C 2A 04 F2 04 C3 00 01 44 12 30 05 87 05 50 00 01 E3
both take you to vertex and weight indexes, but I'm not sure exactly how they work just yet... I'm just guessing at those patterns :/ they may not be correct
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« Last Edit: December 16, 2010, 05:43:40 PM by Tcll »
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« Reply #59 on: December 16, 2010, 05:44:06 PM » |
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:O
Kewl.
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