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Author Topic: Brawlbox Resources & History  (Read 4142050 times)
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DarkPikachu
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    « Reply #300 on: January 15, 2011, 07:32:32 PM »


    DOH. >.<

    I'm annoying the crap out of you lately huh tech? >_>

    lol...
    no...
    Kryal's kinda touchy is all Tongue

    at least he's helping Smiley
    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.

    RandomTBush
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    « Reply #301 on: January 15, 2011, 07:44:48 PM »


    Well, here's what I've noticed from the material properties chunk so far:

    00000200 - Length
    FFFF71A0 - MDL0 Offset
    00000000 - Shader ID
    03 - Flag
    00 - Res. 0 (Always 0?)
    00 - Res. 1 (Always 0?)
    00 - Res. 2 (Always 0?)
    00 - Ref. 0 - There seems to be one non-FF value for each texture used.
    FF - Ref. 1
    FF - Ref. 2
    FF - Ref. 3
    FF - Ref. 4
    FF - Ref. 5
    FF - Ref. 6
    FF - Ref. 7
    0000000000 00000061FE
    00000F61F6 00000461FE
    00000F61F7 00000E61FE
    00000F61F8 00000061FE
    00000F61F9 00000C61FE
    00000F61FA 00000561FE
    00000F61FB 00000D61FE
    00000F61FC 00000A61FE
    00000F61FD 00000E6127

    FFFFFF - Unknown? (Leonardo has "FFFFD2" here, and Roll has "FFFFED".)
    00000000 00000000 - Filler

    00000061FE FFFFF061F6
    E378C06128 03F04061C0
    28F8AF61C2 08FEB061C1
    08F2F061C3 081FF06110
    0000006111 000000

    00000061FE FFFFF061F7
    0038C06129 3BF3BF61C4
    0806EF0000 00000061C5
    081FF00000 0000006112
    0000000000 000000

    All byte sets in green seem to be common in the models. What I mean, is that from all of the values I've checked from other models (Pikachu, Leonardo, Roll, Amy, and Eevee so far), they all seem to be the same.
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    DarkPikachu
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    « Reply #302 on: January 15, 2011, 08:14:25 PM »


    @RTB:
    Quote from: Kryal;11988643
    BLib has a dae import/export class that is mostly done, but won't work with blender. It properly exports texture coords and bones/skins to Maya/Max.

     

    For the sake of example, here's the decoded 'Shader0' from FitPikachu00:

     

    Code:

    ----Block 0----

    61 FE 00 00 0F - BP Mask 0x0F

    61 F6 00 00 04 - KSel[0] (Swap Mode) = ?4 [S1=0,S2=1]

    61 FE 00 00 0F - BP Mask 0x0F

    61 F7 00 00 0E - KSel[1] (Swap Mode) = ?E [S1=2,S2=3]

    61 FE 00 00 0F - BP Mask 0x0F

    61 F8 00 00 00 - KSel[2] (Swap Mode) = ?0 [S1=0,S2=0]

    61 FE 00 00 0F - BP Mask 0x0F

    61 F9 00 00 0C - KSel[3] (Swap Mode) = ?C [S1=0,S2=3]

    61 FE 00 00 0F - BP Mask 0x0F

    61 FA 00 00 05 - KSel[4] (Swap Mode) = ?5 [S1=1,S2=1]

    61 FE 00 00 0F - BP Mask 0x0F

    61 FB 00 00 0D - KSel[5] (Swap Mode) = ?D [S1=1,S2=3]

    61 FE 00 00 0F - BP Mask 0x0F

    61 FC 00 00 0A - KSel[6] (Swap Mode) = ?F [S1=2,S2=2]

    61 FE 00 00 0F - BP Mask 0x0F

    61 FD 00 00 0E - KSel[7] (Swap Mode) = ?E [S1=2,S2=3]

    61 27 FF FF FF - IREF = 0xFFFFFF

    PADDING

     

    ---Block 1---

    61 FE FF FF F0 - BP Mask 0xFFFFF0

    61 F6 E3 78 C0 - KSel[0] (Sel Mode) = 0xE378C? [C0=C,A0=1C,C1=D,A1=1C]

    (Enable tex/color/coord map 0 for stage 0, disable stage 1)

    61 28 03 F0 40 - TRef[0]   = 0x03F040 [TM0=0,TC0=0,En0=1,CC=0,TM1=7,TC2=7,En1=0,CC1=0]

    61 C0 28 F8 AF - ColEnv[0] = 0x28F8AF [D=F,C=A,B=8,A=F,Bias=0,Op=0,Clamp=1,Shift=2,Dest=0]

    61 C2 08 FE B0 - ColEnv[1] = 0x08FEB0

    61 C1 08 F2 F0 - AlpEnc[0] = 0x08F2F0 [RS=0,TS=0,D=7,C=5,B=4,A=7,Bias=0,Op=0,Clamp=1,Shift=0,Dest=0]

    61 C3 08 1F F0 - AlpEnc[1] = 0x081FF0

    61 10 00 00 00 - Cmd[0]       = 0x000000

    61 11 00 00 00 - Cmd[1]    = 0x000000

    PADDING

     

    --Block2--

    61 FE FF FF F0 - BP Mask 0xFFFFF0

    61 F7 00 38 C0 - KSel[1] (Sel Mode) = 0x0038C?

    61 29 3B F3 BF - TRef[1]   = 0x3BF3BF

    61 C4 08 0F EF - ColEnv[2] = 0x080FEF

    00 00 00 00 00 - NOP

    61 C5 08 1F F0 - AlpEnv[2] = 0x081FF0

    00 00 00 00 00 - NOP

    61 12 00 00 00 - Cmd[2]    = 0x000000

    PADDING


     

    There are three code blocks. GPU display lists must align to 16-byte blocks, which is why they are padded with zeros at the end. Technically, they could all be executed in one batch, but because they have been separated in such a manner it's possible they are used individually.

     

    These commands directly control the Texture Environment (TEV) and the processing of each stage (up to 16).

     

    IMPORTANT! THESE COMMANDS REFERENCE TEXTURE, TEXCOORD AND COLOR MAPS USED IN MATERIALS! This is why you can't just swap out 'shaders'. Materials define the texture layers for a polygon which includes texture coordinates, texture matrices and color sets. Even though you may be using a texture coordinate with an ID of 12, it's been assigned to layer 0 in the material. The 'shader' must then enable coordinate 0 with respect to the material layout.

     

    So, these structures closely regulate the texture environment while processing textures on a material. The material sets global rendering options such as transparency and clipping, while the 'shader' sets fine-tuned options in the color pipeline to simulate shaders.

     
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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.

    RandomTBush
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    « Reply #303 on: January 15, 2011, 08:21:41 PM »


    Aha, that helps clear things up a bit. Smiley
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    DarkPikachu
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    complexity == fun

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    « Reply #304 on: January 15, 2011, 08:29:02 PM »


    @anyone:
    here's my chat group:
    http://tcll5850.chatango.com/

    anyone who wants to join, feel free Smiley
    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.

    TheShyGuy
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    « Reply #305 on: January 19, 2011, 09:22:36 PM »


    wut do u guys gotta figure out about the mdl0 at this point? Or are you guys at the point of just converting to other formats now....srry not up to date lol...

    edit:
    i might re-make ur mdl0 template(to know a bit more about the mdl0) in c#, if you mind just reply...I wont be using the source(cuz i dunno xml) just a reg mdl0 file.
    « Last Edit: January 19, 2011, 09:33:20 PM by TheShyGuy » Logged

    DarkPikachu
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    « Reply #306 on: January 20, 2011, 03:22:15 PM »


    wut do u guys gotta figure out about the mdl0 at this point? Or are you guys at the point of just converting to other formats now....srry not up to date lol...

    edit:
    i might re-make ur mdl0 template(to know a bit more about the mdl0) in c#, if you mind just reply...I wont be using the source(cuz i dunno xml) just a reg mdl0 file.


    here's where progress is taking me :/
    http://www.smashboards.com/showthread.php?t=295671

    and I don't care Wink
    that's why I built the template...

    but don't look at the code through the XML

    switch into edit mode and look at the code through there :/
    the jumps and structs are what do all the work Smiley

    EDIT:
    forgot to say...
    don't edit the current template you have...
    I'm bout to have a big UD with alot of edits and helpers Smiley
    and the names are alot more accurate too Wink

    I won't fix the 0 offset just yet...
    it's not causing too much of a prob right now,
    but I will prbly need it fixed for upcoming edits...
    so I'll fix it in my next UD when I have some time... Wink
    « Last Edit: January 20, 2011, 05:50:42 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.

    Naruto200Man
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    « Reply #307 on: January 22, 2011, 09:56:19 PM »


    I dunno for sure if this is possible, but to help avoid any glitches with trans N perhaps you should have an option that allows to select the character that you're exporting the mdl0 to. I mean like, the program sets up the new model's bones, polygons etc to work SPASIFICALLY with X character. Even if X character used to be on Y character.
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    BlackJax96
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    « Reply #308 on: January 22, 2011, 10:59:58 PM »


    What you'll have to do is set up the bone structure in 3ds max before converting. Just put the transN bone in the correct place and convert. And you'll still have to do some glitch fixing in the PSA.
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    DarkPikachu
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    « Reply #309 on: January 23, 2011, 09:10:29 AM »



    hey RTB...
    you still viewing this thread <:\

    IDK how much you know,
    but I've asked the famous and knowledgable people,
    and they're being a bunch of losers...

    Pharrox up and left and even though he's been on recently,
    he hasn't answered or reply'd to anything I've left for him...
    he was a very big help at first though :/
    Kryal is kinda following by not answering anything I ask...
    Bero (I'm told) knows a little, but isn't really showing it in the areas I need...
    then again, the Q's I asked were directed more to Kryal with him around...
    (not laying anything on him) Wink

    so yea...
    I've been down jerk-lane...
    actually, I'm still kinda in the middle of it...
    you wanna help me out of it so I can finally complete this dang plugin... plz... *mixed emotions*

    I'll try to PM Bero and see what he says... :/
    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.

    SSJCerious
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    « Reply #310 on: January 23, 2011, 09:15:55 AM »


    Wow, I can see why no one wants to help you.

    "but I've asked the famous and knowledgable people,
    and they're being a bunch of losers..."

    Do you actually expect to get help with that attitude?
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    Central Thread:
    http://forums.kc-mm.com/index.php?topic=21501.msg402601#msg402601

    DarkPikachu
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    « Reply #311 on: January 23, 2011, 09:40:08 AM »


    Wow, I can see why no one wants to help you.

    "but I've asked the famous and knowledgable people,
    and they're being a bunch of losers..."

    Do you actually expect to get help with that attitude?

    that part wasn't really stated with an attitude,
    but I see how it coulda been mistaken...
    sry...

    the famous and knowledgable are Pharrox, Kryal, Bero, and RTB
    ^that's how I ment it Sad

    sry bout the mis-understanding...

    the thing that P's me is it's been months with no progress :/
    (maybe weeks, but feels like months)
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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.

    SSJCerious
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    « Reply #312 on: January 23, 2011, 09:42:56 AM »


    Well, its not like brawlbox was made in a week ya know? I understand wanting progress, but you cant expect fast paced work considering this has never been attempted before....i think.
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    Central Thread:
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    DarkPikachu
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    « Reply #313 on: January 23, 2011, 09:57:24 AM »


    Well, its not like brawlbox was made in a week ya know? I understand wanting progress, but you cant expect fast paced work considering this has never been attempted before....i think.

    but it has...
    those 4 people (2 of them for fact)
    know the MDL0 format...
    once I learn how to read the format, I'll be able to write to it...

    but there is one outstander who I'd like to contact...

    William Hahne

    he has a better converter (mesh-wise) than Pharrox
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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.

    SSJCerious
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    « Reply #314 on: January 23, 2011, 10:16:05 AM »


    Wait...there are converters that already xist? LINK PLZ!!!!
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    Thanks to soul for this sexy siggy!
    Central Thread:
    http://forums.kc-mm.com/index.php?topic=21501.msg402601#msg402601

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