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Author Topic: Brawlbox Resources & History  (Read 3893093 times)
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DarkPikachu
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complexity == fun

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    « Reply #390 on: March 14, 2011, 09:44:26 AM »


    WHAWHAWHAWHAAAA?!?!?!?! ARE WE SERIOUSLY THIS CLOSE?!?!

    yeh...
    I'm expecting alot of incompatability and poor conversion of the formats... :/

    I'm not releasing my converter until it converts perfectly (to and from MDL0)
    ^this includes all primitives as well, not just triangles

    I want the most hi-res compact mdl0 as possible when I convert >:3
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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.

    Naruto200Man
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    « Reply #391 on: March 14, 2011, 11:31:07 AM »


    WHAWHAWHAWHAAAA?!?!?!?! ARE WE SERIOUSLY THIS CLOSE?!?!

    yeh...
    I'm expecting alot of incompatability and poor conversion of the formats... :/

    I'm not releasing my converter until it converts perfectly (to and from MDL0)
    ^this includes all primitives as well, not just triangles

    I want the most hi-res compact mdl0 as possible when I convert >:3

    I'd give feedback, but all that coding [censored] just looks like a bunch of random numbers to me, sorry bro xD

    Keep up the hard work though =3
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    DarkPikachu
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    complexity == fun

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    « Reply #392 on: March 14, 2011, 11:36:29 AM »


    I'd give feedback, but all that coding [censored] just looks like a bunch of random numbers to me, sorry bro xD

    Keep up the hard work though =3

    it's just simple algebra Tongue

    the complicated part is putting it together correctly
    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 #393 on: March 14, 2011, 11:40:53 AM »


    I'd give feedback, but all that coding [censored] just looks like a bunch of random numbers to me, sorry bro xD

    Keep up the hard work though =3

    it's just simple algebra Tongue

    the complicated part is putting it together correctly

    You're looking at someone who didn't even take PRE algerbra... >_>
    lol
    And getting the damn thing to work in brawl :l
    AH imagine if you could get wolf link's model working in brawl with this Cheesy
    EPIC =3 link could finally have a badass final smash. (the triforce slash....god...link doesn't even USE his piece of the triforce in most of the games :l )
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    Roo
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    Or WAS I?

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    « Reply #394 on: March 14, 2011, 01:08:22 PM »


    WHAWHAWHAWHAAAA?!?!?!?! ARE WE SERIOUSLY THIS CLOSE?!?!

    yeh...
    I'm expecting alot of incompatability and poor conversion of the formats... :/

    Shun the nonbeliever!!
    Logged

    ForOhFor Error
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    DOG is your destiny

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    « Reply #395 on: March 14, 2011, 01:42:30 PM »


    WHAWHAWHAWHAAAA?!?!?!?! ARE WE SERIOUSLY THIS CLOSE?!?!

    yeh...
    I'm expecting alot of incompatability and poor conversion of the formats... :/

    Hey, a step forward from .obj importing.
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    Roo
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    Or WAS I?

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    « Reply #396 on: March 14, 2011, 01:51:05 PM »


    Hey, a step forward from .obj importing.

    .OBJ's dont have bones, and therefore dont make viable character models. >_>
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    DarkPikachu
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    complexity == fun

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    « Reply #397 on: March 14, 2011, 01:52:11 PM »


    You're looking at someone who didn't even take PRE algerbra... >_>
    lol
    And getting the damn thing to work in brawl :l
    AH imagine if you could get wolf link's model working in brawl with this Cheesy
    EPIC =3 link could finally have a badass final smash. (the triforce slash....god...link doesn't even USE his piece of the triforce in most of the games :l )

    I see...
    well, do you understand this:
    Quote
    def function(value): #C becomes value
        return value+5

    A = 3
    C = A + 2
    if C > 4:
        print function(C) #C = 10
    else: pass

    that's simple Python being used to simulate (3+2)+5 = 10

    I find Python easier than most progging langs since the others don't even look like math
    (especially C type codes (C, C++, C#, etc))
    VB looks more like poetry being used to program ._.
    JS is my 2nd easiest lang

    yeh... there's quite a few diferent langs...
    IDK why C# is preferred over C++ though...
    I understand C++ better than C#
    yeh... C# would have to be my hardest to understand :S
    but Python tops all of them since it looks exactly like algebra,
    and sometimes even calculus, which I havn't even taken yet Tongue

    meh... I havn't taken geometry either,
    yet I impressed my algebra teacher with vec3 programming Cheesy

    btw roo
    that line belongs to Matt Styles
    DON'T STEAL IT! >:3
    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.

    DarkPikachu
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    complexity == fun

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    « Reply #398 on: March 14, 2011, 01:54:53 PM »


    Hey, a step forward from .obj importing.

    .OBJ's dont have bones, and therefore dont make viable character models. >_>

    speaking of obj,
    I'm adding that format to the imports list.
    I've had a few ideas passed around to me
    one of them being stage models

    WHAWHAWHAWHAAAA?!?!?!?! ARE WE SERIOUSLY THIS CLOSE?!?!

    yeh...
    I'm expecting alot of incompatability and poor conversion of the formats... :/

    Hey, a step forward from .obj importing.

    yeh...
    but what good is it if half the mdl0 is messed up
    (an error I'm trying to avoid)

    basically,
    I'm trying to do what Kryal failed at doing
    (writing an mdl0 from scratch)
    just in a different way...
    « Last Edit: March 14, 2011, 01:59:18 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.

    ForOhFor Error
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    « Reply #399 on: March 14, 2011, 02:07:18 PM »


    @NaruZeldaMaster:

    There's a python guide here (more of a textbook, really):
    http://skylit.com/mathandpython.html

    Or, if the math and logic there is too difficult, use the python docs:
    http://docs.python.org/py3k/tutorial/

    Though these are version 3. You may want something on 2.7, or something like that.
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    Naruto200Man
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    « Reply #400 on: March 14, 2011, 02:19:30 PM »


    Hmm...I sort of got VB pretty well(not an expert, but basic stuff) since Game Maker uses that language.  I could book up on the code you're using and try to help, lol but chances are I'd F* it up somehow lol

    now, testing and beta testing I can definately do. At least untill I learn the code itself and learn how to use it for what you're doing. I have nothing but time on my hands anyway, so learning this code (granted I learn it quickly enough) I could probably try to help with like, piecing together the different mdl0 parts and [censored]. Though I wouldn't be able to help out with the actual converter unfortunately.

    Also, if this is possible you could try to make an automatic bone-rigger too for the exported mdl0

    like, if you picked "Link" in a drop down list that appears when you "export" it, then the mdl0 exported would have the it's "bones" riged spasifically to work for Link's setup in brawl.
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    DarkPikachu
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    complexity == fun

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    « Reply #401 on: March 14, 2011, 03:47:47 PM »


    Hmm...I sort of got VB pretty well(not an expert, but basic stuff) since Game Maker uses that language.  I could book up on the code you're using and try to help, lol but chances are I'd F* it up somehow lol

    now, testing and beta testing I can definately do. At least untill I learn the code itself and learn how to use it for what you're doing. I have nothing but time on my hands anyway, so learning this code (granted I learn it quickly enough) I could probably try to help with like, piecing together the different mdl0 parts and [censored]. Though I wouldn't be able to help out with the actual converter unfortunately.

    Also, if this is possible you could try to make an automatic bone-rigger too for the exported mdl0

    like, if you picked "Link" in a drop down list that appears when you "export" it, then the mdl0 exported would have the it's "bones" riged spasifically to work for Link's setup in brawl.

    well first off, you'd need the revolution SDK
    I found a torrent that gave me what looks like the basics...
    IDK if it's all of itthough...
    (doesn't seem to describe everything,
    and alot of functions of the code seem to point nowhere...
    but that might just be me (code in C++))

    I don't think I have the link anymore <_<
    but I still have the SDK at least Smiley (the rar file it came in)
    I can send that...
    IDK about posting it here,
    even though it's a key part to understanding the mdl0 file
    (won't tell you the mdl0 format itself, but it will tell you alot of needed info)

    and second, to understand my findings of the mdl0,
    you'd need HexEdit 3.0F (trial free) and my template.
    I have a current version I'm working on, but you can get a previous version here:
    http://brawlimports.proboards.com/index.cgi?board=resources

    EDIT:
    btw, your idea...
    do you know how much of a pain that would be to code D:

    « Last Edit: March 14, 2011, 03:52:30 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 #402 on: March 14, 2011, 04:39:08 PM »


    lol I think I'll book up on the code itself first XP

    Though, I thought you could make the DAE to mdl0 converter work with brawlbox? lol Cause brawlbox knows the bones and stuff of each character XP

    It depends on how easilly I pick up on the way the code works that I can actually help.
    No promises on when or even if I will though *nod*

    I could still help test the current converter though if you have a completed one XD
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    deadname mcredactedface
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    Kind of want to start making mods for this again

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    « Reply #403 on: March 14, 2011, 05:05:46 PM »


    WHAWHAWHAWHAAAA?!?!?!?! ARE WE SERIOUSLY THIS CLOSE?!?!

    yeh...
    I'm expecting alot of incompatability and poor conversion of the formats... :/

    Shun the nonbeliever!!
    SHUUUUUUUUUN!  Awesome Face

    Hey, a step forward from .obj importing.

    .OBJ's dont have bones, and therefore dont make viable character models. >_>
    That's his point.
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    BlackJax96
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    « Reply #404 on: March 14, 2011, 05:22:46 PM »


    WHAWHAWHAWHAAAA?!?!?!?! ARE WE SERIOUSLY THIS CLOSE?!?!

    yeh...
    I'm expecting alot of incompatability and poor conversion of the formats... :/

    Shun the nonbeliever!!
    SHUUUUUUUUUN!  Awesome Face

    Charlie! Charlie! I have the amulet! XD
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