Brawlbox Resources & History

Started by BlackJax96, December 14, 2010, 03:39:11 AM

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Quote from: ForOhFor Error on May 29, 2011, 10:40:05 PM
And polygons are facepoints?
Objects contain facepoints

[spoiler]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.

well then... I'm for sure gonna use this then!!! but first i'd have to learn to add bones to a stage.dae file.

question. can u also export .obj files into .dae? cause i have alot of LoZ:OoT stages in .obj files.
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here's the basic idea behind my converter:


you can support a new filetype by simply building a plugin for it

[spoiler]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.

.x is a model format?
BTW, the bottleneck to the TMP format is a great idea. Reduces the amount of conversion algorithms you need. Large auto-translators use similar techniques.

FC: 2191-7379-6272

I wish we knew more about the .KMY format that Meta Gear uses, but oh well.

Nice to see progress.

Quote from: Tcll on May 30, 2011, 01:18:03 AM
here's the basic idea behind my converter:


you can support a new filetype by simply building a plugin for it
can you also can convert bin to mdl0??
or this has been done?
sorry for noob question.

Quote from: NaruZeldaMaster on May 29, 2011, 01:53:19 PM
I meant for ripping/rigging a brawl characters bones to the character in the dae file >_>

Still universal, google a 3d model rigging/skinning tutorial.
Zephiel:
You know what I really like on my stack smash?
Texture updates.

Androu1:
@Zephiel: “your” Stack Smash?

Quote from: Anivernage on May 30, 2011, 05:12:43 AM
can you also can convert bin to mdl0??
or this has been done?
sorry for noob question.
BIN is usually a container format, so you'd have to find a way to get the model out of it first. It's different for each implementation

Quote from: Anivernage on May 30, 2011, 05:12:43 AM
can you also can convert bin to mdl0??
or this has been done?
sorry for noob question.
I havn't seen any .bin model formats...
... yet...

Quote from: ForOhFor Error on May 30, 2011, 01:50:28 AM
.x is a model format?
BTW, the bottleneck to the TMP format is a great idea. Reduces the amount of conversion algorithms you need. Large auto-translators use similar techniques.

.x is DirectX binary/ascii
this one will be a bit tricky to implement...

thanx :)
now I just need help working on a simple format for converting it
wanna help out??
go here: http://tcll5850.proboards.com/index.cgi?board=umcrel&action=display&thread=81&page=1

[spoiler]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.

It's completely off topic, but i have no idea on how to use this code thingy...

Quotefsource = GetOpenFileName \
caption:"Renderware Importer" \
types: "generic renderware format(*.dff)|*.DFF|All files (*.*)|*.*|"
if (fsource!=undefined) AND ((doesFileExist fsource)==true) then(
f = fopen fsource "rb"
fext=           getFilenameType fsource
fpath=          getFilenamePath fsource
fbatch=         getFiles (fpath+"*"+fext)
fname=  getFilenameFile fsource
fsize=          getFileSize fsource
st = timestamp() --get start time in milliseconds
clearlistener()
openLog (fpath+fname+"_log.txt") mode:"w" outputOnly:true
print (fname+fext+"\n"+localTime+"\n")
--===========================================================================
undo off(
   
fn PrintOffset Var =
(
    local Var = Var
print ("This is the offset 0x" + (bit.intAsHex Var) as string)
    Var
)
fn PrintCount Var =
(
    local Var = Var
print ("This is the Count 0x" + (bit.intAsHex Var) as string)
    Var
)

fn Readword fstream = (
return readshort fstream #unsigned
)

fn ReadFixedString bstream fixedLen =
(
    local str = ""
    for i = 1 to fixedLen do
    (
        str += bit.intAsChar (ReadByte bstream #unsigned)
    )
    str
)
with redraw off (
struct Mesh_Info_Struct
(
    Mesh_Name,vertstart,vertend,vertcount,facecount
)


mscale=39.34


Mesh_Offset_Array = #()
UV_Offset_Array = #()
while (ftell f) != fsize do (
       
byte1 = readbyte f#unsigned
if (byte1==0x04) then(
byte2 = readbyte f#unsigned
if (byte2==0x01) then(
byte3 = readbyte f#unsigned
if (byte3==0x00) then(
byte4 = readbyte f#unsigned
if (byte4==0x01) then(
fseek f 3#seek_cur
test2 = readbyte f#unsigned
fseek f -4#seek_cur
if test2 == 0x68 do (
append Mesh_Offset_Array (ftell f)
)
-- if test2 == 0x64 do (
-- append UV_Offset_Array (ftell f)
-- )
)
)
)
)
)
print Mesh_Offset_Array.count
print UV_Offset_Array.count




for a = 1 to Mesh_Offset_Array.count do (

Vert_array = #() 
Normal_array = #()
UV_array = #()
Face_array = #()
fseek f Mesh_Offset_Array[a]#seek_set
Print ("Vert @ 0x"+((bit.intAsHex(ftell f))as string))

byte1 = readbyte f#unsigned
byte2 = readbyte f#unsigned
byte3 = readbyte f#unsigned
byte4 = readbyte f#unsigned
for b = 1 to byte3 do (
vx = readfloat f*mscale
vy = readfloat f*mscale
vz = (readfloat f*-1)*mscale
append Vert_array [vx,vz,vy]
)
-- fseek f UV_Offset_Array[a]#seek_set
for sk = 1 to 40 do (
       
byte1 = readbyte f#unsigned
if (byte1==0x04) then(
byte2 = readbyte f#unsigned
if (byte2==0x01) then(
byte3 = readbyte f#unsigned
if (byte3==0x00) then(
byte4 = readbyte f#unsigned
if (byte4==0x01) then EXIT

)
)
)
)

fseek f 3#seek_cur
test2 = readbyte f#unsigned
fseek f -4#seek_cur
if test2 == 0x64 then (

Print ("TVert @ 0x"+((bit.intAsHex(ftell f))as string))
byte1 = readbyte f#unsigned
byte2 = readbyte f#unsigned
byte3 = readbyte f#unsigned
byte4 = readbyte f#unsigned
for b = 1 to byte3 do (
tu = readfloat f
tv = (readfloat f*-1)+1
append UV_array [tu,tv,0]   
)

)else(
for b = 1 to Vert_array.count do append UV_array [0,0,0]
)

fa=1
fb=2
fc=3
append Face_array[fa,fb,fc]

for x =1 to (Vert_array.count-3) do(
fd=fa
fa=fc
fc=fd
fa+=1
fb+=1
fc+=1
append Face_array[fa,fb,fc]
)


msh = mesh vertices:Vert_array faces:Face_array
msh.numTVerts = UV_array.count
buildTVFaces msh
for j = 1 to UV_array.count do setTVert msh j UV_array[j]

for j = 1 to Face_array.count do setTVFace msh j Face_array[j]

-- for j = 1 to Normal_array.count do setNormal msh j Normal_array[j]
-- selectmore msh
)
-- group selection

--===========================================================================
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
gc()
fclose f
flushLog()
closeLog()
enableSceneRedraw()
Print ("Done! ("+((((timestamp())-st)/60)as string)+" Seconds)") --print time to finish
))) else (Print "Aborted.")



I have no idea how to use it, and as well, this is for the inuyasha project, this supposivly extracts the model from the specific DFF that is from inuyasha.
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Quote from: Nyanyanyanyan Cat Man on May 30, 2011, 12:41:51 PM
It's completely off topic, but i have no idea on how to use this code thingy...

I have no idea how to use it, and as well, this is for the inuyasha project, this supposivly extracts the model from the specific DFF that is from inuyasha.

Looks like it could be a quick BMS script.
Zephiel:
You know what I really like on my stack smash?
Texture updates.

Androu1:
@Zephiel: “your” Stack Smash?

I have no idea on how to use this, it's just code, how do i use the code is what i'm asking... or make it usable, i really want this inuyasha model, i have the .DFF and the already extracted .TXD parts, so i have the textures, i just need the models themselves.
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Quote from: Nyanyanyanyan Cat Man on May 30, 2011, 12:51:33 PM
I have no idea on how to use this, it's just code, how do i use the code is what i'm asking... or make it usable, i really want this inuyasha model, i have the .DFF and the already extracted .TXD parts, so i have the textures, i just need the models themselves.

Like I said, it's looks like a quick BMS script. Google it and you will find some answers.
Zephiel:
You know what I really like on my stack smash?
Texture updates.

Androu1:
@Zephiel: “your” Stack Smash?

Quote from: VILE on May 30, 2011, 12:59:05 PM
Like I said, it's looks like a quick BMS script. Google it and you will find some answers.

Gotta love google :D
By the way, I think every active hacker in this forum could use less distractions.

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May 30, 2011, 06:28:18 PM #1349 Last Edit: May 30, 2011, 06:38:12 PM by Nyanyanyanyan Cat Man
Yeah i can't use this program unless i pay money.

i'm not going to pay money for 1 measley model...

it's just too much of a pain for the model itself...

gosh, any 1 have this obstructed program?
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