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« Reply #2205 on: July 20, 2011, 12:38:04 PM » |
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Sorry to be a troll lol, I just read this page (btw, nice Pichu. Is that a model import or a vertex?). Now, what's the big deal with this thread? I mean, what's the point?
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« Reply #2206 on: July 20, 2011, 12:42:40 PM » |
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Sorry to be a troll lol, I just read this page (btw, nice Pichu. Is that a model import or a vertex?). Now, what's the big deal with this thread? I mean, what's the point?
Thread title ftw
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« Reply #2207 on: July 20, 2011, 12:43:45 PM » |
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glad you asked 
I'm doing it so I can have perfect models to start a series 'SSB Revenge of the Forgotten' since MDL0 conversion was barely complete, I decided to take a break from trying to learn the impossibilities of Melee, and actually start on brawl...
I was into game development and was actually in the process of making a game... with the little knowledge I had XD the game was basically a 3D rendition of MUGEN but due to issues and crap, the project was scrapped UNTIL I learn more about game development
brawl hacking has helped me greatly 
That's great to hear actually, sooner or later brawl will be another Mugen. I hope. Also my project is heavily relying on this. God bless you on your projects :]. Sorry to be a troll lol, I just read this page (btw, nice Pichu. Is that a model import or a vertex?). Now, what's the big deal with this thread? I mean, what's the point?
He's working on a .DAE to .MDL0 converter. If he finishes we would be able to import our own models into brawl from almost anything. For example: I have a CaptainPlanet.DAE file, I could convert it into MDL0 so that brawl could recognize it.
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Jesus loves us :}
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« Reply #2209 on: July 20, 2011, 01:29:08 PM » |
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brawl-mugen/3DM sounds something i will play will it be possible to use Brawl models/Animations/PSAs in that?
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #2210 on: July 20, 2011, 01:46:37 PM » |
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So, is MDL0 a 'good' format? That is, by game dev standards? Good file sizes, easy to use? Decent support for custom shaders and such?
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 FC: 2191-7379-6272
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« Reply #2211 on: July 20, 2011, 02:13:54 PM » |
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So, is MDL0 a 'good' format? That is, by game dev standards? Good file sizes, easy to use? Decent support for custom shaders and such?
well... DAT (melee) has better filesize than MDL0, but all in all, they have a great filesize 
as for ease, neither MDL0 or DAT are easy to use...
but both formats do have support for PS3-like GFX... although good GFX can take a toll on the system... (you can end up having alot of lag)
and not to mention partition size and the amount of RAM...
for Wii/GCN, the files are converted to a format readable to the system, and the RAW data is stored in the RAM
so MDL0's and DAT's take up alot more space when in the system's RAM...
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« Reply #2213 on: July 20, 2011, 08:30:11 PM » |
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« Last Edit: July 20, 2011, 08:34:24 PM by Tcll »
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« Reply #2214 on: July 20, 2011, 09:25:41 PM » |
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Ok, status update.
First off, I've changed around the vertex viewer, and now it's much faster than before. You can actually move the screen without tons of lag. Unfortunately you won't be able to edit the vertices until I have a working unweighting formula (to un-apply the transforms and put the vertices into their raw positions).
Second, I've almost got the model rebuilder working for normal MDL0s. Right now, I need to: -Fix shader corruption -Get the bones to write correctly
Then you should be able to move around and even add bones (correctly, unlike Fortwaffle's bone adder). That way you'll be able to fix all errors dealing with bones on model imports!
Then, I need to work on building objects (aka polygons) from scratch, so that model imports will actually work in game. That's what will probably take a while to complete. After that, I need to figure out the unknown data in materials and shaders, so that model imports display correctly in-game. I can probably figure most, if not all of that stuff out through trial and error.
If I'm not forgetting anything, that's all that's left to do for completely unrestricted model editing. I've actually opened up a rebuilt MDL0 in Brawlbox, using a few error catching statements in the code, so I know exactly what's left to do.
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« Reply #2215 on: July 20, 2011, 09:33:11 PM » |
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So in otherwords and more simpler terms. Instead of being like, 65% complete, you're about 70% done now?
Five percent doesn't seem like much progress, but with things like this, five percent is better than none.
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« Reply #2216 on: July 20, 2011, 09:36:19 PM » |
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So in otherwords and more simpler terms. Instead of being like, 65% complete, you're about 70% done now?
Five percent doesn't seem like much progress, but with things like this, five percent is better than none.
I guess.
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« Reply #2217 on: July 20, 2011, 11:24:12 PM » |
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What's that?
I can sense the shadow of a loli-vampire...
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Asbel: "To protect those close to us!" Malik: "To be a completely badass!" Hubert: "To be a Tsundere nerd!" Richard: "To be completely FABULOUS!" All: "WE ARE THE TOGF MANLY MEN BRIGADE!" -kazemaru95421  [PICTURES REMOVED. Reason: All signature pics must fit a 695x200 frame, even when inside a spoiler.]
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« Reply #2218 on: July 21, 2011, 12:17:55 AM » |
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Lol Whut?
Loli Vampire??
(Chibi vampire, or whatever that manga's nuts name was)
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« Reply #2219 on: July 21, 2011, 03:54:52 AM » |
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I have a little question, when you speak about adding bones, BlackJax, what does it does concretely? You can add bone to a place you chose so that something like for example Sephiroth's hair can be now animated? And when you add bones like this, is the mdl0 size doubled like it was the case for Fortwaffle's program? (I recall that the number of bones added with Fortwaffle's program was not important, if you add only one, the size was doubled.)
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 Oh bomb, no one understands you. You have to be expressive with your feelings. Don't worry, Philia will help you with that. Fu fu fu fu.... Kitare, Saitan no Ikazuchi! Ikare, sousei no daichi! Ribaasukuruseidaaa!
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