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« Reply #2250 on: July 23, 2011, 10:44:48 AM » |
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not really...
the header is different, and some of the internal structures have extra bytes
as for Gotenk's response, if that's possible in PSA, then I guess...
and I wouldn't have to add HipN to Pachi then, because I could just set 'waist' as the bone (everything except TopN, TransN, XRotN, and YRotN)
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« Reply #2251 on: July 23, 2011, 11:00:22 AM » |
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Question: is the only difference between, say, Okami's MDL0s and Brawl's MDL0s the version number (v10 as opposed to v9)?
Because if so, we could hack any MDL0 using game after this, correct (If you add some version converter thing)?
Speaking of MDL0 versions, you can convert between v9, v10 and v11 with no problems now (other than the problems I've already mentioned and need to fix) not really...
the header is different, and some of the internal structures have extra bytes
I've noted the differences  This is Ken, when he has no animations applied, yet all of his major bones have been renamed. (except the cape bones. i want to figure out a way to make them accept gravity.)  Here he is, when i try and preview any character animation. he grows extreme in size... i mean, this was ganondorfs. it's like the animation was like Bowser... i have no idea what's going on. Comparing the images, the bones are way smaller in the second one. It's stretching out the model. Try using the animation porter. Oh and just so that I don't forget to say this later, I updated Brawlbox to .NET Framework 4.0.
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« Last Edit: July 23, 2011, 12:38:03 PM by BlackJax96 »
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« Reply #2252 on: July 23, 2011, 03:47:47 PM » |
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Yai 4 mah forum! lol...BJ, would you mind posting a topic for this there??? Yea, the bone adder will help me majorly too....
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.] 
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« Reply #2253 on: July 23, 2011, 04:03:06 PM » |
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Hey BlackJax96, do you think that Brawlbox 64 could include automatic .Str0 file fixing?
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« Reply #2254 on: July 23, 2011, 04:10:22 PM » |
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Okay, I just spent about an hour and a half making a new animation with bb...
I can't save >_> thank god I exported the animation cause no matter what the hell I do I get a JIT Debugging Error when I try to save...
It couldn't be that I'm using hipN bone for rotation could it?
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« Reply #2255 on: July 23, 2011, 04:52:44 PM » |
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 Its been said how many times now? It CANNOT SAVE YET
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.] 
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« Reply #2256 on: July 23, 2011, 05:00:04 PM » |
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 Its been said how many times now? It CANNOT SAVE YET  Did you pay any attention to my post at all >_> I'm saving a new animation smart one, not an imported DAE it's saved OTHER animation edits just fine >_> especially animation ports.
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« Reply #2257 on: July 23, 2011, 05:06:18 PM » |
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I tried importing the Animation..
i wish the Model Resizer worked properly for these models. it's just makes them Stick figures...
i'll wait till i can resize the model via blender, or get someone else to do it. cause blender sucks as a program.. well for me.
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« Reply #2258 on: July 23, 2011, 05:33:59 PM » |
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Hey BlackJax96, do you think that Brawlbox 64 could include automatic .Str0 file fixing?
i would LOVE that big time... if only it was possible to fix imported SRT0 files
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« Reply #2259 on: July 24, 2011, 03:05:45 AM » |
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 Did you pay any attention to my post at all >_> I'm saving a new animation smart one, not an imported DAE it's saved OTHER animation edits just fine >_> especially animation ports. Oh, my bad, lol. But jeezus i made a mistake, dont get all excited and jump down my throat bout it Also, what model were you trying to animate?
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.] 
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« Reply #2260 on: July 24, 2011, 05:05:53 AM » |
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Oh, my bad, lol. But jeezus i made a mistake, dont get all excited and jump down my throat bout it
Also, what model were you trying to animate?
lol sorry, the over emphisis was meant as a joke XD It's sheiks model btw, I doubt it would matter if it was vertexed or not since they have the same bones regardless.... I might forget my sheik idea entirely and get to work on animating captain falcon, there's a decent looking vertex of Might Guy over him.... his specials would be easy to do too. Just finding the right graphics would be difficult. Up B: Hidden lotus (brawl version) Side B: Leaf Huricane Down B: Gate opening: 1-3 hopefully N B: That thing he does where he opens a gate and slams his foot into the ground (Naruto Clash of Ninja Revolution series) Final smash: Morning Pea[censored] Dash Attack: Dynamic entry I will have to use an unedited version of Captain falcon though, unfortunately I can't seem to get the hack to work. It would feel weird animating captain falcon to do his animations.
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« Reply #2261 on: July 25, 2011, 06:50:50 PM » |
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can it be released once the translating verticies bit is done?
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« Reply #2262 on: July 25, 2011, 06:51:56 PM » |
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haw >:3 I'm finally able to post
sry... my friend just had an internet blowout, and the only thing being allowd on the network is his PS3 >_>
the browser sux ballz, but is a win at the same time XDD the wii has a better browser :3
anyways... just because I havn't had net, doesn't mean I've stopped working (:< I've figured out the problem to v11 string offsets >:3
the problem is when being exported from brbx, none of the string offsets are fixed... (when the string table is moved from the brres end to the mdl0 end)
thus, the mdl0 still thinks there's tonz of data after it's data, ntm the omitted strings would also cause a change in the table...
current fix: copy everything beyond the mdl0 end, to the end of the strings
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« Reply #2263 on: July 25, 2011, 06:55:52 PM » |
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I've figured out the problem to v11 string offsets >:3
the problem is when being exported from brbx, none of the string offsets are fixed... (when the string table is moved from the brres end to the mdl0 end)
thus, the mdl0 still thinks there's tonz of data after it's data, ntm the omitted strings would also cause a change in the table...
current fix: copy everything beyond the mdl0 end, to the end of the strings
Wait, so that error only happened after you exported from Brawlbox? You could've told me that  The fix probably would've been obvious if I knew that 
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« Reply #2264 on: July 25, 2011, 09:50:43 PM » |
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« Last Edit: July 25, 2011, 10:04:17 PM by Tcll »
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