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« Reply #2295 on: July 27, 2011, 03:01:19 PM » |
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arrgh, this will be epic, how about the patchless method coming from u?
also, is there some way to vertex hack with blender???(maybe with ur future new brawlbox)
also, maybe u could make it an installable program, i guess that would help specially for the animation lags... idk if this is possible though.. ^^
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« Reply #2296 on: July 27, 2011, 03:09:16 PM » |
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holy moly.
OMEGA HYPE!!!
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« Reply #2298 on: July 27, 2011, 03:21:12 PM » |
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nice job BJ 
I too have made progress
^relocation group offsets >:3 It only came to me... my brain did all the work and I just knew it... XD IDK a good method of doing that just yet though... but I'll figure it out... >_> eventually ._. Whoa. That's confusing  Nice job figuring that out :O
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« Reply #2299 on: July 27, 2011, 03:46:32 PM » |
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Whoa. That's confusing  Nice job figuring that out :O lol thanx 
I hope you get the idea, because an explanation is an impossibility XD
I just need to figure out how the ID's work with that...
and yea, that magenta part, that's actually more of a model ID.
example: a copy of the relocation table would have '00 01' listed
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« Reply #2300 on: July 27, 2011, 04:01:54 PM » |
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Ok so I've been testing the rebuilder, and another problem popped up after rebuilding the same mdl0 multiple times with edits to the bone tree. Back to the drawing board. 
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« Reply #2301 on: July 27, 2011, 04:04:01 PM » |
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Ok so I've been testing the rebuilder, and another problem popped up after rebuilding the same mdl0 multiple times with edits to the bone tree. Back to the drawing board.  Poor Nel...
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« Reply #2302 on: July 27, 2011, 04:06:25 PM » |
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Ok so I've been testing the rebuilder, and another problem popped up after rebuilding the same mdl0 multiple times with edits to the bone tree. Back to the drawing board.  By multiple edits, do you mean saving it after one change and then making another change? If so, how does it work if you only make changes one time after saving, then open the character up like a plain old character file?
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« Reply #2303 on: July 27, 2011, 04:09:07 PM » |
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Is the dae->MDL0 about 90% done? Because that's what you're making it sound like.
Take your time, though. No piece of software is without bugs, but try to get rid of the huge ones before release. I can wait for awhile.
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« Reply #2304 on: July 27, 2011, 04:13:43 PM » |
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By multiple edits, do you mean saving it after one change and then making another change? If so, how does it work if you only make changes one time after saving, then open the character up like a plain old character file?
It works fine if you only make one edit. But you should be able to edit the MDL0 as if it weren't already rebuilt. Is the dae->MDL0 about 90% done? Because that's what you're making it sound like.
Yeah, give or take a few percents.
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« Reply #2305 on: July 27, 2011, 04:18:15 PM » |
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How about ingame? Does everything work there?
BTW, it sounds like you've got a really small bug, that stacks into a large one after too long.
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« Reply #2306 on: July 27, 2011, 04:27:13 PM » |
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How about ingame? Does everything work there?
BTW, it sounds like you've got a really small bug, that stacks into a large one after too long.
Haven't tried in-game yet. It appears that the bug has to do with the way the assets are written (vertices, uvs, normals, colors). They appear to be rounded to a position, and that messes it up.
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« Reply #2307 on: July 27, 2011, 05:12:38 PM » |
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Floating point errors, maybe? That can happen...
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« Reply #2308 on: July 27, 2011, 06:39:36 PM » |
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I fixed the error by moving the raw data for the assets over like I do with materials, shaders and objects. The only problem with this is when I implement the vertex editor, I need to be able to write the new raw position of the vertex. I'm looking into how I can do that without re-writing every single vertex (it's probably easy).
I'm back to testing Brawlbox again for any more errors. If none pop up, I'll test the model in-game and then if that works, I'll release Modset 2.
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« Reply #2309 on: July 27, 2011, 06:48:32 PM » |
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well, after this, then you're going to make the models actually work or something like that?
and what about bones that accept gravity, like hair, capes ETC.?
how do those work exactly?
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