Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 162 163 164 [165] 166 167 168 ... 1046
Author Topic: Brawlbox Resources & History  (Read 4507324 times)
0 Members and 3 Guests are viewing this topic.
DarkPikachu
Angel Kitten
***
Offline Offline

Posts: 3069


complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #2460 on: August 05, 2011, 05:03:05 PM »


    hey...
    how are the pixels for the CMPR format layed out??

    I currently have this:

    00 01 02 03 10 11 12 13
    04 05 06 07 14 15 16 17
    08 09 0A 0B 18 19 1A 1B
    0C 0D 0E 0F 1C 1D 1E 1F
    20 21 22 23 30 31 32 33
    24 25 26 27 34 35 36 37
    28 29 2A 2B 38 39 3A 3B
    2C 2D 2E 2F 3C 3D 3E 3F

    for an 8x8 tile...

    the image works perfectly, but the pixels are off >_>
    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.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #2461 on: August 05, 2011, 05:10:51 PM »


    hey...
    how are the pixels for the CMPR format layed out??

    I currently have this:

    00 01 02 03 10 11 12 13
    04 05 06 07 14 15 16 17
    08 09 0A 0B 18 19 1A 1B
    0C 0D 0E 0F 1C 1D 1E 1F
    20 21 22 23 30 31 32 33
    24 25 26 27 34 35 36 37
    28 29 2A 2B 38 39 3A 3B
    2C 2D 2E 2F 3C 3D 3E 3F

    for an 8x8 tile...

    the image works perfectly, but the pixels are off >_>

    I have no idea.
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #2462 on: August 05, 2011, 05:23:59 PM »


    I have no idea.
    well crap then  DX
    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.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #2463 on: August 05, 2011, 06:21:16 PM »


    Added a lot of options to the "Edit All" dialog, and fixed a LOT of bugs it had.



    I ported ZSS' entire motionpac to work with Nel's model in under 5 minutes with it. Im srs here
    Logged

    SmashClash
    This is my title.
    Boss Kitten
    ****
    Offline Offline

    Posts: 4662


  • Awards Super Saiyan Topic Heart Container >9000 Renowned Hacker

  • View Profile Awards
    « Reply #2464 on: August 05, 2011, 06:23:26 PM »


    Added a lot of options to the "Edit All" dialog, and fixed a LOT of bugs it had. I ported ZSS' entire motionpac to work with Nel's model in under 5 minutes with it. Im srs here

    You made me hyped. Grin
    Logged

    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #2465 on: August 05, 2011, 06:37:35 PM »


    That's excellent but..... can you please work on a functional model resizer after you finish the rebuilder?

    Resizing by hex is taking a long time. I started yesterday and I'm not done yet. BTW FW's mdl0 resizer's math is...... not what I would call correct.

    In hindsight, TSG's bone tree editor could speed up the first part.
    « Last Edit: August 05, 2011, 06:49:19 PM by Eternal Yoshi » Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #2466 on: August 05, 2011, 07:01:39 PM »


    That's excellent but..... can you please work on a functional model resizer after you finish the rebuilder?

    Resizing by hex is taking a long time. I started yesterday and I'm not done yet. BTW FW's mdl0 resizer's math is...... not what I would call correct.

    In hindsight, TSG's bone tree editor could speed up the first part.

    Alright, I probably wouldn't be able to create a model resizer without the model rebuilder anyways, and the model rebuilder already allows you to edit the bone tree and add bones without any problems (at all). So what exactly do I need to do to resize the model (correctly)?
    Logged

    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #2467 on: August 05, 2011, 07:06:56 PM »


    Based on what I've been scanning about what FW's program does, it Multiplies the translations of bones, the FrameMatrix, InverseFrameMatrix, InverseBindMatrix values that aren't 1, -1, or 0, and the vertices' X, Y and Z coordinates.

    2 Problems with the resizer,

    1. It rounds all decimal up to only 2 places behind it.
    2. It has a terrible habit of multiplying the hex of the floating point instead of the floating point with certain values, causing inaccuracies with the rig.
    Logged


    Naruto200Man
    Badace Kitten
    *****
    Offline Offline

    Posts: 5100

    Guy: Go fourth and Brawl! Lee: Yes Guy Sensei!

  • Awards Hot Topic Heart Container Dedicated Hacker KCMM Veteran

  • View Profile WWW Awards
    « Reply #2468 on: August 05, 2011, 07:30:44 PM »


    @ TCLL: lol yeah, I knew you were just being "sarcastic" about the teamwork thing. Trust me, you'd notice if I was taking that seriously as you put it Tongue For one the response rant would've been a LOT longer. lol

    @BJ: If it helps the importing along, I would personally love to help with the testing of imported characters in-game. In fact, that's (kind of) why I was asking for a few more DOA 4 characters. (so I could test-import them into both brawlbox and brawl) I want to see this project finished as much as anyone else, and I DEFINATELY want to see how you do the real-time psa editor/previewer. Cause that would seriously help me get into using offsets for timed hitboxes and graphics.

    So yeah, any way I can help this along is fine, though, you still shouldn't count on me for the coding and stuff lol I actually tried (and failed) to learn visual C# which is what Game Maker uses. I just don't have the patients/attention span for that stuff >_< Even making Dark Super Sonic's custom animations is proving frustrating. (Don't get me started on the damn spines...) But Testing and beta testing I can definately do, I mean, I honestly don't have a job and I'm going to be taking a SINGLE collage class starting next month. So it's not like I don't have the time XD
    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #2469 on: August 05, 2011, 08:36:28 PM »


    Based on what I've been scanning about what FW's program does, it Multiplies the translations of bones, the FrameMatrix, InverseFrameMatrix, InverseBindMatrix values that aren't 1, -1, or 0, and the vertices' X, Y and Z coordinates.

    2 Problems with the resizer,

    1. It rounds all decimal up to only 2 places behind it.
    2. It has a terrible habit of multiplying the hex of the floating point instead of the floating point with certain values, causing inaccuracies with the rig.

    Alright, it should be easy enough to add a feature to do that.

    @BJ: If it helps the importing along, I would personally love to help with the testing of imported characters in-game. In fact, that's (kind of) why I was asking for a few more DOA 4 characters. (so I could test-import them into both brawlbox and brawl) I want to see this project finished as much as anyone else, and I DEFINATELY want to see how you do the real-time psa editor/previewer. Cause that would seriously help me get into using offsets for timed hitboxes and graphics.

    So yeah, any way I can help this along is fine, though, you still shouldn't count on me for the coding and stuff lol I actually tried (and failed) to learn visual C# which is what Game Maker uses. I just don't have the patients/attention span for that stuff >_< Even making Dark Super Sonic's custom animations is proving frustrating. (Don't get me started on the damn spines...) But Testing and beta testing I can definately do, I mean, I honestly don't have a job and I'm going to be taking a SINGLE collage class starting next month. So it's not like I don't have the time XD

    I dun need no beta testers Tongue
    Logged

    DoctorFlux(Mariodk)
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9387


  • Awards Infinite Smash Team Heart Container KCMM 2012 Awards Winner >9000

  • View Profile Awards
    « Reply #2470 on: August 06, 2011, 01:24:57 AM »


    Added a lot of options to the "Edit All" dialog, and fixed a LOT of bugs it had. I ported ZSS' entire motionpac to work with Nel's model in under 5 minutes with it. Im srs here
    this can also work with the Kid Goku import from Ness or Lucas
    to port all they´s Animations to the kid goku import`?

    so Kid goku import can use Ness or Lucas´s landing/Hurt/whatever Animations so you dont have to make a whole new Fitmotionetc.pac
    « Last Edit: August 06, 2011, 01:43:40 AM by Mariodk » Logged

    I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

    Ultraxwing
    Holy Kitten
    *
    Offline Offline

    Posts: 1599


    Master of the Vault!

  • Awards Constructive Fiery Topic KCMM Veteran Heart Container

  • View Profile Awards
    « Reply #2471 on: August 06, 2011, 06:13:11 AM »


    well having abilities like this will prove useful.

    especially getting everysingle animation to work properly on a character without the model import or even the standard brawl model to stretch and fit to the character your demanding it to fit with.
    Logged


    Naruto200Man
    Badace Kitten
    *****
    Offline Offline

    Posts: 5100

    Guy: Go fourth and Brawl! Lee: Yes Guy Sensei!

  • Awards Hot Topic Heart Container Dedicated Hacker KCMM Veteran

  • View Profile WWW Awards
    « Reply #2472 on: August 06, 2011, 06:15:07 AM »


    Alright, it should be easy enough to add a feature to do that.

    I dun need no beta testers Tongue

    >_>
    You do know what they say about horses and looking into their mouths don't you >_>
    Fine, but don't say I never tried to help...

    Also, on the topic of adding features, PLEASE make BB able to preview/export sounds from a BRSAR archive again. .Wave is already supported format for importing, so exporting that format shouldn't be too hard. I know you can say "use smashbox for that" .... but not all of us have a 32 bit computer ya know....
    Logged


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #2473 on: August 06, 2011, 06:23:05 AM »


    @NZM: Smiley
    _______________

    well this is the best I can get the CMPR format to look:

    click for larger view.

    anyone mind helping me out??
    (not just BJ)
    *cough* 404 *cough cough*

    EDIT:
    BTW...
    whoever came up with "the CMPR format uses 4 bits per pixel" is a derp.

    it actually uses 2 bits per pixel and has only 2 RGB565 colors indexed in a pallet of 4 colors.
    (the last 2 colors are generated from the first 2)
    the way the colors are stored determines weather or not the last pallet entry is transparent.

    0x00(2): pallet entry 0
    0x02(2): pallet entry 1
    0x04(4): pixel array (4x4)
    « Last Edit: August 06, 2011, 06:46:42 AM 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.

    RandomTBush
    Extreme Kitten
    *******
    Offline Offline

    Posts: 490


  • Awards Featured Hot Topic Starstormer Dedicated Hacker

  • View Profile WWW Awards
    « Reply #2474 on: August 06, 2011, 06:51:39 AM »


    I have no idea how useful this will be to you guys (or how much of it might already be known), but here's what I got from my MDL0 notes.

    Quote from: RTB's polygon notes
    No guaranteeing that these are 100% accurate (especially not the stuff involving rigging), but I've looked through about 10 different MDL0 files from different games (SSBB, TMNT: Smash-Up, TvC, MKWii, etc.) to gather what the polygon flags are for and logged 'em, with samples underneath:

    14 00 04 - Rigging (0), Vertex (1), Normal (1), Color (0), UV (0)

    Code:
    98 002A
    27 13
    26 13
    03 00
    00 00
    02 01
    01 01
    05 02
    04 02
    07 03
    06 03
    09 04
    08 04
    0B 05
    0A 05
    0D 06
    0C 06
    0F 07
    0E 07
    11 08
    10 08
    13 09
    12 09
    15 0A
    14 0A
    17 0B
    16 0B
    19 0C
    18 0C
    1B 0D
    1A 0D
    1D 0E
    1C 0E
    1F 0F
    1E 0F
    21 10
    20 10
    23 11
    22 11
    25 12
    24 12
    27 13
    26 13

    14 00 14 - Rigging (0), Vertex (1), Normal (1), Color (0), UV (1)

    Code:
    98 0005
    18 11 04
    17 0B 03
    1D 0A 09
    1A 09 06
    1B 10 07

    14 79 24 - Rigging (5), Vertex (1), Normal (1), Color (0), UV0 (1), UV1 (1)

    Code:
    30 0019 B0 78
    30 0004 B0 84

    20 0019 B0 00
    20 0004 B0 0C

    28 0019 84 00
    28 0004 84 09

    A0 00 04
    00 1E 1E 00 00 00 00 00 00
    00 1E 1E 00 00 01 01 01 01
    03 21 21 03 03 02 02 02 02
    03 21 21 03 03 03 03 03 03

    16 00 14 - Rigging (0), Vertex (2), Normal (1), Color (0), UV (2)

    Code:
    98 0004
    000B 00 0003
    0008 00 0000
    000A 00 0002
    0009 00 0001

    1E 00 14 - Rigging (0), Vertex (2), Normal (2), Color (0), UV (2)

    Code:
    98 0004
    0007 0002 0003
    0001 0002 0000
    0006 0002 0002
    0000 0002 0001

    44 00 11 - Rigging (0), Vertex (1), Normal (0), Color (1), UV (1)

    Code:
    98 0006
    06 03 06
    09 06 05
    0B 08 07
    04 00 01
    03 00 02
    05 00 00

    46 00 21 - Rigging (0), Vertex (2), Normal (0), Color (1), UV0 (2), UV1 (2)

    Code:
    98 000D
    0009 00 0009 0009
    000B 00 000B 000B
    000D 00 000D 000D
    000E 00 000E 000E
    0010 00 0010 0010
    0081 00 0081 0081
    00E3 00 00E3 00E3
    0013 00 0013 0013
    0012 00 0012 0012
    0014 00 0014 0014
    0016 00 0016 0016
    00E4 00 00E4 00E4
    0017 00 0017 0017

    54 00 05 - Rigging (0), Vertex (1), Normal (1), Color (1), UV (0)

    Code:
    98 0014
    0A 0A 04
    0B 0B 05
    09 09 04
    0C 0C 06
    18 18 0B
    19 19 0B
    1A 1A 00
    1B 1B 00
    1F 1F 00
    20 20 09
    00 00 00
    23 23 0C
    1C 1C 0C
    1D 1D 00
    14 14 00
    15 15 0A
    05 05 02
    07 07 03
    08 08 04
    17 17 04

    54 00 15 - Rigging (0), Vertex (1), Normal (1), Color (1), UV (1)

    Code:
    98 0013
    02 00 01 02
    01 00 00 01
    1A 00 01 1A
    13 00 00 13
    0B 00 09 0B
    08 00 06 08
    0A 00 08 0A
    09 00 07 09
    18 00 11 18
    06 00 04 06
    19 00 12 19
    05 00 03 05
    1D 00 13 1D
    0F 00 0B 0F
    17 00 10 17
    11 00 0D 11
    0D 00 00 0D
    10 00 0C 10
    1C 00 01 1C

    54 01 15 - Rigging (1), Vertex (1), Normal (1), Color (1), UV (1)

    Code:
    20 004F B0 00
    20 00A6 B0 0C
    20 0000 B0 18
    20 00A7 B0 24
    20 0010 B0 30
    20 0046 B0 3C
    20 000F B0 48
    20 003F B0 54
    20 00A4 B0 60

    28 004F 84 00
    28 00A6 84 09
    28 0000 84 12
    28 00A7 84 1B
    28 0010 84 24
    28 0046 84 2D
    28 000F 84 36
    28 003F 84 3F
    28 00A4 84 48

    98 000F
    06 2D 42 00 2D
    06 13 13 00 13
    06 12 12 00 12
    06 11 11 00 11
    06 2F 31 00 2F
    06 15 15 00 15
    06 28 29 00 28
    06 18 18 00 18
    06 27 28 00 27
    06 29 2A 00 29
    06 2B 2C 00 2B
    06 0E 0E 00 0E
    06 2C 2D 00 2C
    06 05 05 00 05
    06 04 04 00 04

    54 1D 15 - Rigging (4), Vertex (1), Normal (1), Color (1), UV (1)

    Code:
    30 007A B0 78
    30 0079 B0 84
    30 0000 B0 90
    30 0072 B0 9C
    30 007B B0 A8
    30 0020 B0 B4
    30 0074 B0 C0
    30 0024 B0 CC

    20 007A B0 00
    20 0079 B0 0C
    20 0000 B0 18
    20 0072 B0 24
    20 007B B0 30
    20 0020 B0 3C
    20 0074 B0 48
    20 0024 B0 54

    28 007A 84 00
    28 0079 84 09
    28 0000 84 12
    28 0072 84 1B
    28 007B 84 24
    28 0020 84 2D
    28 0074 84 36
    28 0024 84 3F

    98 0007
    0C 2A 2A 2A 41 3B 00 41
    0F 2D 2D 2D 46 3F 00 46
    06 24 24 24 3F 39 00 3F
    09 27 27 27 45 3F 00 45
    00 1E 1E 1E 40 3A 00 40
    03 21 21 21 42 3C 00 42
    06 24 24 24 28 26 00 28

    5E 01 15 - Rigging (1), Vertex (2), Normal (2), Color (1), UV (2)

    Code:
    20 00 00 B0 00

    28 00 00 84 00

    98 00 0A
    00 000F 000F 00 000F
    00 000E 000E 00 000E
    00 000D 000D 00 000D
    00 000C 000C 00 000C
    00 000B 000B 00 000B
    00 000A 000A 00 000A
    00 0009 0009 00 0009
    00 0008 0008 00 0008
    00 0007 0007 00 0007
    00 0006 0006 00 0006

    5E 1D 15 - Rigging (4), Vertex (2), Normal (2), Color (1), UV (2)

    Code:
    30 008A B0 78
    30 008B B0 84
    30 00DC B0 90
    30 00DB B0 9C
    30 00DD B0 A8
    30 008C B0 B4
    30 00E0 B0 C0
    30 00DF B0 CC
    30 00E1 B0 D8

    20 008A B0 00
    20 008B B0 0C
    20 00DC B0 18
    20 00DB B0 24
    20 00DD B0 30
    20 008C B0 3C
    20 00E0 B0 48
    20 00DF B0 54
    20 00E1 B0 60

    28 008A 84 00
    28 008B 84 09
    28 00DC 84 12
    28 00DB 84 1B
    28 00DD 84 24
    28 008C 84 2D
    28 00E0 84 36
    28 00DF 84 3F
    28 00E1 84 48

    98 0007
    18 36 36 36 0108 0105 00 010F
    12 30 30 30 0107 0104 00 010E
    0C 2A 2A 2A 00F3 00F0 00 00FA
    06 24 24 24 00F2 00EF 00 00F9
    03 21 21 21 00D9 00D8 00 00E0
    00 1E 1E 1E 00D7 00D6 00 00DE
    00 1E 1E 1E 00D6 00D5 00 00DD

    66 00 11 - Rigging (0), Vertex (2), Normal (0), Color (2), UV (2)

    Code:
    98 0024
    011D 007E 011D
    0169 0093 0169
    0168 00A7 0168
    0166 00A5 0166
    0307 012E 0307
    0308 012F 0308
    0309 0126 0309
    030B 0131 030B
    010D 0006 010D
    030A 0130 030A
    010B 0054 010B
    030C 0132 030C
    02D7 0054 02D7
    030D 0133 030D
    02D8 0054 02D8
    02E1 011D 02E1
    02DB 0054 02DB
    02E0 011C 02E0
    00B5 0054 00B5
    00B4 0053 00B4
    00B1 0050 00B1
    00B2 0051 00B2
    00B3 0052 00B3
    02DF 011B 02DF
    0047 0006 0047
    0048 002B 0048
    0046 002A 0046
    00A9 0020 00A9
    00A8 0007 00A8
    022F 0020 022F
    0284 0007 0284
    0094 0020 0094
    0288 0007 0288
    0038 0021 0038
    0287 0007 0287
    0286 0007 0286


    Polygon flags (0x0B / ~0x8B)

    -- -- -- -1 = ---- ---- ---- ---- ---- ---- ---- ---1 (Has Vertex Transform)
    -- -- -- -2 = ---- ---- ---- ---- ---- ---- ---- --1- (Has ?????)
    -- -- -- -4 = ---- ---- ---- ---- ---- ---- ---- -1-- (Has Unknown1 Transform)
    -- -- -- -8 = ---- ---- ---- ---- ---- ---- ---- 1--- (Has Unknown1 Transform)

    -- -- -- 1- = ---- ---- ---- ---- ---- ---- ---1 ---- (Has Unknown1 Transform)
    -- -- -- 2- = ---- ---- ---- ---- ---- ---- --1- ---- (Has Unknown2 Transform)
    -- -- -- 4- = ---- ---- ---- ---- ---- ---- -1-- ---- (Has Unknown2 Transform)
    -- -- -- 8- = ---- ---- ---- ---- ---- ---- 1--- ---- (Has ?????)

    -- -- -1 -- = ---- ---- ---- ---- ---- ---1 ---- ---- (Has ?????)
    -- -- -2 -- = ---- ---- ---- ---- ---- --1- ---- ---- (Has 2 Vertex/UVs bytes w/ below)
    -- -- -4 -- = ---- ---- ---- ---- ---- -1-- ---- ---- (Has 1 Vertex/UVs byte)
    -- -- -8 -- = ---- ---- ---- ---- ---- 1--- ---- ---- (Has 2 Normals bytes w/ below)

    -- -- 1- -- = ---- ---- ---- ---- ---1 ---- ---- ---- (Has 1 Normals byte)
    -- -- 2- -- = ---- ---- ---- ---- --1- ---- ---- ---- (Has 2 Colours1 bytes w/ below)
    -- -- 4- -- = ---- ---- ---- ---- -1-- ---- ---- ---- (Has 1 Colours1 byte)
    -- -- 8- -- = ---- ---- ---- ---- 1--- ---- ---- ---- (Has 2 Colours2 bytes w/ below)

    -- -1 -- -- = ---- ---- ---- ---1 ---- ---- ---- ---- (Has 1 Colours2 byte)
    -- -2 -- -- = ---- ---- ---- --1- ---- ---- ---- ---- (Unknown)
    -- -4 -- -- = ---- ---- ---- -1-- ---- ---- ---- ---- (Unknown)
    -- -8 -- -- = ---- ---- ---- 1--- ---- ---- ---- ---- (Unknown)

    -- 1- -- -- = ---- ---- ---1 ---- ---- ---- ---- ---- (Unknown)
    -- 2- -- -- = ---- ---- --1- ---- ---- ---- ---- ---- (Unknown)
    -- 4- -- -- = ---- ---- -1-- ---- ---- ---- ---- ---- (Unknown)
    -- 8- -- -- = ---- ---- 1--- ---- ---- ---- ---- ---- (Unknown)

    -1 -- -- -- = ---- ---1 ---- ---- ---- ---- ---- ---- (Unknown)
    -2 -- -- -- = ---- --1- ---- ---- ---- ---- ---- ---- (Unknown)
    -4 -- -- -- = ---- -1-- ---- ---- ---- ---- ---- ---- (Unknown)
    -8 -- -- -- = ---- 1--- ---- ---- ---- ---- ---- ---- (Unknown)

    1- -- -- -- = ---1 ---- ---- ---- ---- ---- ---- ---- (Unknown)
    2- -- -- -- = --1- ---- ---- ---- ---- ---- ---- ---- (Unknown)
    4- -- -- -- = -1-- ---- ---- ---- ---- ---- ---- ---- (Unknown)
    8- -- -- -- = 1--- ---- ---- ---- ---- ---- ---- ---- (Unknown)


    "Enabled/disabled" flags (0x17 / ~0x9F)

    04 = 0000 0100 (Has NRM, No CLR, No UV)
    05 = 0000 0101 (Has NRM, Has CLR, No UV)

    11 = 0001 0001 (No NRM, Has CLR, Has UV0)
    14 = 0001 0100 (Has NRM, No CLR, Has UV0)
    15 = 0001 0101 (Has NRM, Has CLR, Has UV0)

    21 = 0010 0001 (No NRM, Has CLR, Has UV0, Has UV1)
    24 = 0010 0100 (Has NRM, No CLR, Has UV0, Has UV1)

    -1 = ---- ---1 (Has CLR)
    -2 = ---- --1- (Has CLR2? Unconfirmed)
    -4 = ---- -1-- (Has Normals)
    -8 = ---- 1--- (Has Unknown)

    1- = ---1 ---- (Has 1 UVs)
    2- = --1- ---- (Has 2 UVs)
    3- = --11 ---- (Has 3 UVs)
    4- = -1-- ---- (Has 4 UVs? Unconfirmed)
    5- = -1-1 ---- (Has 5 UVs? Unconfirmed)
    6- = -11- ---- (Has 6 UVs? Unconfirmed)
    7- = -111 ---- (Has 7 UVs? Unconfirmed)
    8- = 1--- ---- (Has 8 UVs? Unconfirmed)]
    Least I'm getting back on track with tracking stuff for the MDL0 files. As for parsing a DAE file into raw hex for the MDL0 to read, I'll get to that later. And after collecting all that info, I just realized how Pokémon XD's model format is around 90% the same as the Wii's MDL0 format. Hm...

    (EDIT: Changed up the flags a bit.)
    « Last Edit: August 12, 2011, 05:46:21 PM by RandomTBush » Logged


    Pages:  1 ... 162 163 164 [165] 166 167 168 ... 1046
    Print
    Jump to: