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Author Topic: Brawlbox Resources & History  (Read 4097149 times)
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BlackJax96
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    « Reply #2700 on: August 14, 2011, 12:01:06 PM »


    What's preventing the release? *Is curious*

    I'm trying to get rebuilt models to work in game. This means the model was already MDL0 and has had its structure rebuilt. The structure includes the header, node tree, definitions, textures, relocation offsets, and string table. The problem is that the rebuilt MDL0s open up in Brawlbox fine, but they don't work in game...

    I need to make it clear that while "importing models" into Brawlbox is done and rebuilding models is nearly done, "importing models" to the game is not. Rebuilding the model only rebuilds the MDL0 structure, not the groups inside.

    This is because writing the objects and shaders is not complete. Shaders are complex as hell to read and write and I haven't started writing facepoints to the object yet, I'm still working on setting the flags to guide the Wii to read them. Writing the other groups from scratch is done (except for a few small things in the materials).

    Right now, I'm just moving the raw hex data for the groups (excluding bones) over to the rebuilt MDL0 for already existing MDL0s. I can't do that with new MDL0s, I have to write each group from scratch.

    So while we'll be able to edit the bone tree and stuff, we still can't import new models.
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    dark sonic 19
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    « Reply #2701 on: August 14, 2011, 12:43:14 PM »


    If you got that where I think you got it, you wouldn't happen to have a DOA4/DOAUltimate ISO on you would you Im srs here
    I do now DOAX1 girls
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    xxmasal22xx
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    « Reply #2702 on: August 14, 2011, 12:51:54 PM »


    Hm, ok. I think i understand. Is that anything like the issue with brawlbox modset v0.64 (before yours), and TOS2 MDL0's? They appear fine in that brawlbox, but in v0.63d the bone structure is all messed up, and in game they dont work unless they are actually fixed completely. Seems about the same, right?
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    « Reply #2703 on: August 14, 2011, 01:44:50 PM »


    It reminds me alot of when MDLO. importing just started...
    as there were many problems like this as well like that the models were viewable in brawlbox fine but they did not work in brawl.
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    « Reply #2704 on: August 14, 2011, 02:07:09 PM »


    OMG :O
    THIS THREAD EXPLODED!!! 8O
    how much did I miss >.>
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    « Reply #2705 on: August 14, 2011, 02:14:21 PM »


    Yep, a lot of posts since I last checked. xP
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    SuperSmasher
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    « Reply #2706 on: August 14, 2011, 05:14:56 PM »


    Hey BJ Check It

    Pros/Cons 4 sdk


       support for audio Undecided
        support for motor/tilt Undecided
        full body tracking:
            does not need a calibration pose Grin
            includes head, hands, feet, clavicles
            seems to deal better with occluded joints Grin
        supports multiple sensors Cheesy
        single no-fuss installer Smiley
        SDK has events for when a new Video or new Depth frame is available

    con:

        licensed for non-commercial use only
        only tracks full body (no mode for hand only tracking) Undecided
        does not offer alignment of the color&depth image streams to one another yet
            although there are features to align individual coordinates
            and there are hints that support may come later
        full body tracking:
            only calculates positions for the joints, NOT ROTATIONS :'(
            only tracks the full body, no upperbody or hands only mode Undecided
            seems to consume more CPU power than OpenNI/NITE (not properly benchmarked) Angry
        no gesture recognition system
        no support for the PrimeSense and the ASUS WAVI Xtion sensors? (can anyone confirm this?)
        only supports Win7 (x86 & x64) Grin
        no support for Unity3D game engine
        no built in support for record/playback to disk Undecided
        no support to stream the raw InfraRed video data
        SDK does not have events for when new user enters frame, leaves frame etc


    OpenNI Pros/Cons


    pro:

        license includes commercial use
        includes a framework for hand tracking
        includes a framework for hand gesture recognition
        can automatically align the depth image stream to the color image
        full body tracking:
            also calculates rotations for the joints Grin
            support for hands only mode
            seems to consume less CPU power than Microsoft Kinect SDK’s tracker (not properly benchmarked) Grin
        also supports the Primesense and the ASUS WAVI Xtion sensors|in other words you dont need a kinect..I think?
        supports multiple sensors although setup and enumeration is a bit quirky Undecided
        supports Windows (including Vista&XP), Linux and Mac OSX Grin
        comes with code for full support in Unity3D game engine
        support for record/playback to/from disk Grin
        support to stream the raw InfraRed video data
        SDK has events for when new User enters frame, leaves frame etc

    con:

        no support for audio Roll Eyes
        no support for motor/tilt (although you can simultaneously use the CL-NUI motor drivers) Roll Eyes
        full body tracking:
            lacks rotations for the head, hands, feet, clavicles
            needs a calibration pose to start tracking Sad (although it can be saved/loaded to/from disk for reuse) Cheesy
            occluded joints are not estimated Sad
        supports multiple sensors although setup and enumeration is a bit quirky Sad
        three separate installers and a NITE license string (although the process can be automated with Jasper Brekelmans's auto driver installer)
        SDK does not have events for when new Video or new Depth frames is available


    all r true (From what Ive seen at least)

    but judging from the main similarities/diffs and many smileys i think that if you are going for a mor user friendly interface the sdk is the way to go but if you r going 4 a more efficient mocap ie Rotations And Translations  OpenNI is the way to go just keep in mind there r quirks to both i say let the peeps decide

    just 2 clarify for those who think the OpenNI is harder to install etc. etc. on http://www.brekel.com/ there is an auto installer so you just DL that dbl click the executable and it automatically installs the correct drivers (hence "auto installer") it is very easy to use 2 then u plug ur kinect in2 the adapter it comes with when bought individually (no XBOX) and plug the adapter in2 the computer

    just a 4warning as far as i know if u use a usb hub it will greatly lower your usb bandwidth so it is not recommended to do so with either SDK

    SuperSmasher
    « Last Edit: August 14, 2011, 06:31:16 PM by SuperSmasher » Logged


    BlackJax96
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    « Reply #2707 on: August 14, 2011, 05:21:25 PM »


    OpenNI

    pro:
    also calculates rotations for the joints

    I didn't know that Im srs here I guess I'll put up a poll... I can't decide which to use now DX
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    DarkPikachu
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    « Reply #2708 on: August 14, 2011, 05:49:04 PM »


    SDK since ONI is a pain to install
    (like python add-ons)

    and because it's from MS >_<
    (their direct coding)
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    BlackJax96
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    « Reply #2709 on: August 14, 2011, 05:54:52 PM »


    SDK since ONI is a pain to install
    (like python add-ons)

    and because it's from MS >_<
    (their direct coding)

    Yeah I don't really like OpenNI... it's not very user friendly and hard to get working DX
    But the problem is that it calculates rotations, and it works for XP and Vista...
    Decisions decisions Im srs here
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    SuperSmasher
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    « Reply #2710 on: August 14, 2011, 05:59:13 PM »


    i just modified my post w/ an explanation on how easy to install OpenNI is

    SuperSmasher
    Yeah I don't really like OpenNI... it's not very user friendly and hard to get working DX
    But the problem is that it calculates rotations, and it works for XP and Vista...
    Decisions decisions Im srs here

    would it be possible to make one version for each driver type ie OpenNI AND Microsoft
    « Last Edit: August 14, 2011, 06:04:49 PM by SuperSmasher » Logged


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    « Reply #2711 on: August 14, 2011, 06:08:17 PM »


    This is for animationg with motion tracking and kinect right?

    If so, OpenNI. Definatley. Without rotations our animations wouldnt be what they are supposed to be.
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    BlackJax96
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    « Reply #2712 on: August 14, 2011, 06:10:25 PM »


    would it be possible to make one version for each driver type ie OpenNI AND Microsoft

    Yeah, but that's just more coding. :/ The less coding I have to do, the better (and the sooner it's finished).
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    SuperSmasher
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    « Reply #2713 on: August 14, 2011, 06:11:54 PM »


    This is for animationg with motion tracking and kinect right?

    If so, OpenNI. Definatley. Without rotations our animations wouldnt be what they are supposed to be.

    indubitably finally someone who agrees!

    Yeah, but that&#039;s just more coding. :/ The less coding I have to do, the better (and the sooner it&#039;s finished).

    alright just do what u gotta do no rush

    SuperSmasher
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    BlackJax96
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    « Reply #2714 on: August 14, 2011, 06:20:54 PM »


    I've made up my mind. Looking at rotation calculating functions, writing my own rotation function would be a freaking nightmare. I'm going to use OpenNI.
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