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« Reply #2700 on: August 14, 2011, 12:01:06 PM » |
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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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« Reply #2701 on: August 14, 2011, 12:43:14 PM » |
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If you got that where I think you got it, you wouldn't happen to have a DOA4/DOAUltimate ISO on you would you I do now DOAX1 girls
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« Reply #2702 on: August 14, 2011, 12:51:54 PM » |
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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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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 #2703 on: August 14, 2011, 01:44:50 PM » |
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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 » |
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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 » |
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Yep, a lot of posts since I last checked. xP
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ㅤlㅤ
ㅤlㅤ
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« Reply #2706 on: August 14, 2011, 05:14:56 PM » |
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Hey BJ Check It Pros/Cons 4 sdk support for audio support for motor/tilt full body tracking: does not need a calibration pose includes head, hands, feet, clavicles seems to deal better with occluded joints supports multiple sensors single no-fuss installer 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) 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 seems to consume more CPU power than OpenNI/NITE (not properly benchmarked) no gesture recognition system no support for the PrimeSense and the ASUS WAVI Xtion sensors? (can anyone confirm this?) only supports Win7 (x86 & x64) no support for Unity3D game engine no built in support for record/playback to disk 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 support for hands only mode seems to consume less CPU power than Microsoft Kinect SDK’s tracker (not properly benchmarked) 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 supports Windows (including Vista&XP), Linux and Mac OSX comes with code for full support in Unity3D game engine support for record/playback to/from disk 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 no support for motor/tilt (although you can simultaneously use the CL-NUI motor drivers) full body tracking: lacks rotations for the head, hands, feet, clavicles needs a calibration pose to start tracking (although it can be saved/loaded to/from disk for reuse) occluded joints are not estimated supports multiple sensors although setup and enumeration is a bit quirky 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
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« Last Edit: August 14, 2011, 06:31:16 PM by SuperSmasher »
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« Reply #2707 on: August 14, 2011, 05:21:25 PM » |
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OpenNI
pro: also calculates rotations for the joints
I didn't know that I guess I'll put up a poll... I can't decide which to use now DX
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« Reply #2708 on: August 14, 2011, 05:49:04 PM » |
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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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« Reply #2709 on: August 14, 2011, 05:54:52 PM » |
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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
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« Reply #2710 on: August 14, 2011, 05:59:13 PM » |
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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 would it be possible to make one version for each driver type ie OpenNI AND Microsoft
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« Last Edit: August 14, 2011, 06:04:49 PM by SuperSmasher »
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« Reply #2711 on: August 14, 2011, 06:08:17 PM » |
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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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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 #2712 on: August 14, 2011, 06:10:25 PM » |
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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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« Reply #2713 on: August 14, 2011, 06:11:54 PM » |
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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's just more coding. :/ The less coding I have to do, the better (and the sooner it's finished).
alright just do what u gotta do no rush SuperSmasher
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« Reply #2714 on: August 14, 2011, 06:20:54 PM » |
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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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