|
 |
« Reply #2730 on: August 15, 2011, 04:09:56 PM » |
|
well, I did it by hexing... I changed "FFFFFF30" to "00000000" vaule.
Well v0.63d doesn't even read the NodeTree so you messed something up by hexing it.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #2731 on: August 15, 2011, 04:18:34 PM » |
|
When I move "ExtraBone" (For test) after save as PCS/PAC....
Bones and Bone's names in wrong place.... (maybe that why.)
when Moved "ExtraBone" to "Next Offset all Bones moved up and Bones that close to TopN bone moved down to below. TopN bone changed nothing, just stay these.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #2732 on: August 15, 2011, 04:20:05 PM » |
|
When I move "ExtraBone" (For test) after save as PCS/PAC....
Bones and Bone's names in wrong place.... (maybe that why.)
when Moved "ExtraBone" to "Next Offset all Bones moved up and Bones that close to TopN bone moved down to below. TopN bone changed nothing, just stay these. Why do you want to move the bones in first place? =/
|
|
|
Logged
|
ㅤlㅤ
 ㅤlㅤ
|
|
|
|
|
 |
« Reply #2733 on: August 15, 2011, 04:26:39 PM » |
|
When I move "ExtraBone" (For test) after save as PCS/PAC....
Bones and Bone's names in wrong place.... (maybe that why.)
when Moved "ExtraBone" to "Next Offset all Bones moved up and Bones that close to TopN bone moved down to below. TopN bone changed nothing, just stay these.
If you're moving even a single bone, you have to fix all the offsets of the surrounding bones. If you add even a single new bone, you have to rebuild the entire MDL0 structure. Adding bones using Fortwaffle's bone adder isn't very stable...
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #2734 on: August 15, 2011, 04:30:22 PM » |
|
To br3compactor
If that test is Success... I will try move some bones to ThrowN's Child bones.... well, that test is failed....
To BlackJax96
that could explain for NodeTree bigger than before....
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #2735 on: August 15, 2011, 04:39:50 PM » |
|
To BlackJax96
that could explain for NodeTree bigger than before....
NodeTree is composed all of type 2 nodes, each five bytes in length. The length of the NodeTree is the count of all the bones times 5 (the length of a type 2 node) + 1 (for the terminating byte). There is a node type 2 in the NodeTree for each bone, in order: The first byte is 0x02 (meaning it's a node type 2) The second two bytes, read as an unsigned short, is the bone index. That last two bytes, read as an unsigned short, is the parent bone's node index.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #2736 on: August 15, 2011, 04:54:01 PM » |
|
hmm... so other than the flags, the bone's header is pretty much just for show and tell??
as in the actual data used by the system is w/in the nodetree and nodemix??
wow... I'm traveling down a whole new road here...
this is making me rethink my nintendo plugins
basically: use some functions from NtdoCmn to organinze the data w/in the plugin. then send the data to NtdoCmn to be logged into the TMP.
this would mean I'd have to redo my plugins again =3=
oh well... I'm practically at a restart for both plugins anyways >_>
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #2737 on: August 15, 2011, 05:14:21 PM » |
|
hmm... so other than the flags, the bone's header is pretty much just for show and tell??
as in the actual data used by the system is w/in the nodetree and nodemix??
wow... I'm traveling down a whole new road here...
this is making me rethink my nintendo plugins
basically: use some functions from NtdoCmn to organinze the data w/in the plugin. then send the data to NtdoCmn to be logged into the TMP.
this would mean I'd have to redo my plugins again =3=
oh well... I'm practically at a restart for both plugins anyways >_>
and therefore you have learned something new... wait u pretty much do like every day with BJ around 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #2738 on: August 15, 2011, 05:20:13 PM » |
|
and therefore you have learned something new... wait u pretty much do like every day with BJ around if you count a new data handler then yes
but dealing with the MDL0 file itself... meh... not really
the first time I figured out that not all data in the headers was used was when I was writing my first MDL0 file handler...
then I figured out objects, and now bones
I've known the node types for a while as they were in my previous template UD
this UD just refines data and adds new info... but it handles the data the old way >_>
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #2739 on: August 15, 2011, 07:58:15 PM » |
|
hey um... i dont suppose it would b 2 hard 2 add linux support without wine (an application that lets you use programs designed 4 windows on linux) i just want it to be natively supported.
tnx in advance
SuperSmasher
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #2740 on: August 15, 2011, 08:28:09 PM » |
|
hey um... i dont suppose it would b 2 hard 2 add linux support without wine (an application that lets you use programs designed 4 windows on linux) i just want it to be natively supported.
tnx in advance
SuperSmasher
"no" Read sig.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #2741 on: August 15, 2011, 08:33:58 PM » |
|
"no"
Read sig.
alright well thanks any way SuperSmasher
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #2743 on: August 16, 2011, 09:39:19 AM » |
|
Blackjax will it soon be possible to merge two models into one model?
since i needing goten+Trunks in one model over Entry model on lucas for fusion dance to my Gotenks moveset
|
|
|
Logged
|
I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
|
|
|
|
|
 |
« Reply #2744 on: August 16, 2011, 09:55:12 AM » |
|
You mean you can't do that through clever PSA-ing?
|
|
|
Logged
|
|
|
|
|
|