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« Reply #4305 on: September 26, 2011, 01:09:30 PM » |
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let me know when you can get windows 7 OS to work on wii and then I'll be impressed sry for late post... havn't been on since friday X(
the only windows I've known to run on wii is 98 but it was extremely slow
I'd puke if 7 ever came on wii DX
EDIT:
hah u wanna talk bout a mess? mines more of a mess cause i have 2 monitor screens and both of them is almost filled with stuff xD mostly models and their animations.. and textures and stages I could beat that :3 I have 3 monitors (1280x1024) with a custom theme giving me even more room >:3
all 3 desktops used to be completely filled... until I got cubeDesktop anyways 
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« Last Edit: September 26, 2011, 01:15:04 PM by Tcll »
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« Reply #4306 on: September 26, 2011, 01:13:17 PM » |
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Tcll: since you do know pretty much about the model format, do you have any ideas where it can be an hidden offset somewhere that are link able from either vertices, nodes, normals, UV, objects, materials to any of them?
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Stupid Tinypic :C
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« Reply #4307 on: September 26, 2011, 01:19:22 PM » |
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« Reply #4308 on: September 26, 2011, 01:29:18 PM » |
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dude... my last post is 8 pages back and I have no idea what's been talked about...
I've only got 1 hour and tons of other stuff to do while here... (my head is spinning)
you need to be alot more spedcific on what you're trying to accomplish  otherwize I'd be able to better reply to your Q 
best answer atm: (will prbly have better later) check the material formatting on my resource thread and follow that 
oh D: I mean, me bj96 and RTB think we have found out the problem of the ingame lag, howeber we dont know where it is. I believe it is any of that I said before. cause we can add thing behind the MDL0 and everythings is okay, My bones are okay when I add those. however, if we add something in the middle, it gets ingame lag and a part (or everything) is missing), it's the same when I tried to fuse mario cap onto a sandbag, ingame lag and only the mario cap is missing. do you think there is an hidden/unknown offset somewhere? we are kinda desperate D:
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Stupid Tinypic :C
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« Reply #4309 on: September 26, 2011, 01:36:27 PM » |
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oh D: I mean, me bj96 and RTB think we have found out the problem of the ingame lag, howeber we dont know where it is. I believe it is any of that I said before. cause we can add thing behind the MDL0 and everythings is okay, My bones are okay when I add those. however, if we add something in the middle, it gets ingame lag and a part (or everything) is missing), it's the same when I tried to fuse mario cap onto a sandbag, ingame lag and only the mario cap is missing. do you think there is an hidden/unknown offset somewhere? we are kinda desperate D: hmm...
usually lag is caused when you're overworking your processor by giving it too many verts or faces, or giving it too much data to process on the normals (textures are aligned by the UV's but are usually drawn by the normals)
anyways... for your case, from what you're telling me, you seem to be giving the processor an error at which it's trying to process per frame...
that could be due to either a shader error or a node error (more likely a shader error as an invalad node would be rendered as NULL and skipped)
the errors source in this case would be the material. (prbly an invalad index) I hope that helps 
EDIT: the node may also play a part too, so keep that in mind 
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« Last Edit: September 26, 2011, 01:39:38 PM by Tcll »
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« Reply #4311 on: September 26, 2011, 01:52:18 PM » |
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hmm...
usually lag is caused when you're overworking your processor by giving it too many verts or faces, or giving it too much data to process on the normals (textures are aligned by the UV's but are usually drawn by the normals)
anyways... for your case, from what you're telling me, you seem to be giving the processor an error at which it's trying to process per frame...
that could be due to either a shader error or a node error (more likely a shader error as an invalad node would be rendered as NULL and skipped)
the errors source in this case would be the material. (prbly an invalad index) I hope that helps 
EDIT: the node may also play a part too, so keep that in mind 
thanks, now I know what we should looking for but that you said doesn't fit in into the problem cause it gets ingame lag by adding 2 bones or more with BB cause it add there the bones should be O.o i succeeded add 40 new bones at the end of the model fully working and works 100% ingame (and not by fortwaffles program)
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« Last Edit: September 26, 2011, 01:53:49 PM by pikazz »
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Stupid Tinypic :C
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« Reply #4312 on: September 26, 2011, 01:57:22 PM » |
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thanks, now I know what we should looking for but that you said doesn't fit in into the problem cause it gets ingame lag by adding 2 bones or more with BB cause it add there the bones should be O.o i succeeded add 40 new bones at the end of the model fully working and works 100% ingame (and not by fortwaffles program) I'll have to get back to you on that... I've got 3 minutes >_>
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« Reply #4313 on: September 26, 2011, 08:00:58 PM » |
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« Last Edit: September 26, 2011, 08:05:27 PM by Tcll »
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« Reply #4314 on: September 26, 2011, 09:23:53 PM » |
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What's the progress in dae importing?
*Worthless attempt at re-railing*
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« Reply #4315 on: September 26, 2011, 09:45:56 PM » |
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Just finished coding some stuff. Now if you rig an object to a single-bind, it will change the node ids for EVERY BONE (like it should) and fix ALL of the node ids in the matrices in EVERY SINGLE object! That means even if your model has the node ids built in a different order (like, a model from another game), Brawlbox will automatically fix all the node ids in the objects. I've also been fixing bugs and making improvements left and right. Hopefully once I think I'm done fixing/updating everything, it will work in-game like it should! Your minds may be blown by how well Brawlbox can encode MDL0s by the time I get it to work in-game. 
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« Reply #4316 on: September 26, 2011, 09:50:53 PM » |
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Just finished coding some stuff. Now if you rig an object to a single-bind, it will change the node ids for EVERY BONE (like it should) and fix ALL of the node ids in the matrices in EVERY SINGLE object! That means even if your model has the node ids built in a different order (like, a model from another game), Brawlbox will automatically fix all the node ids in the objects. I've also been fixing bugs and making improvements left and right. Hopefully once I think I'm done fixing/updating everything, it will work in-game like it should! Your minds may be blown by how well Brawlbox can encode MDL0s by the time I get it to work in-game.  can u tell us wat kind of bugs and fixes uve done? O.o and wat kind of updates mah good sir? 
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« Reply #4317 on: September 26, 2011, 10:12:51 PM » |
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can u tell us wat kind of bugs and fixes uve done? O.o and wat kind of updates mah good sir?  All one MDL0.  I can even post it here if anyone wants it.  I even removed the crown from the MDL0 completely. Why you ask? Because I can  Scratch that. Apparently it needs more work. 
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« Last Edit: September 26, 2011, 10:20:33 PM by BlackJax96 »
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« Reply #4318 on: September 26, 2011, 10:14:43 PM » |
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AWESOME!!! (now do it to Sonic  ) or better Mario sitting on Yoshi´s back in one model now can Peach/daisy in mario/Luigi Cloth get revamp
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« Last Edit: September 26, 2011, 10:17:06 PM by Mariodk »
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #4319 on: September 26, 2011, 10:23:40 PM » |
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All one MDL0.  I can even post it here if anyone wants it.  I even removed the crown from the MDL0 completely. Why you ask? Because I can  Scratch that. Apparently it needs more work.  oh me like that 
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