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« Reply #4365 on: September 27, 2011, 06:28:48 PM » |
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I just hate that tiny little thing that cause everything!
I getting angry over it DX
D: son... I am dissappoint.
not about you bamfing jiggs... about you changing your ava to it D:
at least come up with a new Pika ava (it fits your name)
EDIT: I don't use MSN. I use Chatango, but I is on wii T-T
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« Last Edit: September 27, 2011, 06:30:28 PM by Tcll »
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« Reply #4366 on: September 27, 2011, 06:30:19 PM » |
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I just hate that tiny little thing that cause everything!
I getting angry over it DX
BJ96, RTB, Tcll and everyone who knows mld0 pretty good, we should discuss about this problem over msn or something like that :[
Tcll dun do msn. D: Does the that BB cause all edited models to lag, or just imported dae's?
Everything D: son... I am dissappoint.
not about you bamfing jiggs... about you changing your ava to it D:
at least come up with a new Pika ava (it fits your name)
dun hateuMad bro?
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« Reply #4367 on: September 27, 2011, 06:35:38 PM » |
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Everything
What if you take an original unedited model and edit the name of one bone by one letter/number, and then open up the original and the edited one in a comparison program, the only thing that should be changed is one byte, if something else is changed wouldn't that be the source of the problem?
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« Reply #4368 on: September 27, 2011, 06:40:03 PM » |
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What if you take an original unedited model and edit the name of one bone by one letter/number, and then open up the original and the edited one in a comparison program, the only thing that should be changed is one byte, if something else is changed wouldn't that be the source of the problem?
more things happens, it gains 12 more 00 and the mdl0 offset is updated and string offset still works ingame. it's gets mess up it we add 2 bones or more
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Stupid Tinypic :C
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« Reply #4369 on: September 27, 2011, 06:40:17 PM » |
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What if you take an original unedited model and edit the name of one bone by one letter/number, and then open up the original and the edited one in a comparison program, the only thing that should be changed is one byte, if something else is changed wouldn't that be the source of the problem?
well... yes and no
the source of the error is under the hood and inside the engine.
I've pinpointed it earlier as being either the primitive groups, or the bone links
it's prbly more likely the primitive groups if the primitives are disappearing and causing lag...
but it could also be the links...
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« Reply #4370 on: September 27, 2011, 06:49:44 PM » |
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more things happens, it gains 12 more 00 and the mdl0 offset is updated and string offset still works ingame.
it's gets mess up it we add 2 bones or more
I removed those extra bytes btw. What if you take an original unedited model and edit the name of one bone by one letter/number, and then open up the original and the edited one in a comparison program, the only thing that should be changed is one byte, if something else is changed wouldn't that be the source of the problem?
That would only edit the string table, and that follows the MDL0. It wouldn't affect anything. If you change the size of any of the groups inside (which is the whole point of the model rebuilder), then the model will lag in game. I've even tried making major bone edits, and then editing it back to the original setup. The first and final MDL0s matched exactly. :/
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« Reply #4371 on: September 27, 2011, 07:02:30 PM » |
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O.o wait a minute...
are you talking about the relocation groups??
cause if so, that could be your problem.
when comparing the MDL0 format to the DAT format, I figured they both used a method to create a memory list.
for the DAT format, it's a large group of offsets located near the bottom of the file for the MDL0 format, I assumed the id, unk, prevID, and nextID had something to do with it...
but I'm not entirely sure as I'm getting no help in figuring it out >_>
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« Reply #4372 on: September 27, 2011, 07:07:51 PM » |
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You can use Msn/Yahoo/Aim and prob a few other popular chat apps on the wii using http://www.ebuddy.com .
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« Reply #4373 on: September 27, 2011, 07:10:47 PM » |
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but I'm not entirely sure as I'm getting no help in figuring it out >_>
You're not getting much help because there are only a few people knowledgeable enough to help, and even then, I'm pretty sure they're stumped too.
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« Reply #4375 on: September 28, 2011, 01:28:20 AM » |
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How come saving in the new brawlbox makes all polygons show all the time in game?
It's because the DrawOpa/DrawXlu properties aren't set up properly. They're what determines which polygons are set to which bone. For example, the "EyeYellowM" could be bone ID 2, and every polygon group attributed to that bone will have the same "BoneIndex", as BrawlBox calls it. If they're all set to 0, then they'll be visible all the time. (Which means that bone edits are not necessary to have a polygon group visible at all times -- all that needs to be done is hex edit the values to be 0 in the DrawOpa/DrawXlu).
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« Last Edit: September 28, 2011, 01:30:27 AM by RandomTBush »
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« Reply #4376 on: September 28, 2011, 04:00:47 AM » |
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hey RTB do you know anything about my problem??
hint: relocation offsets
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« Reply #4377 on: September 28, 2011, 05:47:13 AM » |
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hey RTB do you know anything about my problem??
hint: relocation offsets
but if they are 100% correct but still get ingame lag? cause you can see the whole model in the preview but still get ingame lag D:
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Stupid Tinypic :C
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« Reply #4378 on: September 28, 2011, 05:51:43 AM » |
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but if they are 100% correct but still get ingame lag? cause you can see the whole model in the preview but still get ingame lag D:
wut??
in the quote you referenced, my problem is the (ID, unk, prevID, and nextID)
how does that fall into the model display >_>
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« Reply #4379 on: September 28, 2011, 09:07:17 AM » |
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hey RTB do you know anything about my problem??
hint: relocation offsets I'm gonna look into it later.
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