Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 477 478 479 [480] 481 482 483 ... 1046
Author Topic: Brawlbox Resources & History  (Read 4505493 times)
0 Members and 3 Guests are viewing this topic.
BlackJax96
Brawl Mod God
Moderator
****
Offline Offline

Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #7185 on: December 02, 2011, 06:05:24 PM »


    BJ96! may I ask you about one question? :3

    in BB, how can I add more texture counts? I wanna know x3


    About your pm, I *think* this might have to do with your question, but I'm not sure.

        unsafe struct SRT0Entry
        {
            public bint _stringOffset;
            public bint _textureIndices; //Sets which of the 8 texure references to animate with bits
            public bint _unk1; //0x00
            public bint _entryOffset; //0x10 or 0x14
            public bint _unk2; //0x20, only available when texture indices = 3

    Depending on how you edit it, you might have to completely restructure the str0...

    Queation: will you add a save as button for editing animations?


    Sure, that's I great idea. I never though of adding it O_o
    That's a small thing that takes like seconds to code.

    hey BJ...
    can you correct this in brbx for me:
    http://lh5.ggpht.com/-hS22E84fFos/Tti1ItsqqII/AAAAAAAADo8/wG9R_3BrJp4/DPv4.5%2Bproblem.PNG

    (so I don't have to do any math to get the inverse transformations >_>


    Not really.
    Logged

    NNDanny
    Newbie Kitten
    *
    Offline Offline

    Posts: 4


    View Profile Awards
    « Reply #7186 on: December 02, 2011, 06:10:55 PM »


    I'm going to need some help here. Seems somehow, my computer found the way to malfunction again, doing some weird things on extracting. I'll explain myself:

    Step 1: I open my .pac character model file. Afterwards, I preview it so the .dae extractor has something to extract (If I dont preview, it just creates an 0kb file).

    Step 2 (I think here's the error): I reopen the .dae with BB/import the .dae file with 3DS Max 2008-2010-2011 (tested with each one).

    Error on BB: Model has infinite-length vertexes. I could see that some parts of the model are different between the Mdl0 before extracting and the .dae import, like missing parts or changed variables.

    Error on 3DS: That thing wont open, no matter how much I try.

    If you need some pics with the error messages or the messed-up model, just ask.

    (BTW: Im using 64x, ¿maybe that has something to do with?)
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #7187 on: December 02, 2011, 08:57:27 PM »


    ...... thats alota windows o.o im guessing external monitor? Tongue
    I have 2 monitors... yes... Tongue

    (can't set up all 3 yet) T.T


    @BJ: well can you figure out how plz... *begs*

    cause I don't understand the chr0 data...
    (you never sent me the specs) >_>

    I've gotten as far as the animation code, but IDK what to do next...
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #7188 on: December 02, 2011, 10:58:02 PM »


    lol I don't really know what to focus on coding anymore.

    Sometimes I work on the moveset parser, editor and rebuilder, other times I work on PAT0/SRT0/SHP0/SCN0/REFT/REFF nodes, and I'm still working on trying to get the MDL0 objects to rebuild correctly so that texture matrices can be added perfectly without any errors.

    I also want to look into implementing quaternion rotations and optional IK bone true/false switches so you can drag bones around instead of rotating them.

    It was also suggested that I implement intellisense into the moveset editor so you can code it like C# or w/e instead of line-by-line. I just saw that Bero was planning to do it too, so I've taken it into consideration.

    Anyway, I've already finished these things:
    - Brres group node renaming/moving
    - Abiltiy to create or import any type of node, even nodes like SRT0
    - CHR0 merger/appender
    - Automatic metal material/shader creation
    - Object importer/Model merger

    The main priority is the object rebuilding error though, so I can release v0.65b with all this stuff (not including the psa editor). Maybe I should try to finish the triangle->tristrip converter before that release too?

    @BJ: well can you figure out how plz... *begs*

    cause I don't understand the chr0 data...
    (you never sent me the specs) >_>

    I've gotten as far as the animation code, but IDK what to do next...

    meh
    Logged

    Segtendo
    Local Marie Fanboy
    Special Access
    *****
    Offline Offline

    Posts: 13362


    Cold queen

  • Awards Starstormer PC Core Gamer 128-bit Core Gamer Super Saiyan Topic

  • View Profile WWW Awards
    « Reply #7189 on: December 02, 2011, 11:15:13 PM »


    The tristripper would be nice before you release it >.>

    You can add PSA in another release.
    Logged

    : SW-2632-7270-6724


    DSX8
    Stage/Character Importer
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9288


    meow~

  • Awards Good Citizen >9000 King for a Day Heart Container

  • View Profile Awards
    « Reply #7190 on: December 02, 2011, 11:44:33 PM »


    The tristripper would be nice before you release it >.>

    You can add PSA in another release.
    ^ this
    Logged

    Follow me on facebook and Twitter!!!
    https://www.facebook.com/DMNSLYRX8              https://twitter.com/Demonslayerx8

    3DS Friend Code: 0705-6436-8834              NNID: Demonslayerx8              PSN: Demonslayerx8



    Xiggah
    Supreme Kitten
    ********
    Offline Offline

    Posts: 648

  • Awards Super Saiyan Topic Heart Container

  • View Profile WWW Awards
    « Reply #7191 on: December 03, 2011, 12:02:58 AM »


    The main priority is the object rebuilding error though, so I can release v0.65b with all this stuff (not including the psa editor). Maybe I should try to finish the triangle->tristrip converter before that release too?

    meh

    Good priorities. You've got a lot of different projects and goals too, keep up the good work!

    Also, an Art Institute friend of mine keeps degrading me for having to model within Brawlbox's limitations, saying anything in a 3d modeling program should work in Brawl >.>
    Logged


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #7192 on: December 03, 2011, 12:14:31 AM »


    I agree...
    the logic editing can wait >_>


    glad to see you're working on IK chains Smiley

    yeh...
    I prefer to have a dynamic bone manipulation system,
    where I'm using a few bones as muscles instead of animating the actual bones >_>

    I want the system to calculate the position so it gives a more realistic effect.


    and BJ...
    if you're not going to consider my last request, then can you plz send me the CHR0 specs. :/


    also...
    glad you're working on the model merger Smiley
    I can use that to finalize my DPv4.5 model...

    still can't animate as of yet as I need the inverse translation of HipN
    (so I can put the model back into T-pose w/o affecting the original animations)

    OR

    if you could implement a feature of centering a bone to the origin...
    that would be nice Smiley
    (just so it could be global 0,0,0 instead of local 0,0,0)


    I must make a request for ortho view though, as it's much nicer to edit w/o distortion
    (you'll prbly have to edit the main form with glOrtho())


    @Xiggah: he's right, but to a point...
    as long as the 3D program supports brawl's model formats.
    (which it doesn't yet)

    that's alright though...
    I'm hoping to pick up the pace on my converter now that I've got net again Wink
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    pikazz
    Heroic Kitten
    **
    Offline Offline

    Posts: 2286


    Machinimator!

  • Awards Renowned Hacker Good Citizen Pin Collector Helping Hand

  • View Profile Awards
    « Reply #7193 on: December 03, 2011, 04:41:32 AM »


    About your pm, I *think* this might have to do with your question, but I'm not sure.

        unsafe struct SRT0Entry
        {
            public bint _stringOffset;
            public bint _textureIndices; //Sets which of the 8 texure references to animate with bits
            public bint _unk1; //0x00
            public bint _entryOffset; //0x10 or 0x14
            public bint _unk2; //0x20, only available when texture indices = 3

    Depending on how you edit it, you might have to completely restructure the str0...

    Sure, that's I great idea. I never though of adding it O_o
    That's a small thing that takes like seconds to code.

    Not really.
    where is that bit in materials? D:
    dont want to customize each SRT0 D:

    Anyway, I've already finished these things:
    - Brres group node renaming/moving
    - Abiltiy to create or import any type of node, even nodes like SRT0
    - CHR0 merger/appender
    - Automatic metal material/shader creation
    - Object importer/Model merger
    release dat baby! Cheesy
    Logged

    Stupid Tinypic :C

    BlueBrain
    God Kitten
    *******
    Offline Offline

    Posts: 8941


  • Awards Infinite Smash Team Super Saiyan Topic >9000 Heart Container

  • View Profile Awards
    « Reply #7194 on: December 03, 2011, 05:29:38 AM »


    yh it would be awesome to merge models at last, one question though, is it already possible to delete objects without errors???
    Logged

    DoctorFlux(Mariodk)
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9387


  • Awards Infinite Smash Team Heart Container KCMM 2012 Awards Winner >9000

  • View Profile Awards
    « Reply #7195 on: December 03, 2011, 06:08:08 AM »


    yh it would be awesome to merge models at last, one question though, is it already possible to delete objects without errors???
    yes it is
    that what i have done for my Goku over Pit
    Logged

    I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #7196 on: December 03, 2011, 02:30:55 PM »


    This whole time I didn't know that Nel had face morphs. Im srs here

    ^ Done through hexing the object's vertex node index, not SHP0 atm



    and BJ...
    if you're not going to consider my last request, then can you plz send me the CHR0 specs. :/

    also...
    glad you're working on the model merger Smiley

    if you could implement a feature of centering a bone to the origin...
    that would be nice Smiley
    (just so it could be global 0,0,0 instead of local 0,0,0)

    I must make a request for ortho view though, as it's much nicer to edit w/o distortion
    (you'll prbly have to edit the main form with glOrtho())


    I can't really "send you the specs," because I'd just send you the code structs and you can look those up yourself.

    And the model merger is already finished.

    Also, apparently the 4th column of the bindmatrix/framematrix is literally the world position of the bone from the origin.

    About ortho view, it just screwed up the view and controls and stayed perspective.

    where is that bit in materials? D:
    dont want to customize each SRT0 D:


    It's not in the materials. You'd probably have to delete or move some material refs to match the indices the srt0 references.

    yh it would be awesome to merge models at last, one question though, is it already possible to delete objects without errors???


    Yeah
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #7197 on: December 03, 2011, 05:52:27 PM »


    I can't really "send you the specs," because I'd just send you the code structs and you can look those up yourself.

    And the model merger is already finished.

    Also, apparently the 4th column of the bindmatrix/framematrix is literally the world position of the bone from the origin.

    About ortho view, it just screwed up the view and controls and stayed perspective.

    It's not in the materials. You'd probably have to delete or move some material refs to match the indices the srt0 references.

    Yeah
    first off, face mprphs??
    your use of terminology confuses my understanding o.0

    anyways...
    yea, sure... go ahead and send them Smiley

    and when you say 'merger' you mean merging 2 mdl0's into 1 right??
    because I have a new hack as a result of what happened when adding an mdl0 to a brres... >_>
    I was trying to give Dpv4.5 his scythe, and ended up with this:
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24039

    as for the mtx info...
    is it something like:
    [
    ,,,X
    ,,,Y
    ,,,Z
    ,,,W
    ]
    ??


    hmm... ok o.0
    see if you can fix it in brbx...
    I need to implement both into my converter... ._.
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Tabuu Forte Akugun
    Boss Kitten
    ****
    Offline Offline

    Posts: 4400


    Smash 4 Main: Bowser

  • Awards Heart Container Famous Hacker Starstormer Super Saiyan Topic

  • View Profile Awards
    « Reply #7198 on: December 05, 2011, 01:48:12 PM »


    So, how's progress? : D
    Logged

    pikazz
    Heroic Kitten
    **
    Offline Offline

    Posts: 2286


    Machinimator!

  • Awards Renowned Hacker Good Citizen Pin Collector Helping Hand

  • View Profile Awards
    « Reply #7199 on: December 05, 2011, 03:10:57 PM »


    It's not in the materials. You'd probably have to delete or move some material refs to match the indices the srt0 references.
    that's I trying to do but I need to make it third on the list with index 2 D:
    but it's doesn't show up ingame when it's 3 in the list with TEX2 in XF commands D:
    only with index 0-1 and TEX0-1 but that's wrong SRT0 ;_;

    do you know how to make a model using more "Tex#"? in preview it's perfect but ingame it's invisible
    Logged

    Stupid Tinypic :C

    Pages:  1 ... 477 478 479 [480] 481 482 483 ... 1046
    Print
    Jump to: