|
 |
« Reply #8010 on: January 07, 2012, 05:27:51 PM » |
|
That's funny, I've converted a bunch of v11 MDL0s from different games to v9 and vice versa with literally not a single problem at all. 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8011 on: January 07, 2012, 05:29:12 PM » |
|
That's funny, I've converted a bunch of v11 MDL0s from different games to v9 and vice versa with literally not a single problem at all.  hmm i see... very odd O.o
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8012 on: January 07, 2012, 05:34:15 PM » |
|
That's just the thing, the entire scene isn't saved, only the change that's made is. There's a bool for everything that could be changed in SaveState.cs, although I think an array of bools and a comment saying what index refers to what would be better.
I like the idea about a compressed string though. That way you could just have an array of bools and a string value for each save and the save id.
I was going to start explaining some stuff, but now that I look at it, I'm probably a lot more experienced now than I was then. XD I'll just let you do your own thing.
You can just code it in v0.65; I can transfer over your code pretty easily.
That scene-save was off-topic anyways: Thanks for the pointers, I found most of the relevant sections linked to the SaveState. I'll stick to an array of bools and comment accordingly since I'm not the only person coding: First to get used to this coding, there's so much scattered everywhere...
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8013 on: January 07, 2012, 07:21:03 PM » |
|
That's funny, I've converted a bunch of v11 MDL0s from different games to v9 and vice versa with literally not a single problem at all.  did you add bones to it before exporting??
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8014 on: January 07, 2012, 07:53:18 PM » |
|
did you add bones to it before exporting??
he found the issue y they wont export as a version 9... he found out that some objects didnt even have the normals set or even had any
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8015 on: January 07, 2012, 09:39:14 PM » |
|
LOL SRT0 SRT stands for Scale Rotate Translate. I just read that in the SDK. 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8016 on: January 07, 2012, 09:41:05 PM » |
|
LOL SRT0 SRT stands for Scale Rotate Translate. I just read that in the SDK.  that doesnt make sense for texture animation files.... 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8017 on: January 07, 2012, 09:41:53 PM » |
|
LOL SRT0 SRT stands for Scale Rotate Translate. I just read that in the SDK.  Who would've guessed? 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8018 on: January 07, 2012, 09:42:18 PM » |
|
that doesnt make sense for texture animation files....  Yes it does, considering the only thing SRT0s do is scale, rotate and translate the texture around.  Who would've guessed?  Now we know that Nintendo gets straight to the point with their acronyms. 
|
|
« Last Edit: January 07, 2012, 09:43:25 PM by BlackJax96 »
|
Logged
|
|
|
|
|
|
 |
« Reply #8019 on: January 07, 2012, 09:44:22 PM » |
|
Yes it does, considering the only thing SRT0s do is scale, rotate and translate the texture around.  oh.. i see now, it does make sense 
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #8021 on: January 08, 2012, 04:23:04 AM » |
|
MDL0 = Model CHR0 = Character (bone animation) CLR0 = Color (animation) VIS0 = Visibility (bone visibility animation) PAT0 = Pattern (texture pattern animation) SRT0 = Scale Rotate Translate (texture animation) SHP0 = Shape (object? animation) SCN0 = Scene TEX0 = Texture PLT0 = Palette
Would this be right?
|
|
|
Logged
|
3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
|
|
|
|
|
 |
« Reply #8022 on: January 08, 2012, 05:49:50 AM » |
|
MDL0 = Model CHR0 = Character (bone animation) CLR0 = Color (animation) VIS0 = Visibility (bone visibility animation) PAT0 = Pattern (texture pattern animation) SRT0 = Scale Rotate Translate (texture animation) SHP0 = Shape (object? animation) SCN0 = Scene TEX0 = Texture PLT0 = Palette
Would this be right?
pretty much 
shp0 is a shape animation... I havn't played around with these too much in blender, so I don't really know too much about them... >_>
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8023 on: January 08, 2012, 06:45:53 AM » |
|
not sure if someone asked already or you were going 2, but you should add Inverse kinematics for animating
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8024 on: January 08, 2012, 06:54:48 AM » |
|
not sure if someone asked already or you were going 2, but you should add Inverse kinematics for animating
wouldn't that be the inverse translation/rotation/scale I was asking for??
actually, what's wrong is the values aren't correct... copying the values to use in blender is still useless... DX
*rethinks* or wait a minute... Inverse Kinematics == IK bone chains (scale one bone to move 3 others)
that would be nice 
|
|
|
Logged
|
|
|
|
|
|