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« Reply #8130 on: January 14, 2012, 02:23:17 PM » |
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Well fixing the normals of model imports isn't as easy as I thought it would be. While I only have to multiply the normals by the vertex's influence's rotation matrix to fix models for viewing in Brawlbox, it's not exactly the opposite for actually getting the raw normals. I have to multiply it by the skin rotation matrix and then by the bone inverse bind rotation matrix, which is stored in a different location than where the normals are written...
I'll have to overhaul the primitive manager again, but I knew I'd have to do it sometime anyway. It's kinda sloppy right now. :X
so does that mean that if u fix it up, it'll be more organized? O.o
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« Reply #8131 on: January 14, 2012, 02:23:47 PM » |
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so does that mean that if u fix it up, it'll be more organized? O.o
Yeah and probably run faster too.
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« Reply #8132 on: January 14, 2012, 02:25:54 PM » |
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Yeah and probably run faster too.
hmm not bad then ill say.... do what u can do 
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« Reply #8133 on: January 14, 2012, 02:26:32 PM » |
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Yeah and probably run faster too.
^This is always a good improvement! ALWAYS Also, whenever I rotate a bone, even in max, the model like, stretches really weird :/ For instance I rotate the arm bone forward, the whole side of the arm and hand stretches forward as you rotate it. I don't know if it's how I have it rigged or what.
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« Reply #8134 on: January 14, 2012, 02:29:06 PM » |
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^This is always a good improvement! ALWAYS Also, whenever I rotate a bone, even in max, the model like, stretches really weird :/ For instance I rotate the arm bone forward, the whole side of the arm and hand stretches forward as you rotate it. I don't know if it's how I have it rigged or what. its mostly how u have ur rig set up lol
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« Reply #8135 on: January 14, 2012, 02:31:30 PM » |
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Yeah and probably run faster too.
heh... now try doing it w/o typing it and support every possible error
reason I'm not typing anything yet is because I end up deleting it... so I'm trying to make sure every process will work before typing anything.
ntm my program will NEVER crash (supporting every possible error)
there's QUITE alot I got planned for it >_>
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« Reply #8136 on: January 14, 2012, 02:35:19 PM » |
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heh... now try doing it w/o typing it and support every possible error
Already am.
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« Reply #8137 on: January 14, 2012, 03:04:09 PM » |
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Already am.
how many exceptions you got covered per function?? I've got (at most) 8
srsly... if programming it ain't the hardest part, it's covering the errors
I've even got infinite loop detection 
actually... the hardest part in my area is defining functions for 'you' to use
eg:
StructArr(List,count): #returns an array of structures for the specified count #if count is 0, continue reading until a structure of 0's is reached.
but that's not all... that's only if your file is in read binary mode. if it's in write binary mode: (since the function doesn't work with ASCII)
StructArr(List,Template,ZeroStruct): #supply a list of numbers #the template sets the hex types #ZeroStruct (bool) adds a structure of 0's to the end
I'll have more in the documentation
sry if I sound a little agitated, and with everything being so abrupt...
it's just life hitting me hard X(
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« Reply #8138 on: January 14, 2012, 08:57:40 PM » |
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After fixing up the primitive manager, fixing model import normals and doing a few other bugfixes from the beta, I'll see if I can release the stable v0.65b. I'll save complete SRT0 editing for the next release.
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« Reply #8139 on: January 14, 2012, 08:59:45 PM » |
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After fixing up the primitive manager, fixing model import normals and doing a few other bugfixes from the beta, I'll see if I can release the stable v0.65b. I'll save complete SRT0 editing for the next release.
D= aww me wanted SRT0 editing.... but will this be able to fix my other models? o.o
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« Reply #8140 on: January 14, 2012, 09:00:20 PM » |
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D=
aww me wanted SRT0 editing.... but will this be able to fix my other models? o.o
mmmmyeah
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« Reply #8141 on: January 14, 2012, 09:01:27 PM » |
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« Reply #8142 on: January 14, 2012, 10:52:44 PM » |
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Yo black Jax. when u say "primitive manager", do you mean the check in stuff you get when you try to import a dae into a mdlo?(re-map, color nodes, etc,)
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« Reply #8143 on: January 14, 2012, 10:56:41 PM » |
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Yo black Jax. when u say "primitive manager", do you mean the check in stuff you get when you try to import a dae into a mdlo?(re-map, color nodes, etc,)
No, there's a class that contains/manages all the asset buffers, vertices, primitive indices, etc for each object node.
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« Reply #8144 on: January 14, 2012, 11:00:42 PM » |
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No, there's a class that contains/manages all the asset buffers, vertices, primitive indices, etc for each object node.
oh Ok.
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