|
 |
« Reply #8250 on: January 20, 2012, 02:44:46 PM » |
|
Hm. I sorta meant the ability to save MDL0s as version 10 (instead of 9) and such.
Just changed one thing and now it works. http://www.mediafire.com/?7e26pl21mirp3ma
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8251 on: January 20, 2012, 02:53:43 PM » |
|
So, that'll be ready in the next release, then? That'll be nice. BTW, that preview of sonic with correct shaders and stuff - it really looks awesome.
|
|
|
Logged
|
 FC: 2191-7379-6272
|
|
|
|
|
 |
« Reply #8252 on: January 20, 2012, 03:01:45 PM » |
|
So, that'll be ready in the next release, then? That'll be nice. BTW, that preview of sonic with correct shaders and stuff - it really looks awesome.
Mmmmmmyeah.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8253 on: January 20, 2012, 04:22:55 PM » |
|
Just me being awesome.
Good work. What other tasks could be on your list?
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8254 on: January 20, 2012, 04:30:31 PM » |
|
Good work. What other tasks could be on your list?
Well I'm trying to figure out how to use a custom formula for OpenGL's shaders and alpha function and creating a keyframe collection and editor for SRT0s. OpenGL shader customization is confusing stuff. ._.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8255 on: January 20, 2012, 05:33:14 PM » |
|
Well I'm trying to figure out how to use a custom formula for OpenGL's shaders and alpha function and creating a keyframe collection and editor for SRT0s.
OpenGL shader customization is confusing stuff. ._.
look into the GLSL documentation
GLSL == GL Shader Language (this should be able to handle both Shaders and Nodes)
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8256 on: January 20, 2012, 06:21:05 PM » |
|
look into the GLSL documentation
GLSL == GL Shader Language (this should be able to handle both Shaders and Nodes)
I already am. The thing is, I'm coding in C# and OpenGL originates in C++, so there's some functions that I can't use in C# without finding a workaround. >_>
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8257 on: January 20, 2012, 06:37:33 PM » |
|
I already am. The thing is, I'm coding in C# and OpenGL originates in C++, so there's some functions that I can't use in C# without finding a workaround. >_>
Concerting code from C++ to C# isnt that bad. What functions do you need?
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8258 on: January 20, 2012, 06:42:11 PM » |
|
I already am. The thing is, I'm coding in C# and OpenGL originates in C++, so there's some functions that I can't use in C# without finding a workaround. >_>
ah... well I'm not all perfect either...
PyOpenGL uses the DLL files from the original builds, and tries to support all functions... (there's still a few unsupported functions)
another drawback (unless you're in the same position) is that I have to build a handler to get the w/h and data of the image (since python only has good support for .rgb files)
EDIT: oh yea... I still can't seem to get my grey/white texture to stop displaying pink/white 
|
|
« Last Edit: January 20, 2012, 06:43:47 PM by Tcll »
|
Logged
|
|
|
|
|
|
 |
« Reply #8259 on: January 20, 2012, 06:43:40 PM » |
|
Concerting code from C++ to C# isnt that bad. What functions do you need?
Yeah, converting C++ to C# is easy, but I need to use things like these in C#: uniform vec3 lightDir; varying float intensity; gl_FragColor = color; uniform, varying and gl_FragColor don't work in C#. :X I'm looking to see if OpenTK supports it. Edit: It does, I think!  Wow. OpenTK even supports Quaternion conversions and interpolation. 
|
|
« Last Edit: January 20, 2012, 06:49:01 PM by BlackJax96 »
|
Logged
|
|
|
|
|
|
 |
« Reply #8260 on: January 20, 2012, 06:47:30 PM » |
|
Yeah, converting C++ to C# is easy, but I need to use things like these in C#:
uniform vec3 lightDir; varying float intensity; gl_FragColor = color;
uniform, varying and gl_FragColor don't work in C#. :X I'm looking to see if OpenTK supports it.
OpenTK I assume means Tool Kit??
just like Open: CL == Collision Library AL == Audio Library MP == ?? (Multi-Threading); supported in Dolphin 3972
any others I'm missing??
EDIT: well I found my texture problem  (why the grays keep displaying pink)
R = A G = B B = G A = R
EDIT2: @BJ: request for multi-texture support plz :3
|
|
« Last Edit: January 20, 2012, 07:55:02 PM by Tcll »
|
Logged
|
|
|
|
|
|
 |
« Reply #8261 on: January 20, 2012, 08:41:24 PM » |
|
With the current beta, I'm able to edit Mario Kart Wii track models and add new shaders to them without any trouble (and they still load in MKW!) so I can say that V11 MDL0's are supported pretty nicely. The only thing that seem to corrupt it is adding another color to a set of vertex colors. Now I just need a way to add more UV maps to the other 6 slots that are blank at the moment.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8262 on: January 21, 2012, 06:08:10 AM » |
|
With the current beta, I'm able to edit Mario Kart Wii track models and add new shaders to them without any trouble (and they still load in MKW!) so I can say that V11 MDL0's are supported pretty nicely. The only thing that seem to corrupt it is adding another color to a set of vertex colors. Now I just need a way to add more UV maps to the other 6 slots that are blank at the moment.
lol I just requested for multi-texturing
I'm using OpenGL.GL.ARB to do it 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8263 on: January 21, 2012, 06:24:05 AM » |
|
Are you gonna fix the import object function? (when you right click it and select import object, not when you try to import a dae)
|
|
|
Logged
|
I know for a fact that the vast majority of the public here cares more about free products than actual quality. I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. 
|
|
|
|
|
 |
« Reply #8264 on: January 21, 2012, 06:31:40 AM » |
|
Are you gonna fix the import object function? (when you right click it and select import object, not when you try to import a dae)
1 request at a time plz 
I have 3 including yours:
-import object/vert/normal/uv data (yours, somewhat) - multi-texturing - verson to version conversion/export (already being worked on)
|
|
|
Logged
|
|
|
|
|
|