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« Reply #8565 on: January 29, 2012, 11:17:12 AM » |
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IK you have a busy thread BJ... so I'm reposting my Q so you don't have to scroll down 
Well first off, they're not texture clamps. [StructLayout(LayoutKind.Sequential, Pack = 1)] public unsafe struct MDL0MtlTexSettings { public static readonly MDL0MtlTexSettings Default = new MDL0MtlTexSettings() { Tex1Flags = TextureFlags.Default, Tex2Flags = TextureFlags.Default, Tex3Flags = TextureFlags.Default, Tex4Flags = TextureFlags.Default, Tex5Flags = TextureFlags.Default, Tex6Flags = TextureFlags.Default, Tex7Flags = TextureFlags.Default, Tex8Flags = TextureFlags.Default,
Tex1Matrices = TextureMatrix.Default, Tex2Matrices = TextureMatrix.Default, Tex3Matrices = TextureMatrix.Default, Tex4Matrices = TextureMatrix.Default, Tex5Matrices = TextureMatrix.Default, Tex6Matrices = TextureMatrix.Default, Tex7Matrices = TextureMatrix.Default, Tex8Matrices = TextureMatrix.Default, };
public buint LayerFlags; public buint UnkFlags;
public TextureFlags Tex1Flags; public TextureFlags Tex2Flags; public TextureFlags Tex3Flags; public TextureFlags Tex4Flags; public TextureFlags Tex5Flags; public TextureFlags Tex6Flags; public TextureFlags Tex7Flags; public TextureFlags Tex8Flags;
public TextureMatrix Tex1Matrices; public TextureMatrix Tex2Matrices; public TextureMatrix Tex3Matrices; public TextureMatrix Tex4Matrices; public TextureMatrix Tex5Matrices; public TextureMatrix Tex6Matrices; public TextureMatrix Tex7Matrices; public TextureMatrix Tex8Matrices;
private VoidPtr Address { get { fixed (void* ptr = &this)return ptr; } }
public TextureFlags GetTexFlags(int Index) { return *(TextureFlags*)((byte*)Address + 8 + (Index * 20)); } public void SetTexFlags(TextureFlags value, int Index) { *(TextureFlags*)((byte*)Address + 8 + (Index * 20)) = value; } public TextureMatrix GetTexMatrices(int Index) { return *(TextureMatrix*)((byte*)Address + 168 + (Index * 52)); } public void SetTexMatrices(TextureMatrix value, int Index) { *(TextureMatrix*)((byte*)Address + 168 + (Index * 52)) = value; } } [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct TextureMatrix { public sbyte TexUnk1; public sbyte TexUnk2; public sbyte TexUnk3; public sbyte TexUnk4; public bMatrix43 TexMtx;
public static readonly TextureMatrix Default = new TextureMatrix() { TexUnk1 = -1, TexUnk2 = -1, TexUnk3 = 0, TexUnk4 = 1, TexMtx = Matrix43.Identity }; } [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct TextureFlags { public BVec2 TexScale; public bfloat TexRotation; public BVec2 TexTranslation;
public static readonly TextureFlags Default = new TextureFlags() { TexScale = new Vector2(1), TexRotation = 0, TexTranslation = new Vector2(0) }; }
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« Reply #8566 on: January 29, 2012, 11:19:59 AM » |
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Highlight the MDL0 and change the version number. Only 8, 9, 10 & 11 are supported, so if you enter any other number it will default to 9.
Fair enough. Only, this happened:  Going 10 to 9. If you need the models I converted, here: http://dl.dropbox.com/u/5869687/BrokenStuff.rar
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« Last Edit: January 29, 2012, 11:22:23 AM by ForOhFor Error »
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 FC: 2191-7379-6272
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« Reply #8567 on: January 29, 2012, 11:22:57 AM » |
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 Didn't I already convert that model fine?
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« Reply #8568 on: January 29, 2012, 11:24:51 AM » |
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And which flags? I was thinking the flags within the MDL0 bones and the different animations at least.
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #8569 on: January 29, 2012, 11:26:46 AM » |
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Trippy:  I was thinking the flags within the MDL0 bones and the different animations at least.
oh.
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« Reply #8571 on: January 29, 2012, 11:45:18 AM » |
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i just saw this post today http://forums.kc-mm.com/index.php?topic=37368.msg819064#msg819064thank you BlackJax, there shouldnt be anymore excuses for these problems (now its about lazyness to fix past imports.. im too lazy)readin all these updates.. we're gettin close to a definite version of Brawlbox now
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« Reply #8573 on: January 29, 2012, 01:03:31 PM » |
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Thanks to this new BB I think I can figure out how to fix Tabuu's graphic effects! ^^
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« Reply #8574 on: January 29, 2012, 01:08:10 PM » |
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Wow, it renders eyes a bit better. That's pretty cool.
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« Reply #8575 on: January 29, 2012, 01:09:19 PM » |
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AHAH >:D
I knew there was talk about the 10 material colors being somewhere in the data. now there's no more TODO data in the shader ;) although I couldn't seperate the material colors due to the data arrangement >_> (I think some of those colors are actually used by the shader as well)
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« Last Edit: January 29, 2012, 01:10:15 PM by Tcll »
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« Reply #8576 on: January 29, 2012, 01:18:47 PM » |
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Gah, curse those filesize limits, there HAS to be a way to work around them. :/
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« Reply #8577 on: January 29, 2012, 01:22:48 PM » |
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Thanks to this new BB I think I can figure out how to fix Tabuu's graphic effects! ^^
Say, what graphics effects might you be talking about? I'm interested in about half of them. Gah, curse those filesize limits, there HAS to be a way to work around them. :/
Module hacks?
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« Reply #8578 on: January 29, 2012, 01:25:18 PM » |
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Say, what graphics effects might you be talking about? I'm interested in about half of them.
Module hacks?
I mean, I finally found the cause of why his effects are glitchy: I can't add the REFT because it jacks up the filesize. And cna you look into rel hacks? Who do I go to for those?
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« Reply #8579 on: January 29, 2012, 01:25:53 PM » |
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Gah, curse those filesize limits, there HAS to be a way to work around them. :/
Riivolution. And also, can you add material editing? I just need it so that it loads a texture with a different filename. (so each eye has a different color)
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« Last Edit: January 29, 2012, 01:27:46 PM by KnightMario »
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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. 
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