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Author Topic: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released  (Read 78159 times)
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DarkPikachu
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    « Reply #30 on: January 01, 2011, 10:12:32 AM »


    lol I knew that XD

    I ment like...
    are they in the brsar??
    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.

    TheShyGuy
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    « Reply #31 on: January 01, 2011, 11:56:05 AM »


    lol what do u mean tcll...its right under misc data one...under the efls....
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    DarkPikachu
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    « Reply #32 on: January 01, 2011, 01:50:59 PM »


    lol what do u mean tcll...its right under misc data one...under the efls....

    the sound??

    MD[2] in Pika's FS is the REFT
    MD[1] is the REFF

    what MD[2] SFX file is this that I do not know of??
    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.

    TheShyGuy
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    « Reply #33 on: January 01, 2011, 02:12:18 PM »


    erm were/hes talking about the reft file then.. It SEEMS like a sound file...what did u think it was again?  Look at marios REFT file, it has names like coin and fireexplode(not looking at it atm)....u still confused?
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    DarkPikachu
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    « Reply #34 on: January 01, 2011, 06:19:38 PM »


    erm were/hes talking about the reft file then.. It SEEMS like a sound file...what did u think it was again?  Look at marios REFT file, it has names like coin and fireexplode(not looking at it atm)....u still confused?

    the only thing that confuses me is you said you could also open "sound" data in...
    ...now that I recall, the logic file, not the FS

    the REFT I believe may stand for REFerence Texture...
    (don't quote me on that though)

    but yea, the REFT is how I was able to change the FS color...

    the data at the offsets (after a 32byte header) is basically the data from a TEX0 file...
    I was working on an interective table of the REFT file...
    (there's alot to be done on it) but I intend to make a quick tutorial,
    telling you to copy the TEX0 data (after editing),
    and pasting it between the header and the next offset...
    (be sure not to copy the string table at the end)

    the images can easily be obtained and edited from VoltTackle.brres in te trophies
    (every image contains the same data as the offsets)
    ^there are a few images that you won't find, but the data for that image is small
    (like 8x8 or 16x16), and is the same color throughout the image...
    (don't worry about it)
    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.

    TheShyGuy
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    « Reply #35 on: January 01, 2011, 06:32:21 PM »


    both the logic and fs file have and EFLS so i was talking about the general(both) EFLS->misc data 2


    and ooo ok now i see what your saying....ima test soon, almost done the bone editor -> just fixed a confusing problem.  All i gotta do is add stuff for the textboxes and get the data for the frame matrices

    about the confusing problem -> i wrote SOOOO much code and the final result ended up being like 10 -15 lines of code...atleast its over lol
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    DarkPikachu
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    « Reply #36 on: January 01, 2011, 06:34:47 PM »


    both the logic and fs file have and EFLS so i was talking about the general(both) EFLS->misc data 2

    lol KK I'm looking now...
    may as well decipher those Tongue
    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.

    TheShyGuy
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    « Reply #37 on: January 01, 2011, 06:39:14 PM »


    erm how would i convert the matrices?

    3F 80 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 3F 80 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 3F 80 00 00 00 00 00 00

    ^srry if its a dumb Q...been a while since i even looked at em

    edit: nvm lol i remembered
    « Last Edit: January 01, 2011, 06:47:49 PM by theshyguy » Logged

    DarkPikachu
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    « Reply #38 on: January 01, 2011, 07:06:07 PM »


    erm how would i convert the matrices?

    3F 80 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 3F 80 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 3F 80 00 00 00 00 00 00

    ^srry if its a dumb Q...been a while since i even looked at em

    lol
    it's not dumb...
    heh...
    honestly, I don't even know...

    but I know they get:
    -1 0 0 0
    0 -1 0 0
    0 0 -1 0
    0 0 0 -1
    out of that :/
    (-1 or 1)
    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.

    DarkPikachu
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    complexity == fun

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    « Reply #39 on: January 01, 2011, 07:38:20 PM »


    hmm... interesting...
    the reft (I was right) in MD[2] of FitPikachu.pac
    seems to contain just one image
    #1_2

    IDK what that data is just yet,
    but there's a little something I forgot to mention about me progging in Py

    I've gotten canvases to work properly in Tkinter

    maybe now's my time to shine...
    I'll use my template and all to build a viewer for the REFT format Cheesy

    got any info to offer on the image (TEX0) formats??
    like I4, I8, etc...

    actually,
    you could use this:

    the formats have the exact same numbers...

    tplconv was an image converter for SSBM
    that's the only thing that came in handy about it :/

    you know what...
    I think tpl data is the exact same as tex0 data...
    I'ma ask that on SB

    maybe the format of the REFT images is tpl :/
    I'ma ask real quick...
    « Last Edit: October 06, 2022, 12:06:04 PM by DarkPikachu » 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.

    DarkPikachu
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    complexity == fun

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    « Reply #40 on: January 01, 2011, 08:38:28 PM »


    WOOT!

    my REFT template is cpmplete:
    I'll post it on another thread tomorrow...

    just wanted to make sure you got it first Wink

    anyways:
    Code:
    <?xml version="1.0"?>
    <!DOCTYPE binary_file_format SYSTEM "BinaryFileFormat.dtd">
    <binary_file_format name="REFT" type_name="" comment="" expr="" default_byte_order="big" default_read_only="false" default_char_set="ansi">
    <define_struct type_name="data" comment="" expr="">
    <data type="int" name="string_len" format="unsigned" len="2" display=""/>
    <data type="string" name="image_name" format="ascii" len="string_len" display=""/>
    <data type="int" name="image_offset" format="unsigned" len="4" display=""/>
    <data type="int" name="image_len" format="unsigned" len="4" display=""/>
    <jump offset="image_offset + header.header_len + 24" comment="" origin="start">
    <struct name="image_data" type_name="" comment="" expr="">
    <struct name="header" type_name="" comment="" expr="">
    <data type="int" name="unk" format="unsigned" len="4" display=""/>
    <data type="int" name="width" format="unsigned" len="2" display=""/>
    <data type="int" name="heigth" format="unsigned" len="2" display=""/>
    <data type="int" name="image_len" format="unsigned" len="4" display=""/>
    <data type="int" name="format" format="unsigned" len="4" display="hex" byte_order="little"/>
    <data type="none" name="pad" len="16"/>
    </struct>
    <data type="string" name="data" format="default" len="image_len-32" display="data"/>
    </struct>
    </jump>
    </define_struct>
    <struct name="header" type_name="" comment="" expr="({this.num_files} files)">
    <data type="string" name="magic" format="ascii" len="4" display=""/>
    <data type="int" name="unk1" format="unsigned" len="2" display="hex"/>
    <data type="int" name="unk2" format="unsigned" len="2" display="" comment="I think this may be an index..."/>
    <data type="int" name="filesize" format="unsigned" len="4" display=""/>
    <data type="int" name="unk3" format="unsigned" len="2" display=""/>
    <data type="int" name="num_files" format="unsigned" len="2" display=""/>
    </struct>
    <for name="file" count="header.num_files || header.num_files - 1" stop_test="header.num_files == 0" type_name="" comment="">
    <struct name="file" type_name="" comment="" expr="{this.header.filename}">
    <struct name="header" type_name="" comment="" expr="">
    <data type="string" name="magic" format="ascii" len="4" display=""/>
    <data type="int" name="filesize" format="unsigned" len="4" display=""/>
    <data type="int" name="header_len" format="unsigned" len="4" display=""/>
    <data type="int" name="pad1" format="unsigned" len="8" display="hex"/>
    <data type="int" name="string_len" format="unsigned" len="2" display="hex"/>
    <data type="int" name="pad2" format="unsigned" len="2" display="hex"/>
    <data type="string" name="filename" format="ascii" len="string_len" display=""/>
    <data type="string" name="pad3" len="header_len - (string_len + pad1 + 16)" format="default" display=""/>
    </struct>
    <struct name="data_table" type_name="" comment="" expr="({this.img_cnt} images)">
    <data type="int" name="table_len" format="unsigned" len="4" display=""/>
    <data type="int" name="img_cnt" format="unsigned" len="2" display=""/>
    <data type="int" name="pad" format="unsigned" len="2" display="hex"/>
    <for name="image" count="img_cnt || img_cnt - 1" stop_test="img_cnt == 0" type_name="" comment="">
    <use_struct name="image" expr="{this.image_name} {this.image_data.header.width}x{this.image_data.header.heigth}" type_name="data" comment=""/>
    </for>
    </struct>
    </struct>
    </for>
    <data type="none" name="bug_fix" comment="this just stops the error you get without this..."/>
    </binary_file_format>


    you should already know what to do Wink
    ask me if you dont :|
    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.

    TheShyGuy
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    « Reply #41 on: January 01, 2011, 09:43:59 PM »


    thnx...ugh cant look at it cuz someones on my laptop.
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    TheShyGuy
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    « Reply #42 on: January 02, 2011, 02:11:57 AM »


    niice cant w8 for that viewer for the REFT format...thnx for the template, ima update my ext gfx editor.  But itll just be for my personal use, since u did most of the work and your making a viewer for it. Gl with it and your converter.

    kinda obvious...but you can look for texture tutorials or ask some people who do vertexes/textures about them.

    edit:
    WIN
    http://forums.kc-mm.com/index.php?topic=3329.0

    edit2:
    figured out how to convert the matrices....their singles(floating points..shouldve been obvious lol)....and each '0,0,0,0' placement....BUT i still couldnt change the final 0...(0,0,0,this one)...

    now that i got that partly figured out...i just gotta put that into the bone editor and then finally find bugs.  I might finish this tomoro
    « Last Edit: January 02, 2011, 03:34:46 AM by theshyguy » Logged

    DarkPikachu
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    « Reply #43 on: January 02, 2011, 08:50:18 AM »


    figured out how to convert the matrices....their singles(floating points..shouldve been obvious lol)....and each '0,0,0,0' placement....BUT i still couldnt change the final 0...(0,0,0,this one)...


     
    why has my genious mind fail'd me XD

    derp:
    input type (hex or int): hex
    '3F 80 00 00 '
    >l: 1065353216
    <l: 32831
    >f: 1.0
    <f: 4.60060298822e-041

    and as if this makes it any better:
    input type (hex or int): int
    1
     b: 01
    >h: 0001
    <h: 0100
    >l: 00000001
    <l: 01000000
    >f: 3f800000
    <f: 0000803f

    ^that's my byte calculator I made...
    hex2dec/dec2hex

    EDIT:
    and btw...
    mine's only a try...
    I'm not guarunteeing a releasable viewer...

    I really only edited someone's program (an obj viewer)
    I gave it multiple viewpoints and get the verts to display...
    I also made it highlight the polygon you were over...
    and gave it a theme like blender's...

    I have the code if you want it...
    you have to play with the numbers to get the view you want, but it works...

    another thing I did was fix a DL'd program that drew triangles in random patterns...
    (just something fun) Tongue

    yea...
    I really suck at progging GUI's

    EDIT2:
    btw, thanx Cheesy
    http://forums.kc-mm.com/index.php?topic=3329.msg31633#msg31633
    « Last Edit: January 02, 2011, 09:11:09 AM by Tcll » 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.

    DarkPikachu
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    complexity == fun

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    « Reply #44 on: January 03, 2011, 03:35:29 PM »


    good new's Cheesy
    my GUI's coming along better than I thought it would  Happy Face

    hopefully I'll have a release sometime soon...

    it's only a viewer right now...
    and it has alot of bugs...
    but I hope to turn it into a nice copy/paste editor

    note: (for the editor that's long away)
    if you paste an image that's larger or smaller:
    larger: unfortunatly will be cropped from pixel 0,0 to pixel width,height
    smaller: will be put at 0,0 (with it's dimentions)
    and have the remaining space filled in with clear, or black pixels

    that is, until I'm smart enough to figure out the math to dynamically resize them...

    anyways... for the now...
    here's a progress shot of the GUI:


    the tree doesn't load the REFT yet...
    I'll post a new one when it does...

    EDIT:
    oh and the tree...
    will actually go:
    REFT
    _file
    __image
    __image
    _file
    __image
    __image
    __image
    __image

    jsyk Wink
    « Last Edit: October 06, 2022, 12:08:47 PM by DarkPikachu » 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.

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