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« Reply #105 on: January 08, 2011, 07:09:48 PM » |
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thats still good....this viewer is the building block for something epic to come in the future  Wait...arent you workin on a mdl0 converter? Hows that going? i'm stuck in a hole -_-*
figured out: verts normals uv's
to figure out faces (objects) bones materials shaders texture references pallet references
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« Reply #106 on: January 09, 2011, 10:31:06 AM » |
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so I'm in the process right now of writing my own REFT to test support for any format (by hand)
I need to see one with CI4 and CI8 (pallet formats) :/
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« Reply #107 on: January 09, 2011, 11:53:34 AM » |
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^ gj
hey srry i havent released the bone tree editor. Just been busy with other things
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« Reply #108 on: January 09, 2011, 11:59:02 AM » |
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« Last Edit: January 09, 2011, 12:31:26 PM by Tcll »
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« Reply #109 on: January 09, 2011, 12:54:24 PM » |
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hey TSG... have you seen any REFT files with images of formats 8 or 9?? (CI4 or CI8)
I think I know the reason for the internal REFT... there may also be an REFP (pallet)
I havn't done any work on this yet as IDK that for sure :/
can you help me look? btw Peach has a CMPR texture :/ (format 14 (0E))
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« Reply #110 on: January 09, 2011, 01:02:33 PM » |
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ive only seen formats 0 2 4 and 1 so far( i just quickly coded to find the format from the data with my editor)
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« Reply #111 on: January 09, 2011, 02:06:32 PM » |
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ive only seen formats 0 2 4 and 1 so far( i just quickly coded to find the format from the data with my editor)
add 5, 6, and 14 to that... that's what I've seen :/
EDIT: heh... 14 CMP (S3TC compressed, 2x2 blocks of 4x4 tiles)
fun <:D
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« Last Edit: January 09, 2011, 03:03:43 PM by Tcll »
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« Reply #113 on: January 09, 2011, 04:41:15 PM » |
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you should finish the viewer....then move on to converter
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« Reply #114 on: January 09, 2011, 05:39:48 PM » |
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I FOUND ONE 
I was wrong about format conversion though... gonna have to figure this out: format: 09 02 00 80
you'll find it in: ...RSBE/effect/ef_common.pac (MiscData[2])
but I've recently had a different idea... REFT files handle data in a very similar fashon to brres files...
should I continue with my slow viewer, or should I stop and make a converter??
finish the viewer then u can get back to the mdl0 converter. I need the source codes when ur done so i can make the editor. And to make it a bit faster why dont you save/store the images to a bitmap then when they click the name, it just shows the bitmap instead of reading over the data again.
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« Reply #115 on: January 09, 2011, 07:01:21 PM » |
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you should finish the viewer....then move on to converter
well, don't forget, I'm beefing up the viewer :/
and I was talking about a REFT to BRRES converter
EDIT @ TSG: I'm not that good yet... :/
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« Last Edit: January 09, 2011, 07:02:24 PM by Tcll »
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« Reply #116 on: January 09, 2011, 07:36:53 PM » |
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Lol in c# it's as simple as copying the image to a bitmap.
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« Reply #117 on: January 09, 2011, 07:48:25 PM » |
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Lol in c# it's as simple as copying the image to a bitmap.
IDK how to do that in Py yet... I could do that though...
how would you do that??
EDIT: also... transparency is an issue... along with resizing...
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« Last Edit: January 09, 2011, 07:49:29 PM by Tcll »
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« Reply #118 on: January 09, 2011, 07:55:44 PM » |
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Simple have a dictionary with the keys as the name. If the key(node) is selected and the value is null then read and load the gfx data. Then copythe canvas bitmap to the value as a bitmap. If it's not null then load the bitmap/value.and yes there is literally a method called "copyto".
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« Reply #119 on: January 09, 2011, 08:15:08 PM » |
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Simple have a dictionary with the keys as the name. If the key(node) is selected and the value is null then read and load the gfx data. Then copythe canvas bitmap to the value as a bitmap. If it's not null then load the bitmap/value.and yes there is literally a method called "copyto".
I'd have to write the img's first... since you can only use C.createImage(X,Y,width,height,name)
I can make it draw a specified img from the node being clicked...
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