TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released

Started by TheShyGuy, December 26, 2010, 08:39:43 PM

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Quote from: SSJCerious on January 09, 2011, 01:36:47 AM
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

[spoiler]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.


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) :/

[spoiler]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.

^ gj

hey srry i havent released the bone tree editor. Just been busy with other things

January 09, 2011, 06:59:02 PM #108 Last Edit: January 09, 2011, 07:31:26 PM by Tcll
Quote from: theshyguy on January 09, 2011, 06:53:34 PM
^ gj

hey srry i havent released the bone tree editor. Just been busy with other things

it's KK
I know the feeling ;)

EDIT:
here's my header so far:
(no file sizes or image offsets yet)

52 45 46 54 FE FF 00 07 00 00 00 00 00 10 00 01
52 45 46 54 00 00 00 00 00 00 00 28 00 00 00 00
00 00 00 00 00 0C 00 00 66 6F 72 6D 61 74 5F 74
65 73 74 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 20 00 08 00 00 00 0B 49 34 5F 74 65 73
74 5F 49 4D 47 00 00 00 00 00 00 00 00 00 0B 49
38 5F 74 65 73 74 5F 49 4D 47 00 00 00 00 00 00
00 00 00 0C 49 41 34 5F 74 65 73 74 5F 49 4D 47
00 00 00 00 00 00 00 00 00 0C 49 41 38 5F 74 65
73 74 5F 49 4D 47 00 00 00 00 00 00 00 00 00 10
52 47 42 35 36 35 5F 74 65 73 74 5F 49 4D 47 00
00 00 00 00 00 00 00 00 00 10 52 47 42 35 41 33
5F 74 65 73 74 5F 49 4D 47 00 00 00 00 00 00 00
00 00 00 0F 52 47 42 41 38 5F 74 65 73 74 5F 49
4D 47 00 00 00 00 00 00 00 00 00 00 0E 43 4D 50
52 5F 74 65 73 74 5F 49 4D 47 00 00 00 00 00 00
00 00 00

note: still need CI4 and CI8

hand typed :P
it works with my template btw ;)

[spoiler]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.


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))

[spoiler]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.

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)

January 09, 2011, 09:06:32 PM #111 Last Edit: January 09, 2011, 10:03:43 PM by Tcll
Quote from: theshyguy on January 09, 2011, 08:02:33 PM
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

[spoiler]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.

I FOUND ONEĀ  :happy:

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??

[spoiler]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.

you should finish the viewer....then move on to converter

Thanks to soul for this sexy siggy!
Central Thread:
http://forums.kc-mm.com/index.php?topic=21501.msg402601#msg402601

Quote from: Tcll on January 09, 2011, 11:31:06 PM
I FOUND ONE  :happy:

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.

January 10, 2011, 02:01:21 AM #115 Last Edit: January 10, 2011, 02:02:24 AM by Tcll
Quote from: SSJCerious on January 09, 2011, 11:41:15 PM
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... :/

[spoiler]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.

Lol in c# it's as simple as copying the image to a bitmap.

January 10, 2011, 02:48:25 AM #117 Last Edit: January 10, 2011, 02:49:29 AM by Tcll
Quote from: theshyguy on January 10, 2011, 02:36:53 AM
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...

[spoiler]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.

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".

Quote from: theshyguy on January 10, 2011, 02:55:44 AM
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...

[spoiler]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.