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Author Topic: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released  (Read 78230 times)
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TheShyGuy
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    « Reply #150 on: January 12, 2011, 01:23:14 PM »


    @snoopy -> im working/procrastinating(not like i dun wnna do, just been busy with other things)

    @tcll- lol, and i never said i knew how it works lol, just compare the files and look for differences in the begining.  And no i dunno how to add bones >.>

    O yea and i just thought of this...the bone names are all the same.  And the bones are animated according to name -> change the name of the bone so they dun share the same offsets and stuff.
    « Last Edit: January 12, 2011, 01:24:12 PM by TheShyGuy » Logged

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    « Reply #151 on: January 12, 2011, 01:24:48 PM »


    Tcll, apparently it copies almost all the data in the model, and puts it at the end of the model.  it changes a few pointers as well.  and it's the reason why we couldn't edit the bone structure after adding bones, you have to edit the second tree, not the first, and that's what i missed before.

    and TheShyGuy, that's fine, i just thought there was a newer version already out.  unfortunately i know about the procrastination a bit too well.

    hm, i'll try that.
    « Last Edit: January 12, 2011, 01:26:01 PM by snoopy » Logged


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    « Reply #152 on: January 12, 2011, 01:25:29 PM »


    @snoopy -> im working/procrastinating(not like i dun wnna do, just been busy with other things)

    @tcll- lol, and i never said i knew how it works lol, just compare the files and look for differences in the begining.  And no i dunno how to add bones >.>

    O yea and i just thought of this...the bone names are all the same.  And the bones are animated according to name -> change the name of the bone so they dun share the same offsets and stuff.

    oh... lol

    umm...
    1 last Q...
    does your code change all the followng mdl0 offsets after modding an extrabone??
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    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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    « Reply #153 on: January 12, 2011, 01:28:19 PM »


    Tcll, apparently it copies almost all the data in the model, and puts it at the end of the model.  it changes a few pointers as well.  and it's the reason why we couldn't edit the bone structure after adding bones, you have to edit the second tree, not the first, and that's what i missed before.

    and TheShyGuy, that's fine, i just thought there was a newer version already out.  unfortunately i know about the procrastination a bit too well.

    hm, i'll try that.

    and how does it do that??
    that's what I want to know...

    but umm...
    I looked at the bone-tree of an edited mdl0...
    I only saw every bone it originally contained :/

    IDK what you mean by "model"
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    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.

    Naruto200Man
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    « Reply #154 on: January 12, 2011, 01:28:27 PM »


    lol instead of making a video for no real reason I just took a random screenshot lol



    Do this to ZSS's model, then save it as both a pac and pcs(the FitSZerosuit00 I mean) and put it on your sd card like normal. Select ZSS by doing the hold shield button trick (or the code for ZSS and Samus to have their own slot) and start a match, you'll lol for sure since the model works sort of fine in-game (except for walking animations)
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    TheShyGuy
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    « Reply #155 on: January 12, 2011, 01:35:35 PM »


    Tcll, apparently it copies almost all the data in the model, and puts it at the end of the model.  it changes a few pointers as well.  and it's the reason why we couldn't edit the bone structure after adding bones, you have to edit the second tree, not the first, and that's what i missed before.

    and TheShyGuy, that's fine, i just thought there was a newer version already out.  unfortunately i know about the procrastination a bit too well.

    hm, i'll try that.

    and how does it do that??
    that's what I want to know...

    but umm...
    I looked at the bone-tree of an edited mdl0...
    I only saw every bone it originally contained :/

    IDK what you mean by "model"

    tcll- search for 00 00 00 D0 after the first tree and thatll give you the 2nd one
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    « Reply #156 on: January 12, 2011, 01:36:01 PM »


    About the External GFX Editor, can the sub external gfx be summoned in PSA?  And do they each have specific numbers.  I'm looking at Snake's atm and he 96 sub external gfx (a lot of them I really don't need) and I want to swap them out for a retextured version of the "!" from Shadow Moses Island.  Do you think this'll be possible?
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    « Reply #157 on: January 12, 2011, 01:42:55 PM »


    i dont think they can, not sure. But if you just replace the ones under the main gfx, all or most of the original should be gone.You can prob just delete(or zero out) the extra ones...I could add a small update to it to literally delete the data...but then i wouldnt know how to add em back =p(kinda,  i could find a way around it).And atm you can't use actual images to replace em(like .png,.jpeg etc)...unless that '!' is a gfx then no....still w8ing for tcll for that viewer and source codes lol
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    Naruto200Man
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    « Reply #158 on: January 12, 2011, 01:52:55 PM »


    Wait, with the ext graphics editor I could replace ext graphics from one character and add them to another character.

    Like say take Zelda's sparkles and replace Peaches Musical Notes(Down taunt) with it?
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    TheShyGuy
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    « Reply #159 on: January 12, 2011, 01:56:29 PM »


    thats what it does lol, replace sub gfx with other chars sub gfx.

    random: WIIIIN

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    DarkPikachu
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    « Reply #160 on: January 12, 2011, 01:57:02 PM »


    About the External GFX Editor, can the sub external gfx be summoned in PSA?  And do they each have specific numbers.  I'm looking at Snake's atm and he 96 sub external gfx (a lot of them I really don't need) and I want to swap them out for a retextured version of the "!" from Shadow Moses Island.  Do you think this'll be possible?

    with my editor, you'll be able to...

    I got alot of re-coding to do after I finish my v0.1b viewer to get the editor

    note: the editor will have the implemented converter which will convert the REFT to brres for easier editing...
    I'll add an import brres function which will completely re-write the reft with everything texture related in the brres...

    alone, the editor will be able to export to tex0 (an easy implementation)
    and will allow importing tex0's over the images (if format/filesize changes, will UD the REFT filesize)

    it won't be too much of a challenge to implement all that stuff Wink
    but don't expect it anytime soon :/

    I'll give a % complete on it...

    right now, it's just the viewer v0.1a ~37% complete Sad
    (the formats are being a pain (especially RGB565)):

    « Last Edit: October 06, 2022, 04:48:23 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.

    TheShyGuy
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    « Reply #161 on: January 12, 2011, 01:59:24 PM »


    ^ so i dun have to make an editor since it converts back and forth.....double wiiin...custom gfx =p
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    DarkPikachu
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    « Reply #162 on: January 12, 2011, 02:01:49 PM »


    ^ so i dun have to make an editor since it converts back and forth.....double wiiin...custom gfx =p

    you can make one if you want Smiley

    the only format mine will import from is tex0...
    IDK PNG or other formats yet Sad
    (I'm not doing JPG) <- format sux
    ^if I do include other formats
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    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 #163 on: January 12, 2011, 02:05:31 PM »


    lol you DONT have to convert it to png or jpeg. Just to TEX0 then import to brawlbox -> export from there and edit in adobe photoshop or something, import to brawl box, export and import to your exe...ihope lol

    edit: uhh maybe you do have to do it from png...but then after exporting to png you can do color over it and w/e in a painting prog and then reimport to your thing and done
    « Last Edit: January 12, 2011, 02:08:10 PM by TheShyGuy » Logged

    Naruto200Man
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    « Reply #164 on: January 12, 2011, 02:09:32 PM »


    I get this whenever I try to open something

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentOutOfRangeException: Non-negative number required.
    Parameter name: count
       at System.IO.BinaryReader.ReadBytes(Int32 count)
       at ExtGfxEditor.Form1.LoadFile(Stream input, EditorClass c)
       at ExtGfxEditor.Form1.OpenFile()
       at ExtGfxEditor.Form1.loadToolStripMenuItem_Click(Object sender, EventArgs e)
       at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
       at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
       at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
       at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
       at System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met)
       at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
       at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
       at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
       at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.ToolStrip.WndProc(Message& m)
       at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    ExtGfxEditor1
        Assembly Version: 1.0.0.0
        Win32 Version: 1.0.0.0
        CodeBase: file:///C:/Users/Blake%20Meyers/Desktop/ExtGfxEditor1.exe
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    Accessibility
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.


    Logged


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