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« Reply #195 on: January 13, 2011, 02:01:59 PM » |
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o didnt feel like dl lol, but if its good then i will. And so uhh whats the big diff between tex0 and reft? I thought you said they were like the same...
edit: o yea and noah gave me the 3.2 source code so ima be looking at it more. If i find anything out on those rgb formats ill tell you...saw ur post on smashboards
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« Last Edit: January 13, 2011, 02:16:20 PM by TheShyGuy »
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« Reply #196 on: January 13, 2011, 02:20:02 PM » |
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lol... it's nawt a DL link... it's an SVN
And so uhh whats the big diff between tex0 and reft? I thought you said they were like the same...
the image and pallet data are the same... the difference:
PLT0: (if CI4 or CI8 TEX0) header pallet data string table
TEX0: header image data string table
REFT_img: header (32 bytes) image data --pallet data (only if CI4 or CI8)
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« Reply #197 on: January 13, 2011, 02:25:51 PM » |
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lol dl/svn...same thing to me and k
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« Reply #199 on: January 13, 2011, 02:44:07 PM » |
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omg lmao....he gave you the auto google thing..funny lol and ima look at it too - gl
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« Reply #200 on: January 13, 2011, 03:22:07 PM » |
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omg lmao....he gave you the auto google thing..funny lol and ima look at it too - gl
you won't find anything... I've been looking on there for 2 days now...
EDIT: ...oh... lol XD
I thought you ment google =P
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« Last Edit: January 13, 2011, 03:23:23 PM by Tcll »
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« Reply #201 on: January 13, 2011, 04:03:51 PM » |
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hey... you got anything on the brres format??
who knows... I may be able to figure out the unks in the mdl0 relocation table :/
(I'm posting a copy in the other thread)
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« Reply #202 on: January 13, 2011, 04:23:10 PM » |
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hey... you got anything on the brres format??
who knows... I may be able to figure out the unks in the mdl0 relocation table :/
(I'm posting a copy in the other thread)
you should make a model porter (like it lets you replace models from one character to another without it thinking the model has changed)
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« Reply #203 on: January 13, 2011, 04:24:56 PM » |
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hey... you got anything on the brres format??
who knows... I may be able to figure out the unks in the mdl0 relocation table :/
(I'm posting a copy in the other thread)
ill look for it later
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« Reply #204 on: January 13, 2011, 04:43:44 PM » |
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you should make a model porter (like it lets you replace models from one character to another without it thinking the model has changed) I was thinking about building that into my converter once it's done
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« Reply #205 on: January 13, 2011, 05:11:55 PM » |
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hey... you got anything on the brres format??
who knows... I may be able to figure out the unks in the mdl0 relocation table :/
(I'm posting a copy in the other thread)
you should make a model porter (like it lets you replace models from one character to another without it thinking the model has changed) lol... IDK exactly what you mean by that
but with my converter, you should be able to convert an mdl0 to any filetype (when finished) edit it, and convert it back without problems... ^(it writes an mdl0 from scratch)
or you can take a random, fully working game char, and convert that to mdl0 :3 I'm bulding one in blender although it's pretty ugly right now... (it's my favorite experimental squirrel "Riku") >:3
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« Reply #206 on: January 13, 2011, 05:30:31 PM » |
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(it writes an mdl0 from scratch) or you can take a random, fully working game char, and convert that to mdl0 :3 I'm bulding one in blender Mine writes an mdl0 from scratch now too >: ) And I've been working on my own character to import (in 3ds max)... not exactly from scratch but you know what I'm talking about
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« Reply #207 on: January 13, 2011, 05:38:48 PM » |
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^ those would be awesome...and two programmers making sep. converters...i only got blender so im hoping tcll does a gj....i might get back into it and make a shyguy and stuffs lol...
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« Reply #208 on: January 13, 2011, 05:55:30 PM » |
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« Last Edit: January 13, 2011, 05:58:18 PM by Tcll »
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« Reply #209 on: January 13, 2011, 06:04:35 PM » |
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Research the mdl0 first! If you don't, I'll have to... and you're much better at understanding that shnizzle than I am
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