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Author Topic: VILE's Vertex Box ~ *VERSION 0.2 OUT NOW* ~Read OP For Changelist~  (Read 44610 times)
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DoctorFlux(Mariodk)
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    « Reply #90 on: June 15, 2011, 01:02:32 AM »


    awesome what do you have in mean all the vegetas from all sagas + SSJ?
    i just requested it in vertex request boards since last i heard you dont got the files and beyondyou was slacking
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    « Reply #91 on: June 15, 2011, 06:53:49 AM »


    It doesn't really answer my question.
    The program only answers to an MDL0 file. However, it crashes when I use the original MDL0 like "explained" and the same thing happenned to Jack. So If it's neither a MDL0, nor any other file, then there must be a problem somewhere.
    curse me if I'm late on explaining this, but AIS runs brres files...

    EDIT: above comment prbly was not needed...
    sry I don't use your program vile Tongue
    « Last Edit: June 15, 2011, 06:55:22 AM by Tcll » Logged


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    « Reply #92 on: June 15, 2011, 08:01:01 AM »


    curse me if I'm late on explaining this, but AIS runs brres files...

    EDIT: above comment prbly was not needed...
    sry I don't use your program vile Tongue

    No problem, AiS does run off brres/pac files.
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    « Reply #93 on: June 15, 2011, 09:31:13 AM »


    This will get me back to vertexing...
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    BlueBrain
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    « Reply #94 on: June 15, 2011, 09:37:52 AM »


    full support?
    no need to patch every polygon one by one?

    must try.
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    « Reply #95 on: June 15, 2011, 09:38:32 AM »


    full support?
    no need to patch every polygon one by one?

    must try.

    Bleach hack coming our way? Awesome Face
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    Miacis
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    « Reply #96 on: June 15, 2011, 02:44:21 PM »


    curse me if I'm late on explaining this, but AIS runs brres files...
    That's like waaayyy off what I'd asked. I know that AiS converts BRRES, thanks. Since I wrote a tutorial for a DAE-based method, I should know by now.
    I was talking about VILE's program working quirky with an MDL0.

    Anyways, let's try it again with v 0.2 ...

    Edit : What a surprise. I get the exact same error.

    So yeah, clarifications on that step please ?
    Quote
    4. Put the MDL0 file you converted with AiS in with the OBJ files and VVBox and name it "original.mdl0"

    I mean, it's not like it's the third time I asked, and that both Jack and I asked the same thing in the Admin section ...

    Either that step is really porrly explained, or we'll need a few clarifications on what exactly do we need for settings to export the OBJ files. I really don't think the issue could be coming from anywhere else considering how short that mathod is.
    « Last Edit: June 15, 2011, 03:01:59 PM by Miacis Kusanagi » Logged

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    « Reply #97 on: June 15, 2011, 06:37:08 PM »


    That's like waaayyy off what I'd asked. I know that AiS converts BRRES, thanks. Since I wrote a tutorial for a DAE-based method, I should know by now.
    I was talking about VILE's program working quirky with an MDL0.

    Anyways, let's try it again with v 0.2 ...

    Edit : What a surprise. I get the exact same error.

    So yeah, clarifications on that step please ?
    I mean, it's not like it's the third time I asked, and that both Jack and I asked the same thing in the Admin section ...

    Either that step is really porrly explained, or we'll need a few clarifications on what exactly do we need for settings to export the OBJ files. I really don't think the issue could be coming from anywhere else considering how short that mathod is.

    Sorry, yeh that step is poorly written (I never noticed it before).

    This is what you need in the VVBox folder:
    - The original MDL0 file (straight from a fresh pac file) and name it "original.MDL0".
    - The OBJ you created from the dae file AiS gave you, name it "original.obj".
    - The edited OBJ, name it "new.obj".

    I will rewrite the readme with the next release.
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    « Reply #98 on: June 16, 2011, 08:18:55 AM »


    hey Vile...
    that's in Python right??

    why not merge it with Tkinter and give yourself a dialog box to open the MDL0 and obj files :/

    I'm thinking you just set a button to click for the open dialogs
    (one for MDL0, the other for OBJ)

    instead of having to name the files independently Wink


    from Tkinter import *

    mdl0 = askopenfilename(filetypes=[('Brawl MDL0', "*.mdl0")])
    obj = askopenfilename(filetypes=[('Wavefront', "*.obj")])
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    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.
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    quote: Greg
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    « Reply #99 on: June 16, 2011, 08:34:58 AM »


    hey Vile...
    that's in Python right??

    why not merge it with Tkinter and give yourself a dialog box to open the MDL0 and obj files :/

    I'm thinking you just set a button to click for the open dialogs
    (one for MDL0, the other for OBJ)

    instead of having to name the files independently Wink


    from Tkinter import *

    mdl0 = askopenfilename(filetypes=[('Brawl MDL0', "*.mdl0")])
    obj = askopenfilename(filetypes=[('Wavefront', "*.obj")])

    Its in C#, I thought you knew I didn't know Python. Embarrassing as it is to admit, I don't know how to create a basic GUI (this includes open dialogs), I've been meaning to look into it, but I have been a bit lazy.
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    « Reply #100 on: June 16, 2011, 10:00:01 AM »


    Its in C#, I thought you knew I didn't know Python. Embarrassing as it is to admit, I don't know how to create a basic GUI (this includes open dialogs), I've been meaning to look into it, but I have been a bit lazy.
    hey... don't be embarresed by it XD

    Tkinter is apparently HARD
    you won't believe how much trouble I have to go through to get 1 thing working >:O
    why do you think my multi-reference importing on my converter doesn't work yet XD

    the only reason I prefer Tkinter is because installing alternatives is a pain in the butt...
    if wxPython and PythonCard were included with the Python distribution, I'd use those.

    so yea... I'm not a pro either...
    the best GUI I've done is my REFT viewer...
    and even that sux ballz XDD
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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 #101 on: June 16, 2011, 10:14:17 AM »


    we edit the OBJ, or the dae and later export it as a new obj??
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    Akiba Red
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    « Reply #102 on: June 16, 2011, 10:25:04 AM »


    we edit the OBJ, or the dae and later export it as a new obj??
    Export the original as an OBJ, name it original.obj, make the edits, and export again, but name it new.obj.
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    Jack H.
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    « Reply #103 on: June 16, 2011, 03:20:14 PM »


    Sorry, yeh that step is poorly written (I never noticed it before).

    This is what you need in the VVBox folder:
    - The original MDL0 file (straight from a fresh pac file) and name it "original.MDL0".
    - The OBJ you created from the dae file AiS gave you, name it "original.obj".
    - The edited OBJ, name it "new.obj".

    I will rewrite the readme with the next release.

    With v0.1, renaming the .brres file would make your program at least kick out a "success" message, even though it didn't work...

    You've since clarified that the "original.mdl0" file is, in actuality, the mdl0 file within the .pac file. Tried the same thing with v0.2, and I get the same error. Your second two lines of explanation 'make sense' to me, but perhaps not in the same way you've got it 'making sense' up in your head. Obviously, an OBJ file comes from exporting it within 3ds max, which was using the DAE file.

      Questions:
    1) The OBJ file that we export from 3DS Max. We ARE exporting the entire model (every frigg'n polygon highlighted) as the .obj, right? I mean... that was the point of going this route instead of every other route for vertex editing, right?

    2) The OBJ file that we export from 3DS Max... What in the bloody freaking hell are the export settings. (and for that matter, the import settings of the .DAE file, in case Miacis and I are just completely bastardizing the entire operation).

    Thanks VILE, can't wait (seriously, can you tell?) until this method starts working. Save us a crapload of time.
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    « Reply #104 on: June 18, 2011, 12:52:16 AM »


    The upcoming version should require no patching and only an MDL0 file and 1 OBJ file.
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