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« Reply #16 on: September 27, 2011, 03:13:26 PM » |
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Hmm.
Anyway, update! New program in progress!
Collisions to shadow system: Adding the shadow system to a stage is time-consuming and annoying. I'm making a program to streamline the process, by making the shadow system follow collisions. ----------------------- I've gotten it parsing all the collision data I'll need!
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« Reply #17 on: September 27, 2011, 03:16:02 PM » |
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Hmm.
Anyway, update! New program in progress!
Collisions to shadow system: Adding the shadow system to a stage is time-consuming and annoying. I'm making a program to streamline the process, by making the shadow system follow collisions. ----------------------- I've gotten it parsing all the collision data I'll need!
and how does this work exactly? O.o
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« Reply #18 on: September 27, 2011, 03:28:07 PM » |
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It will open the collision data, and read all of the points and planes. It takes every plane that is the floor type, and outputs a flat shadow model positioned correctly for that plane. Anyway, my output for the function which parses the collision data: The floating point hex isn't converted because I can't find a python method to do that :/
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« Last Edit: September 27, 2011, 03:29:18 PM by ForOhFor Error »
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« Reply #19 on: September 27, 2011, 03:44:17 PM » |
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It will open the collision data, and read all of the points and planes. It takes every plane that is the floor type, and outputs a flat shadow model positioned correctly for that plane. Anyway, my output for the function which parses the collision data: The floating point hex isn't converted because I can't find a python method to do that :/ hmm i see... very useful program i say
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« Reply #20 on: September 27, 2011, 03:49:02 PM » |
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Man this thread is so full of win, and so interesting. After lunch, I will read every [censored]ing line. Collisions to shadow system: Adding the shadow system to a stage is time-consuming and annoying. I'm making a program to streamline the process, by making the shadow system follow collisions.
*Gives you all my weed*
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« Reply #21 on: September 27, 2011, 03:53:58 PM » |
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I want your program!
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« Reply #22 on: September 27, 2011, 04:13:02 PM » |
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Mewtwo2000 is helping me out. I just need to figure out how to edit verticies manually in hex.
Then I can make my program do it XD
The current version is outputting some sort of triangle bull[censored].
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« Reply #23 on: September 27, 2011, 04:18:29 PM » |
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It will open the collision data, and read all of the points and planes. It takes every plane that is the floor type, and outputs a flat shadow model positioned correctly for that plane. Anyway, my output for the function which parses the collision data: The floating point hex isn't converted because I can't find a python method to do that :/ hey 404... use the struct module
import _struct as St #_struct is 1 step faster than struct float32 = chr(0x3F)+chr(0x80)+chr(0x00)+chr(0x00) print St.unpack('>f',float32)[0]
you can even import the needed functions:
from _struct import unpack as U
use unpack when reading from a file, and use pack when writing to a file.
check out my cmn.py module for more (my module for my converter)
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« Reply #24 on: September 27, 2011, 04:59:15 PM » |
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« Reply #26 on: September 27, 2011, 07:50:48 PM » |
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I'm using int(x,16) only for 2 small things (the number of points, and the number of plains)
also, I've gotten Mewtwo's MShadow tool to say the points are in the correct places... but there are many differences, and they crash BrBx.
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« Reply #27 on: September 28, 2011, 03:53:33 AM » |
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I'm using int(x,16) only for 2 small things (the number of points, and the number of plains)
also, I've gotten Mewtwo's MShadow tool to say the points are in the correct places... but there are many differences, and they crash BrBx.
I'm up early as getting back to sleep seems to be quite a hastle D:
anyways... those are ok I guess...
oh yea... the error was with the bone translations on my old melee code.
as soon as I switched to my ru32() function, it worked near perfect (you saw the best result I got)
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« Reply #28 on: September 28, 2011, 12:28:11 PM » |
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BUMP! hey 404... how good are you at understanding Python classes??
I need to understand them as I'm creating widgets for the plugin settings. (reference the widgets and define the logic in your plugin)
the actual result will display on the viewer (another reason I need to know classes)
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« Reply #29 on: September 28, 2011, 01:22:07 PM » |
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You can think of them like a list, sort of. They contain variables unique to one instance of the class, and have their own methods associated with each class type. You start with a Class <Name>: statement, then use def __init__(self,<other arguments>) to set any local variables contained within the class. you then use def <method name>(self,<other arguments>): to make a new method, and you use self.<var name> to reference the variables in the classes.
That's about all I know :/
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