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« Reply #196 on: September 13, 2012, 11:24:37 AM » |
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Yep you were right it was deformed I have more ideas for implamentations, But I don`t want to spoil all of them :3
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Click Sig For My Tutorial Thread I'm Just You're Friendly Forum Pseudo Narcissist This is Nyan. She He is indeed random and also definitely not a pervert.
I Will Accept Everyone's Faults As Long As They're Not Annoying.
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« Reply #198 on: September 26, 2012, 06:55:14 PM » |
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Whoa. o_0 I bet my VB/C++ teacher would understand that, but i'm barely a novice at programming, so all I know is that you're somehow revolutionizing modeling transactions and stuff like that. You're doing a great job.
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« Reply #200 on: September 29, 2012, 10:51:40 PM » |
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« Reply #201 on: September 30, 2012, 12:37:46 AM » |
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broken images mate o.o
thanx fixed XD
EDIT: if anyone was wondering why there hasn't been any textures yet... it's because I've gotten no help or info on material structuring...
here's what I've got so far:
Material[ ambient[R,G,B], diffuse[R,G,B], specular[R,G,B], Alpha, Node input, [Textures] ]
the textures block will change once I figure them out... (max of 10 textures is all I know)
but I still don't really know how to change materials between objects yet... heh
Post Merge: September 30, 2012, 07:11:11 AM hey guess what I've just downloaded a mod for MC which allows for GLSL shaders. :3
what's so great about it? experiance helps wherever possible XD
as such, I could program a shader which also could be implamented in UMC !=D and since I'm already looking into GLSL, this would really come in handy...
why havn't they implamented this in MC already (select from a bunch of shaders for awesome gfx is what I mean)
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« Last Edit: September 30, 2012, 07:11:12 AM by Tcll »
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« Reply #204 on: October 10, 2012, 01:14:38 PM » |
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Does the update fix the problem with mdl0's? It would be nice to be able to convert them to .obj with out going through 3ds max. Don't want to pressure you though since what you want to do with it is up to you. Edit2: Removed edit 1
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« Last Edit: October 10, 2012, 01:54:13 PM by toonlink444 »
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Click Sig For My Tutorial Thread I'm Just You're Friendly Forum Pseudo Narcissist This is Nyan. She He is indeed random and also definitely not a pervert.
I Will Accept Everyone's Faults As Long As They're Not Annoying.
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« Reply #206 on: October 12, 2012, 05:56:26 PM » |
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Getting much closer on the Melee models. Not quite there yet, but I can actually tell what it's supposed to look like when I try importing either of the Wireframes now.
Once you get Melee stuff working, I'm sure you're going to see an explosion of activity, especially with the characters that didn't make it into Brawl.
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« Reply #207 on: October 13, 2012, 05:58:07 PM » |
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I forgot to mention... there is an exception that would get me working on the melee script again :3
and that's if Revel8n replies either with updates to my script (since he has UMC dev1), or if he sends me his MPX viewer which he modified to work with melee models. yes, melee progress is (and has actually been) pretty near complete, Revel8n just never released his mod. >:O (I'm guessing there were issues that weren't shown in his images)
either way... I really wish he'd've replied sooner -.-*
I still don't know how to properly structure materials yet... otherwise I'd be showing off the textures >_>
also... the data verification before display update may not be implamented for a while... (meaning there could be internal data mis-match issues that could cause a crash)
I still need to re-structure the data to use dictionaries { 'text':[ data ] } instead of lists [ [ data ] ]
this of course would change script formatting a little as dictionaries index by strings instead of ints...
so... yea... many things are bound to change, but I do remain strict about backwards compatibility... the only improvements should be speed and support
1 more thing... a Q as a matter of fact...
as a result of the GUI... I was originally intending to not have any keyboard shortcuts as they can get rather tedious and complex...
would anyone REALLY prefer to use the kbd, or would the GUI switch be well worth it?? (3+ replies toward keeping this before dev5's release and my decision will be made)
EDIT: if anyone would like to see what I'm currently getting into, you can go here http://blenderartists.org/forum/showthread.php?256747-The-Hive-system-version-0-83-released&p=2222652&posted=1#post2222652
EDIT2: well... I've just asked the blender community for help on the material structure... so hopefully I can get some decent info to get me started. :3
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« Last Edit: October 13, 2012, 11:04:11 PM by Tcll »
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« Reply #208 on: October 15, 2012, 02:26:42 AM » |
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Well, there's also exporting to a format that can support a skeleton and weighting to consider too. Doubt that .obj is the be-all and end-all of model formats, after all.
Edit: When I open a .mdl0 and export it to .obj, it throws an error in Blender upon import (tried both Yellow and Green Alloys, just to make sure it wasn't the stomach section causing problems).
They do import into Wings3D, however, but are missing the data for the stomach section. The section being referred to uses that 'Line Strip' type.
Thing is, I'd -like- to be able to get the UV layout it uses... only problem is, Blender can import a .obj 'dump' from BrawlBox as unconnected vertices (Wings3D doesn't), but discards the UV layout, even if faces are created later.
Do you think there might be some way to make the .obj export make faces between those lines (Brawl has to know how to generate them, after all) so that model editing programs can retrieve/use the stored UV data?
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« Last Edit: October 15, 2012, 09:22:02 PM by Tiberious »
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