|
|
|
« Reply #1 on: October 12, 2011, 10:46:14 AM » |
|
First to ask! Well, when I import models other than SSBB's in BrawlBox v0.64, I don't see anything at all, but I can see the model's properties at the left of the Model Viewer (bones, textures, polygons etc...) This means any DAE or MDL0 file DOES NOT shows up in my BrawlBox, and this annoys me a lot. I have this problem since ages, on both my PC and laptop, so I wanna get rid of this, since others don't seems to have any problems. Any idea on how to fix this?
|
|
|
Logged
|
I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry!
|
|
|
|
|
|
« Reply #2 on: October 12, 2011, 10:54:51 AM » |
|
First to ask! Well, when I import models other than SSBB's in BrawlBox v0.64, I don't see anything at all, but I can see the model's properties at the left of the Model Viewer (bones, textures, polygons etc...) This means any DAE or MDL0 file DOES NOT shows up in my BrawlBox, and this annoys me a lot. I have this problem since ages, on both my PC and laptop, so I wanna get rid of this, since others don't seems to have any problems. Any idea on how to fix this? not really... I'd have to know the src of the problem... >_>
but still... can we keep this thread as to be reguarding the MDL0 format plz it's ment to serve as a help thread to figuring out new and hidden info about the format.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #3 on: October 12, 2011, 11:10:21 AM » |
|
I found it! I was using Windows XP, while only Windows 7 allows me to see foreign models! But they don't animate well at all... Maybe I shouldn't touch the bones AT ALL to make them work correctly. Yeah, now let's keep the subject of MDL0s for future posts!
|
|
|
Logged
|
I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry!
|
|
|
|
|
|
« Reply #4 on: October 12, 2011, 11:19:14 AM » |
|
@Toko: heh... I blame BJ for that (he's using 7)
as for the post... I'm still trying to reverse engineer the MDL0 memory structures:
00000B40 | 00 02 9B 68 00 00 7B 30 00 00 00 68 00 00 00 05 - ..›h..{0...h.... 00000B50 | FF FF 00 00 00 01 00 00 00 00 00 00 00 00 00 00 - ÿÿ.............. 00000B60 | 00 3D 00 00 00 00 00 05 00 02 9A CC 00 00 7C 78 - .=........šÌ..|x 00000B70 | 00 38 00 00 00 01 00 02 00 02 9A DC 00 01 7E B8 - .8........šÜ..~¸ 00000B80 | 00 39 00 00 00 02 00 04 00 02 9A EC 00 01 83 98 - .9........šì..ƒ˜ 00000B90 | 00 38 00 00 00 03 00 04 00 02 9A FC 00 01 88 78 - .8........šü..ˆx 00000BA0 | 00 3A 00 00 00 03 00 05 00 02 9B 0C 00 01 8D 18 - .:........›.... ^these parts
the way the numbers are decoded here don't seem to match up with anything I've seen so far >_>
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #5 on: October 12, 2011, 12:27:08 PM » |
|
ok long story here beind this...
so I've printed out FitPikachu00.mdl0 using Hex2Text to get a txt document of the hex... I've been slowly picking at it, naming off what was needed, and I've found something a bit interesting in reguards to my topic...
a bone, material, and node (of course) all share the same ID of '004E' what you don't know is what they are:
bone: EyeYellowM mat/node: EyeYellowL
mat/node: EyeYellowR has an ID of '4C'
there is also a a bone ID of '1C' and '1E' the mat/node ID names for these would be: '1C' - EyeR '1E' - EyeL (not sure what the bone names are yet)
just a little something I thopught I'd point out >_>
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #6 on: October 12, 2011, 03:54:48 PM » |
|
so i see you are really working really hard without giving up thats amazing with that kind of determination everything is possible i dont know anything about coding or i would help but i see before 2011 is over everyone will be importing models from other games and probably animations from melee keep the good work going i know you will crack it xD
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7 on: October 12, 2011, 06:11:51 PM » |
|
Wait, you can import, Tcll?
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #8 on: October 12, 2011, 06:46:00 PM » |
|
If he can import, then I'd like to know how
|
|
|
Logged
|
I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry!
|
|
|
|
|
|
« Reply #9 on: October 12, 2011, 06:47:33 PM » |
|
You and me both, fella.... I want a Miku import, like, so damn bad.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #10 on: October 13, 2011, 08:57:52 AM » |
|
it's not really a matter of being able to import models... it's a matter of knowing what to do with the data >_> (if that's what you're referring to)
on a side note, I have completely redesigned the old GUI
the left bar is of course the model import/export ptions... the right bar is the animation import/preview/export options. (export will not be avaliable for model formats that use internal animation data)
from what I know, there are 4 types of animation data: Action (animation of bones) Object (IPO) Shape Color (common in brawl)
I'm still working out a method for the animation type import selection >_>
anyways, there are also top and bottom bars... the bottom deals with viewing options... the top is still pending on what to show...
also, all bars are collapsable, but the side bars take priority over the top and bottom bars... (meaning the top and bottom bars are crushed when expanding the side bars)
other than that, there are 4 corner buttons... the bottom 2 deal with model and anim info such as poly count or keyframe count >_> the top right deals with making the current position of the model fit to the viewport of the expanded bars. the top left button does nothing yet... heh
other than that, there's another bar just under the GUI header that deals with the converter's options... when expanded, the 4 bars are pushed below the entire viewport, and the options are shown...
there isn't really much to set for options except for a mode and a theme, but I'm sure I'll come up with more (lets so you do that with a windows GUI) XDD
EDIT: I'm sry... I got off topic with this and started on my GUI XDD
|
|
« Last Edit: October 13, 2011, 09:31:09 AM by Tcll »
|
Logged
|
|
|
|
|
|
|
« Reply #11 on: October 13, 2011, 09:45:23 AM » |
|
also... I found the names of the 2 bone ID's... this actually kinda confused me >_>
bone names for: '001E' - TopN '001C' - LToeN
mat/node names: '001E' - EyeL '001C' - EyeR
yea... I don't understand it >_>
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #12 on: October 13, 2011, 10:30:20 AM » |
|
hey... does anyone have anything better than the descriptions I've got for the current MDL0 resource descriptions??
since my descriptions suck and are mot very "nice" or neat...
anyone have anything better?? :|
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #13 on: October 16, 2011, 02:52:55 PM » |
|
Do you know how to get rid of the part2 part of a bone if it has one?
Or rather, if I were to delete bytes from the bones section where would I have to re-insert bytes/fix other values so that it would work.
|
|
« Last Edit: October 16, 2011, 03:12:35 PM by SqLeon »
|
Logged
|
|
|
|
|
|
|
« Reply #14 on: October 17, 2011, 07:27:51 AM » |
|
Do you know how to get rid of the part2 part of a bone if it has one? Or rather, if I were to delete bytes from the bones section where would I have to re-insert bytes/fix other values so that it would work. I don't think I've ran into one yet... :/
if you send me an mdl0 file that has one, I'll tell you how once I figure it out. (shouldn't be too hard unless the data conflicts with other parts of the MDL0)
-RETHINKS- the P2 offset may deal with IK linkages O.O (that's the only other thing I know of that deals with bones in that sence)
on other notes: I havn't quite done the math for every bone on my FitPikachu00.MDL0 paper just yet... but for the memory group IDs (what I'm temporarily calling them), the first group of IDs with '0004' deal with Pika's Right Leg...
I'll create a map, once I figure it out, showing 1 of each used ID, and how many names (for any data) are linked with that ID.
I'll also seperate each group with a - and each data type with a = as well as put the link count above the group eg:
_4_ name1 = name2 name3 - name4
that way (when compairing the data) it makes it a little easier to understand.
|
|
|
Logged
|
|
|
|
|
|