DSX8 stuff! Smash2 beat me to Poke Floats - 05/03/2020

Started by DSX8, October 24, 2011, 05:19:05 AM

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[Progress Intensifies]

We can only hope we're able to convert it into a usable format.
I don't take requests.

My PSA Thread
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Quote from: KingJigglypuff on May 26, 2015, 10:23:00 PM
[Progress Intensifies]

We can only hope we're able to convert it into a usable format.

This. That would be way too awesome.

Is anybody going to comment on how they still use FitCharacter and Fighter/Character locations?

Gotta love them Smash Devs.
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Quote from: KingJigglypuff on May 26, 2015, 10:23:00 PM
[Progress Intensifies]

We can only hope we're able to convert it into a usable format.
hopefully into an FBX to where it can be imported into max, or into a txt file since BB can import .txt files into chr0's

Quote from: Ricky (Br3) on May 26, 2015, 11:19:08 PM
Is anybody going to comment on how they still use FitCharacter and Fighter/Character locations?

Gotta love them Smash Devs.
that i have no clue about..

but anyways... .omo is pretty much a familiar format due to Namco using it in alot of games, and its also very similar to the star fox game, and omo stands for Object Movement.. there is a program that can open .omo files called vizrt, but its pretty pricey... and there's no torrent either of it, but as boobsey told me over skype, these keyframes arnt as obvious to spot as in other namco animation files
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I hope we can convert .omo files into .chr0 or something useful soon.

well technically... Vizrt Artist (real time 3d modeling and animation) program can open these .omo files, and they can be exported as a .DAE format, then imported into max.. buuuut, there's no torrent of said program, and the program costs 500 USD. Thanks to boobsey's friend, he found out that SmashU .omo files is a viz omo format, but sadly his friend doesnt want to convert the animation files for us. Boobsey is gonna try to crack the format for now, but otherwise, if nothing is done, then its been scrapped

edit:
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edit3:

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Quote from: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on May 29, 2015, 02:13:36 PM
Yes! Its not forgotten! And its f***ing awesome!
haha yeah, and the glow around the tower on the island in the bg, i remade its shader to be more "glow" like, and it came out pretty good ;D

anyways... does ANY1 have any knowledge on hex at all? i cant even figure out the keyframe data in these omo files AT ALL!!!! >:C
i'd ask BJ if he could, but he'll just blow me off, or either ask for money..
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Quote from: PervyDSX8 on May 30, 2015, 12:45:02 AM
i'd ask BJ if he could, but he'll just blow me off, or either ask for money..

neither, I'd just tell you I wouldn't do it lmao

Quote from: BlackJax96 on May 30, 2015, 01:11:54 AM
neither, I'd just tell you I wouldn't do it lmao
well not like i would ASK u to do it... just to look at it and give me a tip/hint or anything that'll make me understand its data section... thats like the only thing left for me to understand.. :/


edit:
welp... i think im like right at the edge of poly limit... and filesize too @_@



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Are you planning to add the blue glow on the floor  like on your first wip`s?

Looks great

The position isn't right yet, but it already looks very close!
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Quote from: Nasca Corp on June 01, 2015, 08:49:28 PM
Are you planning to add the blue glow on the floor  like on your first wip`s?
yeah, that'll be fading in as it gets darker

Quote from: Ricky (Br3) on June 01, 2015, 08:59:24 PM
Looks great

The position isn't right yet, but it already looks very close!
position? bro they r in position from what i gathered from the omo files, so the bg models r pretty much in position

anyways.. got 2 new videos to show!!
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Quote from: PervyDSX8 on June 01, 2015, 09:24:16 PM
position? bro they r in position from what i gathered from the omo files, so the bg models r pretty much in position

You got the translation right... but you are clearly off regarding rotation...



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