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« Reply #75 on: May 01, 2013, 07:55:51 PM » |
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lol, IDK how to say thanx enthusiastically XDD
not currently... I'm actually working on rebuilding UMC from scratch again
I have some new COMMON info to add which is about data types...
data types in UMC are basically nothing more than ranges. for example: x = BS8() #defines an int within range(-128, 127)
if the value should exceed the range on either end, a traceback is thrown
types are used by the converter to verify internal data types for conversion.
for example: setting a vertex array as BU16 and feeding it BS8 values will convert the values to BU16 when importing. when exporting, if a different format is specified, it will convert the values to that format. NOTE: an int vertex array requires an exponent. (I'm not sure if Nintendo's standards follow GL's standards for exponent conversion) ^ if I had to guess, I think both use the same standard (value/(2.0**exponent))
EDIT: also... modifying a UMC type changes it's type to int/float unless types match:
x = int( BU32(4952) + 16 ) x = BU32( BU32(4952) + BU32(16) ) x = int( BU32(4952) + BU8(16) ) x = float( BU32(4952) + 4.952 )
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« Last Edit: May 01, 2013, 08:02:48 PM by DarkPika »
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« Reply #76 on: May 08, 2013, 08:11:45 AM » |
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well... since I've had to scrap my last build of UMC... would you guys like me to release my last working build??
you won't have to convert your scripts because it still uses the dev4 system
the only difference really is better control...
also... materials won't be supported because I never recieved alot of help with structuring them appropriatly :/
while the parser does support them, somewhat, the functions were never worked on due to the incomplete structuring...
good news though if you want to display them (not textures), you can add the structure to the ses export, and import that. (the data in the ses gets transferred directly to UMC's memory w/o verification) ^ that will change in the actual release of dev5 as I'm switching the system to using classes.
Post Merge: May 08, 2013, 04:54:49 PM oh wow I'm glad I've finished the float manager just in time for this
so the mod format actually uses 16bit float values =D [/hopes I have the right 16bit format supported]
by the release, I will also be adding 2 new float formats (IBM, and Borland) thus finishing my main data handling function
I'm still awaiting info to add MDL0 fur support... apparently the dude wants the info kept secret until then UMC won't be able to support fur data, unless I figure it out from another src <_<
that src being Final Fantasy Cryatal Chronicals for GCN. the moogles in that game used fur data since you could cut their fur or paint it.
does anyone have the data files for the moogles?? if so, please send them to me using dropbox. (MF has issues on both the phone and my wii) ^ DB works perfectly on either.
thanx
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« Last Edit: May 08, 2013, 04:54:49 PM by DarkPika »
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« Reply #78 on: June 13, 2013, 07:45:11 PM » |
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just to let you guys know, I will no longer be hosting UMC on Google Code. I am moving the repository to GitHub upon dev5's release.
GitHub had a more user-friendly and pre-updated interface that I can even update while on my wii they also have a local program which can easily sync with their repository, so code commits will be alot easier... and finally, you can easily download the whole repository as a zip. (unlike G-Code, you don't need an SVN downloader to obtain a src) ^ for me, I won't have to download a src 1 file at a time. D:
as for current progress: I'm looking into IPython, Live Coding, PyStream, and GLEW.
GLEW will allow the usage of today's OpenGL standards (unlike the old slower FFP standards I was using previously)
PyStream will allow the use of GLSL Shaders written in Python
Live Coding will allow active edits to UMC's code while it is running
IPython will allow interactivity with UMC's code from it's console. (this is for developers who want to use UMC's console as if it was ran through IDLE) ^ this could greatly improve UMC's development rate with real-time coding
that being said, since I've found both Live Coding and IPython, my idea for UMC Devel mode can actually be implamented now =D
Devel mode can be actively switched on or off... when entering Devel mode, those 2 additions will be activated and you can immediatly start development on UMC yourself
if the UPDATE module is installed, you will also have the ability to commit your edits to my server. a built-in IDE will be able to assist you with continuously updated code. (it's like you're editing UMC's src right off the server) ^ safety checks will be made to make sure you can't just up and delete the entire src file or important parts from it.
NOTE: the UPDATE add-on for UMC hasn't even made it into development. the console app has to be made first...
Devel mode will not be available upon the first (and possibly the 2nd) release of the console app.
EDIT: oh yea... I'm also switching from SDL to Qt.
with Qt, I'll have alot more control over how UMC can manage windows.
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« Last Edit: June 13, 2013, 07:49:06 PM by DarkPika »
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« Reply #79 on: June 18, 2013, 06:14:40 AM » |
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updated UMC's local interpreter from Python to Iron Python (a much faster interpreter)
IronPython also has a 64bit interpreter, meaning good news for everyone else out there.
I'm currently working on the basic IPython event handler for the console. (to detect and handle key-presses appropriatly)
this will work just like the dev4 Ctrl+(I/E) commands. though this will also have the added Ctrl+Alt+(I/E) for animation support.
working with the console shouldn't be too much different from dev4 for conversion, in terms of file I/O. however, once I release VIEWER with GUI, you will many see more controls than with dev4.
UMC uses 2 seperate sub-systems depending on if VIEWER is available or not. so that's why the controls will be similarly different.
Post Merge: June 18, 2013, 08:19:09 PM
alright, forget the console session for the RAW API =D Qt is SOOOOO much easier to where I can actively define all options in just a single function. :3
as much as I hate wrappers, I like wrappers that take the low-level stuff from it's roots and give you the simplest interface to work with :3 Qt4 does exactly that, so I'll just wrap up the console stuff, and give you guys a better API GUI
can't believe how much more loose this is than even SDL. =o
anyways... I'm working my hardest on UMC now. P= I want this to be as Pro-like as possible. (excluding Registry integration, that will come later) ^ credit to Diddy Kong for the idea.
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« Last Edit: June 18, 2013, 08:19:58 PM by DarkPika »
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« Reply #80 on: June 19, 2013, 10:42:30 PM » |
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Sorry if this is a dumb question but UMC having a 64 bit interpeter mean that it can view N64/Ps1 game models?
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The Dry Boney that needs canon to make sig with sense, But has a image sig. *has SD card now*
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« Reply #81 on: June 22, 2013, 03:18:55 PM » |
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lol no :3 it has to do with the OS and CPU word size. - if you're using 7, that's a 64bit OS - if you're running a quad-core CPU, that's most likely a 64bit CPU.
I'm running WinXP Black (the 32bit build) on an Intel Celeron (32bit) CPU. so the 64bit interpreter won't work for me... but if you're using 7, or XP Black (64bit) on a 64bit machine, then it'll work for you.
also... in the poll's 3rd option, "simplify" is loosely stated. it's ment to provide a virtual memory space access for files, to verify and retrieve a simulated location in virtual memory. (basically, it's simulating what a compiler has to go through with pointers)
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« Last Edit: June 22, 2013, 03:23:15 PM by DarkPika »
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« Reply #82 on: June 22, 2013, 04:46:17 PM » |
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ah ok when you said 64 bit i thought of games not coding or computer type. I use a 32 bit laptop so it doesn't matter that much
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The Dry Boney that needs canon to make sig with sense, But has a image sig. *has SD card now*
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« Reply #84 on: June 22, 2013, 07:43:59 PM » |
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I have figured out how to import models is there a way to export as mdl0 or minecraft yet?
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« Reply #85 on: June 22, 2013, 08:51:45 PM » |
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I have figured out how to import models is there a way to export as mdl0 or minecraft yet?
well... I can't promise I'll have it working by dev5... but MDL0 exporting IS being worked on minecraft models though, unless someone's been working on that table I asked for a few posts ago on SWF, minecraft... well... statues, will only be built with white-wool blocks (like in the images I've posted).
like I stated on SWF, I need a cubular color table from [0,0,0] to [255,255,255]. ( [X,Y,Z] == [R,G,B] of course ) ^ I think you guys can figure the rest out XDD
if I could get the 3D list in text format with block and data ID's in their proper places, that would greatly help out. ( Block, Data = block_table[ X ][ Y ][ Z ] )
for details on the required blocks, see my SWF thread: http://smashboards.com/threads/334292
EDIT: also... it looks like people want me to implament my virtual pointer system... I currently don't know everything about how C data types work just yet and how to associate them properly with pointers... so implamenting the system could take a little while... (as in months) are you sure this is how you guys want it? :/
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« Last Edit: June 22, 2013, 08:56:14 PM by DarkPika »
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« Reply #86 on: July 04, 2013, 10:02:21 AM » |
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just because my wii got bricked by DOP-MII's crash doesn't mean the world has to end w/o anything done XD (I'm extremely depressed right now if you don't get it)
so as the title states, I've finally gotten rid of that pesky error in dev4.5 which kept me from getting what I had in my last images working again.
dev4.5 only has a few renamed functions from dev4... and I think it also has the string encoding implamentation... (meaning PMD files can be supported)
this version is only a filler version for dev5... but in any case, it should be released soon
NOTE: it won't be fast as it uses all the old interfacing from dev4... though it does have a few improvments
for example, to increase speed, bu32(['','','','']) doesn't run bu32('') for each value anymore.
instead, it creates [0x80000000]*4 to reserve space in dynamic memory, and then sets the index with the value and returns that.
appending a value to a list is slower than setting an index of a list.
what else does it have? well it has a more blender-like control... the mouse actually rotates, scales, and pans the display view (panning is a little sensitive based on scale, but it works)
that rotation bug has been fixed, so it actually rotates from the center of the screen, wherever you are.
a simple GUI... (no text, I'll do that with Qt+GLEW) I'm not going to implament the drop boxes in this version as they caused alot of lag last time... (the GUI system is the older one (not the smart one))
in any case there's 5 toggle buttons which just play with the display... have fun
the GUI's hitdef events are buggy, and don't have layer reaction... (meaning every hitdef under the mouse reacts to any button press)
I'll try to individualize the buttons, but the layer support was something for the smart interface...
like I say... this version is a filler... I just want to get it released as something decent, not perfect...
dev5 is what will be perfect
if you guys wish to enhance 4.5, feel free. =) you'll only be helping me and will see your featues in dev5, with proper credit given. just make sure you keep the version at 4.5. XDD
Post Merge: July 04, 2013, 06:54:53 PM finally figured out how to get a BAT to decide which program to use based on your CPU
@echo off
IF "%PROCESSOR_ARCHITECTURE%"=="x86" (GOTO 32) ELSE (GOTO 64)
:32 ; run 32bit program GOTO End
:64 ; run 64bit program
:End
that means high performance on 64bit machines
Post Merge: July 05, 2013, 08:19:05 AM well... it looks like IronPython and PyOpenGL don't seem to get along well...
IronPython, after precompiling, seems to run UMC at least 4 times faster than Python but that's only until it gets to VIEWER...
apparently ctypes has a problem with IronPython's types: TypeError: unable to bind object of type 'IronPython.Runtime.Types.PythonType' to type 'INativeType'
I'm working on a fix right now, but it could take a moment :/
Post Merge: July 06, 2013, 07:31:19 AM I've switched back to Python 2.7.5 screw IronPython... it couldn't import for crap.
all of my modules failed: -OpenGL -PyGame -ArcBall -NumPY
I havn't tried Qt yet, but I expect that to fail as well. 9_9
in any case, I've started working on my melee template again BJ's notes didn't work, so models still don't transform correctly... >3<
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« Last Edit: July 06, 2013, 07:31:19 AM by DarkPika »
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« Reply #88 on: July 22, 2013, 07:53:37 PM » |
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is anyone else getting errors with dev4??
Revel8n just reported an issue literally after downloading it :/ (it's indexing a list with a string instead of an int)
Post Merge: July 23, 2013, 08:48:51 AM if anyone wants a pre-release (many features still not implamented) of dev4.5, email me tcll5850@gmail.com
WiiBrowser can only upload to GMail... (for what I know) for some reason it redirects you to Google after the upload completes... Gmail has a "send" button, so it uploads while it sends, then redirects to google...
EDIT: this pre-release was originally intended for Revel8n to look into and he already knows the controls:
Ctrl+I - Import Ctrl+E - Export
NumPad 8,2,4,6 or MMB - Rotate (U,D,L,R) Shift + (NumPad 8,2,4,6 or MMB) - Pan +/- or MouseWheel - Scale
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« Last Edit: July 23, 2013, 08:59:16 AM by DarkPika »
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