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« on: December 11, 2012, 12:55:14 PM » |
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UMC Official Development Thread
UMC is literally what it's name stands for.
UMC, when finished, will be able to convert models from one format to another format. that being said, that "format" can be whatever desired format is supported by UMC's plugins
right now UMC is still in it's basic development stages, and currently only supports a model with a material color and vertex colors. multi-channel vertex colors and UV's are supported, but not displayed... yet
I'm still working on getting the internal format to support more...
the conversion process may seem fast, but it's actually quite slow... once new knowledge is found out, it will be implamented to improve performance.
I'll be starting a google project and post a download upon the release of dev5.
until then, you can keep an eye on the progress
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« Last Edit: December 01, 2019, 12:03:36 PM by DarkPikachu »
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« Reply #1 on: December 12, 2012, 03:55:18 PM » |
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sounds like an amazing program O_o
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« Reply #2 on: December 13, 2012, 05:15:59 AM » |
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So will we be abe to rip models from Pokemon Battle Revolution with this program?
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E-scope [PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.] [/url]
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« Reply #3 on: December 13, 2012, 05:46:27 AM » |
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From what I understand it converts known model formats to other known model formats and no-one has cracked the battle revolution models yet so no it doesn't.
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« Reply #4 on: December 13, 2012, 06:09:00 AM » |
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Definitely an interesting ad useful idea. Good luck figuring everything out, because some of these are hardly rippable or not rippable at all.
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« Reply #5 on: December 13, 2012, 07:07:54 AM » |
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Definitely an interesting ad useful idea. Good luck figuring everything out, because some of these are hardly rippable or not rippable at all. Yeah just like Code Lyoko Quest for Infinity & Coraline.
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E-scope [PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.] [/url]
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« Reply #6 on: December 17, 2012, 12:18:39 PM » |
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Can you add support for pokemon Battle Revolution 3d Models textures bones UV's animations too?
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E-scope [PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.] [/url]
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« Reply #7 on: December 18, 2012, 10:51:48 AM » |
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Actually, Battle Revolution has had some understanding of its format done. However, there are two major issues at the moment:
1) It's not complete. The converter I have only gets the first object it finds in any .fsys file. This is probably something that could be fixed a little easier than the other point.
2) There are no bones. PBR uses vertex animation. A strange choice, IMO, but that's what's been found.
The converter can be found over at the Spriter's Resource forum.
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« Reply #8 on: December 18, 2012, 12:21:44 PM » |
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Actually, Battle Revolution has had some understanding of its format done. However, there are two major issues at the moment:
1) It's not complete. The converter I have only gets the first object it finds in any .fsys file. This is probably something that could be fixed a little easier than the other point.
2) There are no bones. PBR uses vertex animation. A strange choice, IMO, but that's what's been found.
The converter can be found over at the Spriter's Resource forum.
ah spriters resource =u= god this is nostalgia for me. XD (back when I started UMC v2) ^when Pharrox had decoded Ninetails *spell-check* from PBR (I do believe)
yes UMC converts a known format to another known format. well stated AdfroMan
you'd have to learn Python and UMC's functions to build scripts for UMC these scripts (as of dev5) support: -models and animations -images -compression methods (not complete yet)
the scripts can also have extended libraries built for them and UMC such as "Dolphin" (Nintendo's name for their entire SDK (N64 to Wii-U) the library will allow you to program scripts as if you were programming an actual Nintendo game.
I'm still working on deciphering the RVL SDK... so this library won't exist for a while...
if anyone who actually understands C++ could help me translate this, it would be much appreciated
there is another software out there that's almost exactly like mine... but with alot less support, and you have to pay for it's features. it's called Universal Object Converter.
Post Merge: December 18, 2012, 12:56:54 PM btw... progress on dev5: 3D analglyph colors:
if 3D wasn't cool anymore, it wouldn't be implamented in things we use every day.
materials: (I actually have a custom material implamented here)
UMC's font: (can't scale)
and scripts for dev5: Minecraft export:
Riku:
although I've ran into a recent error... (I may have it fixed when I release)
^the reason is I tried to improve the generator, which didn't work out...
minecraft import: my house:
in UMC:
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« Last Edit: December 01, 2019, 12:21:28 PM by DarkPikachu »
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« Reply #9 on: December 18, 2012, 11:37:45 PM » |
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looks epic "want to see brawl mario in minecart xd"
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #10 on: January 01, 2013, 01:07:06 AM » |
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well, once I can figure out how to properly parse the bones, I'll then be able to use an animation to pose his character model...
but for now, progress is as good as Melee models:
^ I'm pretty much on my own again as everyone's just telling me to figure it out, or they're not responding. -.-* no help as usual... T.T
the problem is, I can't understand C# or C++ well, so figuring it out will take years instead of days... T.T
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« Last Edit: December 01, 2019, 12:23:51 PM by DarkPikachu »
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« Reply #11 on: January 04, 2013, 12:26:57 PM » |
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Don't start building export scripts for UMC just yet I've just found a major flaw in the design of the functions...
the data handling is too direct in giving you the internal data for one.
I'm currently re-working the design to hand you the data you're loooking for, rather than give you everything for each catagory >_>
it should be a little more like the import process.
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« Reply #12 on: January 10, 2013, 11:21:52 AM » |
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well, the new format of the export scripts overpowered the import format... so I'm changing that as well
the format is much looser, by seperating the optional inputs into their own functions.
for example: SetObject( Name ) -SetObjectLoc( X,Y,Z ) #also accepts a single list -SetObjectParent( Name/ID ) #must exist, or the input is skipped.
it's looser because you don't have to define variables now if you don't need to.
I'll post the new format here soon. (if you've built any import scripts, you'll have to upgrade them) ^ after the release of dev5, you won't have to upgrade your scripts.
Post Merge: January 10, 2013, 11:19:50 AM just wanted to mention I've been using Visual Studio 2010 to develope UMC.
this means errors are less likely to happen as I can now use intellisense
but if I must mention, I'm also working on my own IDE specifically built to test UMC scripts:
comparison to IDLE:
there's still quite alot to do before this thing can be considered an actual IDE >_> but I hope to get rid of the function process handlers in order to increase speed... (UMC is extremely slow because of this)
also... if anyone's interested... *can't find HexEditProCracked.gif* ^I've done it ^_^ (cracked HexEdit)
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« Last Edit: December 01, 2019, 01:17:49 PM by DarkPikachu »
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« Reply #13 on: January 10, 2013, 11:34:05 AM » |
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wow looks awesome this would be usefull
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