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MDL0 Converter: Vertex conversion methods

Roo525

Smash Ace
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Jan 20, 2010
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Another bit of information needed for the MDL0 exporter patch for blender.

We need any sort of information pertaining to a converter or a conversion script to export the verticies of a file. The guy doing the scripting will take it from here, probobly explaining the situation better...

TCLL5850:
 

Tcll

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MDL0 importer: Vertex conversion methods

first off is to import...
you keep missing that roo XD

once I finish the importer, I'll work on the exporter :)

can't export if I don't know how to import XD
 

Roo525

Smash Ace
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Uhm, Is nobody going to help with what could be the greatest brawl hacking achievement in the history of hacking?!
 

pokelover980

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Uhm, Is nobody going to help with what could be the greatest brawl hacking achievement in the history of hacking?!
It's already been achieved twice, but neither times it was fully functional (the first time it was never released, and the second one we had to compile it ourselves and it didn't have shaders so it couldn't save). Interest in it has also been dying down recently, and more people would seem to think that a Clone Engine would be a better achievement :dizzy:

Anyways, Fortwaffles was the original one to figure out the vertices export method, but I haven't seen him around in a while. You could ask the guy who made DasDonkey Vertex Box how he automated the whole process.
 

ds22

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A Clone Engine would indeed be the greatest achievement ever.
With that we would have more slots, which we could later fill with imported models.
 

JediKnightTemplar

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It's already been achieved twice, but neither times it was fully functional (the first time it was never released, and the second one we had to compile it ourselves and it didn't have shaders so it couldn't save). Interest in it has also been dying down recently, and more people would seem to think that a Clone Engine would be a better achievement :dizzy:

Anyways, Fortwaffles was the original one to figure out the vertices export method, but I haven't seen him around in a while. You could ask the guy who made DasDonkey Vertex Box how he automated the whole process.
That would be Akari_Un and I know he's working on DasDonkey Vertex Box 2.0 right now, though I'm sure he would offer support of some kind to this project.
 

Roo525

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A Clone Engine would indeed be the greatest achievement ever.
With that we would have more slots, which we could later fill with imported models.
TCII has also been working on the clone engine. I'll ask how it's going.

That would be Akari_Un and I know he's working on DasDonkey Vertex Box 2.0 right now, though I'm sure he would offer support of some kind to this project.
Akari_un would probobly be of great help. Can you provide a link to his page so I could PM him?
 

Tcll

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now that I know what you guys mean by "Clone Engine"
or should I say getting separate physx and logic...

now I can say I'm working on it...

it's really the other half of my common data separation project...
 

ds22

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now that I know what you guys mean by "Clone Engine"
or should I say getting separate physx and logic...

now I can say I'm working on it...

it's really the other half of my common data separation project...
I hope you can figure out the Module files for the Clone Engine.
 

Tcll

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I hope you can figure out the Module files for the Clone Engine.
believe me...
I've tried D:

but if I had to compair them to anything...
I'd say they're part 2 of the game logic

eg: game scripts...


part 1 would be everything in the pac not relative to models, textures, etc...

'MiscData[0]' = command data (what PSA would use)
and I've still never used PSA... :laugh:

hint: read the strings at the bottom of the file :p

EDIT:
might want to explain...

the module files are the character files
eg ft_pikachu.rel

I did however notice how the relocation table is at the bottom instead of the top... :/
unlike other brawl files...
 

ds22

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believe me...
I've tried D:

but if I had to compair them to anything...
I'd say they're part 2 of the game logic

eg: game scripts...


part 1 would be everything in the pac not relative to models, textures, etc...

'MiscData[0]' = command data (what PSA would use)
and I've still never used PSA... :laugh:

hint: read the strings at the bottom of the file :p
???
You mean the one the the [6] infront of it?
And I know that the ft_(charactername).rel flies are the character module files.
And I even looked into them myself, but I can't find a similarity between the character modules.
 

Tcll

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sry... should've mentioned I was looking at Pikachu... XD

MiscData[0] = no header string, but lists command referances at the bottom
MiscData[1] = REFF ?? (still no clue yet on how this works)
MiscData[2] = REFT ?? (still no clue yet on how this works)

could anyone explain how the REFF and REFT files work??
unless no-one knows any more than me... :/
 

Tcll

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well I've figured out MiscData[0] can be called MiscData[0].cmd
it deals with the command constraints... or put simply as:
when you press 'this button', do 'this action' (simple)
when you press 'this button', do 'this action' with 'these settings' (advanced)

if you've ever played around with MUGEN, you'll know what I'm talking about...
the .rel file is like a .st (script) file... (mugen)

I've documented a little about that on my old site:
http://smashbrosfiles.blogspot.com
 

Eternal Yoshi

I've covered ban wars, you know
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Code:
 REFF

Offset
0x00  - REFF Identifier
0x08  - File size
0x10  - REFF Identifier(Again) 
0x14  - File size(This always points to the offset 18 bytes before the end of the file)
0x25  - Number of letters in Character's debug name plus null byte
0x28 - Start of Character's Debug Name
That is part of the header. The rest of the offsets seem to vary because of the character name.
 

Tcll

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.st files are renamed .cns files, right?
Because if that is true then I don't know how it is similar to .rel (module) files.
no...
well not really...
(alot of chars yes)

cns stands for constants (width, height, weight, etc...)
st stands for states... (the script code)

the rel files are similar to the state files in terms of programming...
the rel files to exactly what the state files do... (just in completely differant formats)
 

Tcll

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I know...
you've never played it...
so you don't know...

kinda tough to explain it at that... <:/

eh..heh...
what exactly do you mean...
the question mark throws me off... :p
 

ds22

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I also need it, but I think that, when the character modules have been figured out and achieve a code similar to the stage expention code, we would have more room for imports.
 

Tcll

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I also need it, but I think that, when the character modules have been figured out and achieve a code similar to the stage expention code, we would have more room for imports.
true...
and granted we do need that...
but I havn't researched into it that much...
 

ds22

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And with that we could have Mewtwo officially in Project M.
But it's ok, take your time and do what you think is best (Project M won't be released for a long time).
 

Tcll

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I'm gonna use my importer/exporter to get Pichu in brawl...
I miss him soo bad
but I really need it for my video...

and yea...
that would officially put any malee char in...
 

Tcll

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can anyone tell me how this class works??

Code:
class Vec3 {
public:
 Vec3() {
  this->x = 0;
  this->y = 0;
  this->z = 0;
 }
 Vec3(float x, float y, float z) {
  this->x = x;
  this->y = y;
  this->z = z;
 }
 float X() {
  return x;
 }
 float Y() {
  return y;
 }
 float Z() {
  return z;
 }
protected:
 float x;
 float y;
 float z;
};
I soo wish I could read C++ ;_;
 

Tcll

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off topic:

does anyone have any note on rewriting C/C++ programs in Python??
google and bing give me the exact opposite and I've got a headache from searching...
 

Tcll

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hey ds22

here's some notes I figured out about rel files in general:

note: the animations can be controlled by the logic or the scripts…
(PSA or REL)

think about this in blender…
(if you need an image, let me know)
where by the PSA is the logic (blender logic editor), and the REL files are like python scripts in blender.
the scripts are an addition to the logic…
telling the logic to play an animation based on a selection or whatever you tell the script to do…
make sence


so rel files are similar to py files... just in a differant format

here’s proof of me being a game developer

I know what the files do...
I just don't know how to go about reading them...
 

ds22

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hey ds22

here's some notes I figured out about rel files in general:

note: the animations can be controlled by the logic or the scripts…
(PSA or REL)

think about this in blender…
(if you need an image, let me know)
where by the PSA is the logic (blender logic editor), and the REL files are like python scripts in blender.
the scripts are an addition to the logic…
telling the logic to play an animation based on a selection or whatever you tell the script to do…
make sence


so rel files are similar to py files... just in a differant format

here’s proof of me being a game developer

I know what the files do...
I just don't know how to go about reading them...
Makes sense (I think).
If only it could be read...
 
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