![]() ![]() |
Nov 20 2009, 09:48 PM
Post
#946
|
|||
|
http://x-hax.cultnet.net
|
Ahh, that makes sense! I wonder if that's the only misinformation in that document... just little things, like the first byte of the mesh struct is called 'flags' when its actually the material ID to use. The pointers in the mesh struct are out of order, and there are things listed the sadx doesn't use. This post has been edited by Dude: Nov 20 2009, 09:48 PM |
||
Yesterday, 08:29 AM
Post
#947
|
||
|
Random Avatar. Now with more Psy.
|
Dude, it appears that the chrmodels.dll is causing the crash. I tried both PVM's you've provided, and the original Sonic.PVM, and all still crash. The original chrmodels.dll works fine.
|
|
Yesterday, 07:02 PM
Post
#948
|
|||
|
No way! I can't believe this!
|
Okay, I managed to get Sonic's head to render with Direct3D by providing the vertices and normals in text files, and it shouldn't be hard to convert that to read model data, but I can't figure out how to connect them properly. I don't quite understand how strips work.
I was able to create structs for OBJECT and ATTACH in the disassembly of chrmodels, and I still don't know what the head's child object is. Or what anything else is for that matter. I've started a page: SCHG:Sonic Adventure DX: PC/Model Format, but uh, I don't understand the whole thing. If anybody knows something, please add to this! Basically, teach me models! Note: I will add the proper categories when the page is presentable. This post has been edited by MainMemory: Yesterday, 07:07 PM |
||
Yesterday, 09:59 PM
Post
#949
|
|||
|
http://x-hax.cultnet.net
|
Strips are simple. A strip is simply a vertex reference. To read the first poly, load the first three strips, and connect the referred verts to assemble the first triangle. Then, discard the first strip. You should have 2 strips. Now load the next strip, and you've got the second triangle. Do this until you've hit the poly_total indicated in the mesh struct. Do this for as many meshes in the mesh_total in the attach struct.
CODE MESH
byte matid; // which material to use byte type; // C0 for strips. SADX can't handle anything else short poly_total; // number of strips to load dword ptr poly; // poly data dword null[2]; // PAttr and pnormal aren't used in sadx dword ptr VColors; // vertex colors, this is used as a fake lighting supplement dword ptr UV; // UV coordinates. These are scale to 255 = 1 tile. 1024 is a texture that tiles 4 times dword null1; This post has been edited by Dude: Yesterday, 09:59 PM |
||
Yesterday, 11:18 PM
Post
#950
|
|||
|
AKA SonicFreak94.
|
I know this isn't specifically related to what you guys are talking about, but I've been wondering for a while now...
![]() How do-able would it be to add that effect to the full-speed running animations in SADX? And also Tails' tails, which have the same effect. (though it looks as if it's applied to the entire animation, so all the frames merge together, both Sonic and Tails) |
||
Today, 12:03 AM
Post
#951
|
|||
|
http://x-hax.cultnet.net
|
I know this isn't specifically related to what you guys are talking about, but I've been wondering for a while now... ![]() How do-able would it be to add that effect to the full-speed running animations in SADX? And also Tails' tails, which have the same effect. (though it looks as if it's applied to the entire animation, so all the frames merge together, both Sonic and Tails) Whoa, I thought that only happened when you didn't have the lightspeed shoes. How did you get that screenshot? |
||
Today, 12:25 AM
Post
#952
|
|||
|
No way! I can't believe this!
|
Strips are simple. A strip is simply a vertex reference. To read the first poly, load the first three strips, and connect the referred verts to assemble the first triangle. Then, discard the first strip. You should have 2 strips. Now load the next strip, and you've got the second triangle. Do this until you've hit the poly_total indicated in the mesh struct. Do this for as many meshes in the mesh_total in the attach struct. CODE // C0 for strips. SADX can't handle anything else First, you're awesome. Second, I did not know this. I guess that means I only need to support strips, right? I know this isn't specifically related to what you guys are talking about, but I've been wondering for a while now... ![]() How do-able would it be to add that effect to the full-speed running animations in SADX? And also Tails' tails, which have the same effect. (though it looks as if it's applied to the entire animation, so all the frames merge together, both Sonic and Tails) What is this? Seriously I don't know what it is. |
||
Today, 12:29 AM
Post
#953
|
|||
|
http://x-hax.cultnet.net
|
Strips are simple. A strip is simply a vertex reference. To read the first poly, load the first three strips, and connect the referred verts to assemble the first triangle. Then, discard the first strip. You should have 2 strips. Now load the next strip, and you've got the second triangle. Do this until you've hit the poly_total indicated in the mesh struct. Do this for as many meshes in the mesh_total in the attach struct. CODE // C0 for strips. SADX can't handle anything else First, you're awesome. Second, I did not know this. I guess that means I only need to support strips, right? I know this isn't specifically related to what you guys are talking about, but I've been wondering for a while now... ![]() How do-able would it be to add that effect to the full-speed running animations in SADX? And also Tails' tails, which have the same effect. (though it looks as if it's applied to the entire animation, so all the frames merge together, both Sonic and Tails) What is this? Seriously I don't know what it is. Yes, you only need to support strips. A triangle-to-strip function would be immensely helpful for exporting/importing though. Oh and the effect you're looking at is a motion blur that was removed from the DX versions... but to the best of my knowledge, I've never seen it work on sonic. I knew the non-lightspeed shoes used morph targets to stretch when you run at full speed (the functionality is in dx, but the morph targets have been set to non-stretched vertex trees), but I never knew the game used blur on the shoes... unless that's the jp or international version (I haven't played those) |
||
Today, 12:46 AM
Post
#954
|
|||
|
No way! I can't believe this!
|
I could try to work out something for triangle->strip, maybe.
Also, I think we should use the US version as standard, now that we can circumvent the cd-check. And it has less changes compared to the EU crack. And I'm disassembling the US version. You can find the US exe somewhere in this topic. Not that it really matters. |
||
Today, 12:50 AM
Post
#955
|
|||
|
http://x-hax.cultnet.net
|
I could try to work out something for triangle->strip, maybe. Also, I think we should use the US version as standard, now that we can circumvent the cd-check. And it has less changes compared to the EU crack. And I'm disassembling the US version. You can find the US exe somewhere in this topic. Not that it really matters. I agree with you on that point. I won't be porting rdx to the US version (obviously) but I will make my future hacks from it. Also, I tried downloading YIM to talk to you, but it just uses up too much ram on my main pc, and I won't have access to my friend's dev laptop for awhile. I'm really interested in helping in any way I can with the 3d based editor project so I'd like some way of getting ahold of you over IM. I assume you'll be using VB.net for most of the project so I'll do my best to learn as much as I can of it to help. |
||
Today, 01:05 AM
Post
#956
|
|||
|
No way! I can't believe this!
|
If you want to talk to me, AIM isn't a good choice, cause I don't have it. It's pretty much Yahoo!, Gmail, here, YouTube, or x-hax.
I think I can handle most of it myself, first I want to get something that can let you edit the values and at least display the points. After that, I'll look into more features. Also, I think I should add Status editing to SADXTweaker. Basically, it would let you edit the code that changes the status byte, allow you to switch between AND and OR, and show you a simpler + or - instead of the data. When statuses are removed, basically it ANDs the status value with the NOT of the statuses to remove. This would show you the ones it removes instead of the ones it allows. Example: Jump Cancel: AND status_2,Not(Status2_Ball Or Status2_Attack) The editor would show: Remove | Ball, Attack |
||
Today, 01:10 AM
Post
#957
|
|||
|
AKA SonicFreak94.
|
I know this isn't specifically related to what you guys are talking about, but I've been wondering for a while now... ![]() How do-able would it be to add that effect to the full-speed running animations in SADX? And also Tails' tails, which have the same effect. (though it looks as if it's applied to the entire animation, so all the frames merge together, both Sonic and Tails) Whoa, I thought that only happened when you didn't have the lightspeed shoes. How did you get that screenshot? This is from SA1 JAP (Forgot to mention that apparently >_>). Not sure if it's international or not, but it's in Japanese, that's for sure. I took this screenshot in NullDC, by the way. It works on Tails and Sonic, and I thought it looked really cool =< Maybe I can record an incredibly laggy video for no apparent reason... Also, for your talking matter... IRC channel? As in, possibly make your own, or just meet on #Retro and query each other from there. |
||
![]() ![]() |
|
Lo-Fi Version | Time is now: 22nd November 2009 - 03:08 AM |