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Melee Arcive Viewer (MAV) in development project.

GameWatching

New member
don't let it die >_<

almost finished my melee falco :
rsbe01203.png
 
OP
Tcll

Tcll

Complexity == Fun >:3
it'll just get sick :p

I'll come back...
unlike all the others who didn't...
I need this importer...

so don't worry about it dieing :)

this thread ain't gonna die until I get my importer ;)
 
OP
Tcll

Tcll

Complexity == Fun >:3
I'll revive it later... -_-
got waaaaayy too much going on right now...
 

Myuutsuu

forever.
LOL, Don't let it trouble you, GameWatching; the majority of us are still here lurking around the topic... but if there's no progress being made, why bother posting, y'know? :p

Trust me... this topic's seen MUCH longer stretches of drought. It'll be brought back when things start to pick up again....... Wish I could lend a hand in the troubles, but this kind of stuff's just way out of my league. >:
 
OP
Tcll

Tcll

Complexity == Fun >:3
I have an idea that may help you guys out...
in doing work on the MDL0 importer, I've discovered that the converters read
from the faces and create the individual verts from the face vert offsets

if you guys want... (if you can read C++)
(or even just look at it like I did)
I have another thread posted over at SB with the code I used...
http://www.smashboards.com/showpost.php?p=10888989&postcount=55
 
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OP
Tcll

Tcll

Complexity == Fun >:3
well...
I've finally figured out how to use seperate functions linked to a main function
(as I'm doing with the mdl0 importer)

anyways... if you ever stop by revel8n,
could you explain to me the various data types used in conversion,
along with how to go about sorting the various data types

just thought I'd post an update on an old thread

I may even make a dat to mdl0 converter...
just to save people the troubles of using blender...
 
OP
Tcll

Tcll

Complexity == Fun >:3
well...
everyone who was helping me on the importer seems to be dead again...

IDK...
having thoughts about starting this back up...
but...
then my current work to do hits me...
(organizing my 5 hdd's, and extracting some other models and crap)

in other news...
I've downloaded Pokepark and am extracting the pokemon from it...
as well as a bunch of gamecube games...

I'm very limited on space right now as I'm almost ready to format my 160 GB hdd so I can move all my games to it...
and I also need to work on my video's (or at least levels and sites for it)
as well as my games and such (since they were eaten by my 160 GB hdd)

sry bout such a long post with random crap I'm dealing with...
just needed a place to vent...

anyways...
so I'm having thoughts about starting this back up...
I've got new code methods to test and everything...
I just need to get revel8n back on here...
once he gets back...
I'll cut my current stuff, and come back on here...

I really need the melee models for my one video...
as well as helping out the melee hacking community...

I should've never gotten internet XDD
 

Myuutsuu

forever.
Sorry, Tcll, only thing I could crack were the textures... After that, I hoped people with much more knowledge of the stuff would have success in advancements. Certainly not bad, for as old as the game is. Shows how much interest there is left in it. :)

I recall seeing revel8n posting at Smash Boards very recently, can't remember of what, though. But, there has been just a tiny bit of progression over there, with finding the coordinates of the auto-colored files like Fox and Falco's lasers.
 
OP
Tcll

Tcll

Complexity == Fun >:3
@Milun:
that's ok...
I'm kinda not gonna be doing anything either...

I'm currently moving and have alot of stuff to catch up on...
so yea...
thse are my probs :p

enjoy your vacation dude :)
I just finished summer vacation, for my last semester of school...
gawd school is annoying D:

@myuutsuu:
I've been on that thread from time to time...
found some interesting stuff there :D

but I've only learned parts of the mdl0 format,
and I can use that to help me out on the dat format...

but sadly, I don't know enough about blender to start anything big yet...

I've only been successful at importing verts...
 

Myuutsuu

forever.
LOL, wow, GameWatching, that Falco's freaky. XD
Interesting... Wish I could say; it'd be really odd if DK's eyes and tie had some sort of connection.
 
OP
Tcll

Tcll

Complexity == Fun >:3
@GW:
here's how to edit verts:

copy the blue and the red data:
Qmf1GbavR81t56Paa2CByPvq6VMsjp8Uc1rjKivjDikEMw

the red is the extra bytes to fill the length between the offsets...
* and paste it in a new file...

now use this script to import your newly created file:
Code:
import Blender, struct as S
def utwobyte(this): return S.unpack(">H", this)[0]
def import_mdl0(path):
 Blender.Window.WaitCursor(1)
 name = path.split('\\')[-1].split('/')[-1]
 mesh = Blender.NMesh.New( name )
 mdl0 = open(path, 'rb')
 def vec(): return utwobyte(mdl0.read(2)) * 0.001
 while NumVerts>0:NumVerts-=1;mesh.verts.append(Blender.NMesh.Vert(vec(),vec(),vec()))
 mdl0.close()
 ob = Blender.Object.New('Mesh', name)
 ob.link(mesh)
 scn = Blender.Scene.GetCurrent()
 for o in scn.getChildren(): o.sel = 0
 scn.link(ob)
 ob.sel= 1
 ob.Layers = scn.Layers
 Blender.Window.WaitCursor(0)
 Blender.Window.RedrawAll()
Blender.Window.FileSelector(import_mdl0, 'Import')

and use this script to export to export a new file:
Code:
import Blender, bpy, struct as S
def fourbyte(this): return S.pack(">h", this*100.01)
def write_obj(filepath):
 mdl0 = file(filepath, 'wb')
 sce = bpy.data.scenes.active
 ob = sce.objects.active
 mesh = ob.getData(mesh=1)
 for vert in mesh.verts:
  vx,vy,vz = vert.co.x,vert.co.y,vert.co.z
  mdl0.write(fourbyte(vx)+fourbyte(vy)+fourbyte(vz))
 mdl0.close()
Blender.Window.FileSelector(write_obj, "Export")
export an original import first to test this, and compair the original to the export in hxd...
if this doesn't compair completely, change this: 'this*100.01' to this: 'this*1000.01'
and that should work...

to run the script:
open a text editor in blender, and use 'Alt+P' to run it

after testing, you can do your edits and export :)
 
Last edited:

GameWatching

New member
Hey !

there's a problem !
i copyed that data in a .txt file,

then i started your script,
selected the file,

and then,
he showed me an error :(

it selected the correct hex pattern yet !
hexh.png
 
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OP
Tcll

Tcll

Complexity == Fun >:3
that may have been the importer...

here...
use this:
Code:
import struct as S
import Blender
def utwobyte(this): return S.unpack(">h", this)[0]
def import_dat(path):
 Blender.Window.WaitCursor(1)
 name = path.split('\\')[-1].split('/')[-1]
 mesh = Blender.NMesh.New( name )
 file = open(path, 'rb')
 def vec():return utwobyte(file.read(2)) * 0.001
 a = 0
 while(a==0):
  x, y, z = vec(), vec(), vec()
  if (x == 0.0 and y == 0.0 and z == 0.0):
   a = 1
  mesh.verts.append(Blender.NMesh.Vert(x, y, z))
 
 ob = Blender.Object.New('Mesh', name)
 ob.link(mesh)
 scn = Blender.Scene.GetCurrent()
 for o in scn.getChildren(): o.sel = 0
 scn.link(ob)
 ob.sel= 1
 ob.Layers = scn.Layers
 Blender.Window.WaitCursor(0)
 Blender.Window.RedrawAll()
Blender.Window.FileSelector(import_dat, 'Import')

and btw...
the exporter is: 'this*1000.01'
change the value if you havn't
 
OP
Tcll

Tcll

Complexity == Fun >:3
good news about the mdl0 files :D
I finally figured out the relocation table...
there's more to it though than the dat files... (as I figured)
part of the header defines the seperate groups of the relocation table...
there's still a few more numbers to figure out though :/

anyways...
I thought it might be able to help me with melee...

I know the dat files are very loose, but how tdoes the relocation table deal with the seperate groups, or data types??
revel may need to answer this one :/
 

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