Kuribo64
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04-25-24 01:11 PM
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Main - Posts by blank

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Posted on 12-04-14 07:43 PM, in obj2bdl - Convert Wavefront OBJ to BDL Link | #52224
Transparency isn't supported.

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Posted on 12-06-14 04:52 PM, in Let's hack... Super Monkey Ball! Link | #52308
Posted by Yoshimaster96
Some dumb program I made to extract collision from LZ files:
https://www.dropbox.com/s/bh3gpf9mypv1h5i/lz2obj.exe?dl=0
Decompress LZ files with this:
https://www.dropbox.com/s/vkuua4a2g8inpi7/lzfix.zip?dl=0


When trying to run these I get an error telling me that I'm missing MSVCR100D.dll, which as far as I can tell means that the programs are debug versions.

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Posted on 01-06-15 03:30 PM, in Honeyhive Planet in Super Mario Sunshine Link | #53979
A couple of people have asked me how I did the collision, so here's the script I wrote to do it: https://kuribo64.net/get.php?id=P8EMtCk4aMmD8Suk. It's a Python 3 script. It converts a Wavefront OBJ file to a Super Mario Sunshine COL file.

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Posted on 01-18-15 05:14 AM, in My thoughts on where SMG is going. Link | #54473
I don't necessarily disagree with your points on SMG, but the thing is, all your points apply equally well to all home console 3D games from the GC and onwards. So saying that there's better games to hack doesn't make sense, unless you're talking about SM64, and suggesting that 3DW should somehow be better to hack is just flat out ridiculous.

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Posted on 01-24-15 09:21 AM, in Need help converting triangle formats! Link | #55104
This is python code that converts a triangle given by the vertices a, b and c:


def normalize(v):
return v/numpy.linalg.norm(v)


def hat(v):
return numpy.array([-v[1],v[0],0],numpy.float32)


def reverse_angle(c,s):
if abs(c) < abs(s):
a = degrees(acos(c))
if s < 0: a = -a
else:
a = degrees(asin(s))
if c < 0: a = 180 - a
if a < 0:
if a > -0.001:
a = 0
else:
a += 360
return a


vertex = a
normal = normalize(numpy.cross(normalize(b - a),normalize(c - a)))

l = sqrt(normal[0]*normal[0] + normal[2]*normal[2])
if abs(l) < 0.001:
if cy < 0: continue
cy = 1
sy = 0
else:
cy = normal[2]/l
sy = normal[0]/l

cx = l
sx = -normal[1]

Rx = numpy.array([
[1,0,0],
[0,cx,sx],
[0,-sx,cx]],numpy.float32)

Ry = numpy.array([
[cy,0,-sy],
[0,1,0],
[sy,0,cy]],numpy.float32)

v0 = numpy.dot(Rx,numpy.dot(Ry,b - a))
l = sqrt(v0[0]*v0[0] + v0[1]*v0[1])
cz = v0[0]/l
sz = v0[1]/l

Rz = numpy.array([
[cz,sz,0],
[-sz,cz,0],
[0,0,1]],numpy.float32)

v0 = numpy.dot(Rz,v0)
v1 = numpy.dot(Rz,numpy.dot(Rx,numpy.dot(Ry,c - a)))

n0 = normalize(hat(v1 - v0))
n1 = normalize(hat(-v1))

rotation_x = reverse_angle(cx,sx)
rotation_y = reverse_angle(cy,sy)
rotation_z = reverse_angle(cz,sz)

Here v0 and v1 corresponds to your (dx2x1,dy2y1) and (dx3x1,dy3y1) and n0 and n1 corresponds to your unknowns.

Also, have you noticed that the collision is divided into a grid?

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Posted on 01-26-15 05:18 AM, in Need help converting triangle formats! Link | #55219
cx, sx, cy, sy, cz and sz are floats and are the cosine and sine of the rotation angles.

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Posted on 01-26-15 12:14 PM, in Need help converting triangle formats! Link | #55223
You calculate the angles using cx, sx, etc. In my code snippet this is done with the reverse_angle function.

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Posted on 01-27-15 02:39 PM, in Need help converting triangle formats! Link | #55329
The code specifically shows how to calculate cx, sx, etc. without first calculating the angles.

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Posted on 03-02-15 02:01 PM, in SMG2 - Customized Yoshi and model texture issues Link | #57128
The problem has nothing to do with the feather being made of triangles or squares. The problem is that when you use obj2bdl all the vertices will be attached to the root joint and can therefore not be animated. There are currently no tools that allows you to do what you are trying to do.
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Main - Posts by blank

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