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  1. #11
    EmuTalk Member
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    YAHH!
    I finaly cracked the triangle groups with big thanks to the help of SarahHarp! I still havent figured out how to get direct offsets to each triangle group so i had to code a search algorythm that scans every byte for possible triangle groups. It makes the loading process pretty slow but i will have it figured out eventually. As for now i have some actual models to show.



    I havent added texture or normal support yet though, but just about 90% of the trophy models load up without crashing the app. Many of them have a few missing or false triangles/groups since the seaching algorythm isnt perfected. These are just the few things i managed to get loaded up on my first few tries.

    Anyways, heres some more progress shots.








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  2. #12
    EmuTalk Member thakis's Avatar
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    Woooh! Congrats :-)

  3. #13
    EmuTalk Member
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    Dec 2005
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    Wow!...I cant believe Link has less than 5000 polys!...I thought it had a lot more....

    Excelent work!!

  4. #14
    EmuTalk Member BlueFalcon7's Avatar
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    nice job! but i have a few questions, are all .dat files in SSBM models? and is the skeleton data stored in the model?

  5. #15
    EmuTalk Member Guru64's Avatar
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    That's awesome, dude!

  6. #16
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    Quote Originally Posted by BlueFalcon7
    nice job! but i have a few questions, are all .dat files in SSBM models? and is the skeleton data stored in the model?
    Well not for the "Ty" files since they are only trophy models, no animations or anything. They do contain textures though. As for the "Pl" or player .dat files, they contain animations, bones, weights, textures, models, and some dynamic physics data (for players with capes, hair, etc). Im not sure yet but i think they may also contain sound effects too but im not to sure what sound hex looks like.

    Pretty much all of the .dat files are all packages of many files/data blocks, but i do not know of anyway to determine one block from another in the index for the file since the blocks contain no definate header.

    Also i need some help with converting the texture data, im pretty sure they are formated the same as metriod's textures since about ost of the other data in the files are stored the same.

  7. #17
    EmuTalk Member thakis's Avatar
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    Nearly all gamecube texture file formats are similar, because the cube supports only about 10 different image data formats (see in yagcd, description of the tpl format). Some games (metroid) use different identifiers for the formats, though (the CMP format is format 14 in tpl (and bti) files, but it's format 10 in metroid files).
    Additionally, the texture data has to store texture width and height somewhere (a power of two most of the time, always a multiple of 4), probably the number of mipmaps, and sometimes things like minification/magnification filter etc.

  8. #18
    EmuTalk Member
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    Wonderful!

    Heres some pics of the vertex points that i loaded up into a 3d viewer. See if you can make out who that is.
    The first one is Peach and the second one is Dr.Marip
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  9. #19
    EmuTalk Member BlueFalcon7's Avatar
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    Quote Originally Posted by thakis
    Nearly all gamecube texture file formats are similar, because the cube supports only about 10 different image data formats (see in yagcd, description of the tpl format). Some games (metroid) use different identifiers for the formats, though (the CMP format is format 14 in tpl (and bti) files, but it's format 10 in metroid files).
    Additionally, the texture data has to store texture width and height somewhere (a power of two most of the time, always a multiple of 4), probably the number of mipmaps, and sometimes things like minification/magnification filter etc.

    are you talking about the graphics card? because i beleive all the info the gamecube needs to know to open the textures, compression, models, and everyhing else you can think of is in the executable (the .dol) and i beleive thats how every other game in existince works.

    also about the skeleton data and everyhing being stored in the character data, i can understand why jahar!an thought the model files were compressed data, but one thing mostly fo jahar!an, if this helps any, i noticed that in the metroid trophy that theres a reflection of a containment jar on the metroid if tou look at it closely, (it can be seen on the dolphin) i noticed it when i was dumping textures, but my question is; how would that pe put in?

  10. #20
    EmuTalk Member psychodan's Avatar
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    Been hoping to see some SSBM Stuff. It had the absolute best stuff in it. Nicely done!

    whats the second program that shows the untextured models? Is that an original one?

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