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Melee Arcive Viewer (MAV) in development project.

OP
Tcll

Tcll

Complexity == Fun >:3
Well, considering how Brawl was supposed to be a Wii-converted Melee 2.0 with online, it's hardly surprising... I've been trying to look for similarities between the two myself; closest I've seen are how the textures have the exact same type formats, only Brawl's specifies where to place them and Melee has all the textures crunched beside one another, just as you noted with the MDL0. They're also placed similarly.

so melee uses tpl format.
thanks for that.

I'm not really surprised btw...
just another find.

Been trying to use both Mr. Game & Watch's from Melee and Brawl for comparisons, but no dice so far.

yea...
it is kinda hard to compair them...
it's being worked on though..., to say the least...
 
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OP
Tcll

Tcll

Complexity == Fun >:3
hey Milun...
see if this helps you out:
Williams_Convertor.zip

can you or revel8n add comments to this code to help me out??
seeing as how I can't read good C++
 
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OP
Tcll

Tcll

Complexity == Fun >:3
it's the source code in that zip file...
in the folder 'src'

o_O
and it's not an installer...

you take an mdl0 file and drag it onto the app.
if you don't find the .dae in the current directory...
try checking in C:\Documents and Settings\'current user'\
 
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OP
Tcll

Tcll

Complexity == Fun >:3
hey Milun...
it wouldn't surprise me if revel8n already knew this, but anyways...
I found a bit of info that might help you out a little on the tpl data
link

and I found a tpl conversion program that works quite well...
link

just tryin to save ya some work. :p
 
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OP
Tcll

Tcll

Complexity == Fun >:3
hey revel8n...

would you happen to know what the various tpl headers look like??
just to maybe save me some work...
 

revel8n

New member
PlPkNr.dat
- texture header - 0x6114
- texture data - 0x14380

- texture header - 0x61D4
- texture data - 0x15A00

- texture header - 0x6294
- texture data - 0x14D80

- texture header - 0x6354
- texture data - 0x16C00

- texture header - 0x64D4
- texture data - 0x16200

- texture header - 0x6654
- texture data - 0x17000

- texture header - 0x6714
- texture data - 0x14160

- texture header - 0x6894
- texture data - 0x14180

- texture header - 0x6A14
- texture data - 0x16A00

- texture header - 0x6E94
- texture data - 0x14580

- texture header - 0x7014
- texture data - 0x14380


And that just some of them, heh.
 
OP
Tcll

Tcll

Complexity == Fun >:3
thanx :)
now I know what I'm looking for :p

if you can find anything "more descriptive" on the mdl0 format...
please let me know :)

and if you'd like to know anything (that I know) just ask :)

I'm also going to redesign my code...
using the:
Vector 3D
Vector 2D
and so on...

EDIT: heh...
kinda hard when you're viewing it with 16 slots... :p
 
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OP
Tcll

Tcll

Complexity == Fun >:3
not exactly what I men't by various types however...

I'll use the various face types for example:
98
90
80
B8
and so on...
sorry I mislead you...
didn't know exactly how to explain that...

and..., do you have any good info on how the header works??
 
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OP
Tcll

Tcll

Complexity == Fun >:3
take a look at this:

I did that by hand.
now I have to brag about it :p

I used a brawl TPL haeder with the melee data from offset 15A00 to 16A00 (2 images)
cut that in half to get 1 image...
then added the groupe of '00' between the tiles to space it out.
 
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revel8n

New member
if i remember correctly the images are tpl format, they are just decomposed into various parts: header, image data, palette info, etc.

The initial header in melee (that i gave you offsets to) consists of:

Code:
uint32 imageDataOffset;
uint16 width;
uint16 height;
uint32 imageFormat;

i think there is also information regarding the number of colors in the palette as well. Will have to check my notes to see if i can find where it was again.

Hope to have some more information and findings available for you soon.
 
OP
Tcll

Tcll

Complexity == Fun >:3
Sorry for the late post...
I've been playing around with the tpl headers a little...
still havn't found the size yet...

I did however find this one part with different info...
it appears:
05 = RGBA3
0E = CMPR

and could you maybe post a tpl header, and highlight the code too, where it's easy to read??

you might as well say I've never worked with hex before, and I'm pretty impressed with myself that I've already gotten this far.
 
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Myuutsuu

forever.
@Tcll: Is this what you are looking for?


00 = I4
01 = I8
02 = IA4
03 = IA8
04 = RGB565
05 = RGB5A3
06 = RGBA8
0e = CMPR

Not sure what to give you for CI4 and CI8 files, so, you can take a peek through these files I used. (I just know that RGB565 files have no transparency, whereas RGB5A3 do.)
 
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OP
Tcll

Tcll

Complexity == Fun >:3
YES!!
Thank you! <3

O.O
RGB'5'A3
thanx

not sure what the 565 stands for...
but I know it's:
Red,Green,Blue,5,Alpha,3

and I think that last one is:
Cyan,Magenta,Purple,Red???
not sure...
 
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OP
Tcll

Tcll

Complexity == Fun >:3
thanx

i believe this is the same data used in just about all gamecube texture formats, including bti, which Thakis has provided source code for converting.

hmm...
yea, it does look a bit "popular" have to look into it some more.
 
OP
Tcll

Tcll

Complexity == Fun >:3
what is a good file format that is compatible for animations(IPO's)??

maybe even something that could go with the obj format...
 
OP
Tcll

Tcll

Complexity == Fun >:3
woah!
check this out:

I just deleted a line and this is what I got...
 
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OP
Tcll

Tcll

Complexity == Fun >:3
anyone thinking any good ideas??
I could use some help about now... :geek:
 
OP
Tcll

Tcll

Complexity == Fun >:3
what is a good file format that is compatible for animations(IPO's)??

maybe even something that could go with the obj format...

never mind... it doesn't... :cry:

guess this is going to have to switch to collada (when I start working on animations)
unless... does anyone know of an easier text file format besides collada??
I hate XML :angry: (unless I'm making a site)

and directx files are in text without animations, but not with animations (heh, go figure)
 

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