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Smash Ace
- Joined
- Apr 15, 2009
- Messages
- 786
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Do I have to store every dword in different lines? Or I can store them keeping the same line structure of the original file?Well im off to training again, so anyone who can write that float to hex converter would be awesome.
EG: Float = 0 so the hex will look like 00 00 00 00
So each byte has to be separated be 1 space.
Also, randomtbush, if you can tell me how to export tristrips, that would be awesome. ATM my 3ds max is being gay with them and i cant get collada dom working. There is another way of exporting the polygons though, i might actually use that method (but its good to have both, just in case).
In theory, getting all the parts of the model suitable for brawl is fairly easy, the hardest part is just putting them in the MDL0 file (constructing one from scratch), but you can just replace some MDL0 files parts and just fill with 0's, it depends on how professional you are with what you are doing.
Uh... No. It will not work that way. I can tell you right now that the numbers don't represent the same thing -- they're for vertex #, normal # and UV #, respectively. They're not always linked to the same number. Take a look at a few models in Brawl, and notice that a bunch of them won't have the same number of entries for vertices, normals and UV mapping. That's why repeating the same number three times won't work.(every number has to be 2 bytes long then repeated 3 times)