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[WIP] Ohana3DS tool
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<blockquote data-quote="gdkchan" data-source="post: 5789094" data-attributes="member: 368053"><p>It was on 5 of august, yea. Curious about what is wrong with the hands through, can you be a bit more specific on this?</p><p></p><p>Also for those asking if it can create new models, no it <strong>can't </strong>create anything atm. I added the option to import some formats because I was planning to add support for BCH creation. But there was a lot of stuff to be fixed, and I ended dropping the project before I started to write it. But I didnt totally abandoned it, just waiting the motivation to come again. bch have lots of sections (Model, textures, LookUp Tables (this is specific to the PICA200), lights, shaders, cameras, fog, sekeletal/material/visibility/light/fog/camera animations, environments), so converting from other formats to BCH is a lot of work. To make it even worse, there are lots of different BCH versions out there, that have small changes on the structure and are not compatible with each other, so I need to add compatibility for each version aswell.</p><p></p><p>For the textures problem, some textures are blended together to create effects. PICA200 does some unusual stuff there too, so the only way to mimic PICAs behaviour is using fragment shaders. I was able to partially simulate it with a fragment shader, but its not quite there yet. When exported, if the model uses any kind of blending or special effect with the PICA, it will probably look wrong, theres not much I can do about this, its up to the ripper to fix up that kind of issue.</p></blockquote><p></p>
[QUOTE="gdkchan, post: 5789094, member: 368053"] It was on 5 of august, yea. Curious about what is wrong with the hands through, can you be a bit more specific on this? Also for those asking if it can create new models, no it [B]can't [/B]create anything atm. I added the option to import some formats because I was planning to add support for BCH creation. But there was a lot of stuff to be fixed, and I ended dropping the project before I started to write it. But I didnt totally abandoned it, just waiting the motivation to come again. bch have lots of sections (Model, textures, LookUp Tables (this is specific to the PICA200), lights, shaders, cameras, fog, sekeletal/material/visibility/light/fog/camera animations, environments), so converting from other formats to BCH is a lot of work. To make it even worse, there are lots of different BCH versions out there, that have small changes on the structure and are not compatible with each other, so I need to add compatibility for each version aswell. For the textures problem, some textures are blended together to create effects. PICA200 does some unusual stuff there too, so the only way to mimic PICAs behaviour is using fragment shaders. I was able to partially simulate it with a fragment shader, but its not quite there yet. When exported, if the model uses any kind of blending or special effect with the PICA, it will probably look wrong, theres not much I can do about this, its up to the ripper to fix up that kind of issue. [/QUOTE]
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