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| Jul - Posts by SubDrag |
| Pages: 1 2 |
| SubDrag User Level: 11 Posts: 1/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| Can the current Toad's tool export a level to a .obj file? If it can do rooms, then also preferably with a g Room01, g Room02, ... g Room 0A etc. Otherwise no big deal, just lump it all into one .obj, and export the images as 8-bit paletted bitmaps? I'd like to import them into the GE Setup Editor. |
| SubDrag User Level: 11 Posts: 2/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| Can the current Toad's tool export a level to a .obj file? If it can do rooms, then also preferably with a g Room01, g Room02, ... g Room 0A etc. Otherwise no big deal, just lump it all into one .obj, and export the images as 8-bit paletted bitmaps? I'd like to import them into the GE Setup Editor. |
| SubDrag User Level: 11 Posts: 3/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| Ah, here's the suggestions thread. Can the current Toad's tool export a level to a .obj file? If it can do rooms, then also preferably with a g Room01, g Room02, ... g Room 0A etc. Otherwise no big deal, just lump it all into one .obj, and export the images as 8-bit paletted bitmaps? I'd like to import them into the GE Setup Editor. |
| SubDrag User Level: 11 Posts: 4/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| That's a shame. I think it'd be really simple to pop those suckers in GE. I'm not sure how you've coded Toad's Tool, maybe you parse displaylists, or do you bring them all into vertice/indice buffers? If you can manage to get things organized into vertice/indice buffers with textures, etc, it'd be great if you can export the models to .obj, .vrml, any format that can eventually be put into .obj format. The .obj format is remarkably simple. |
| SubDrag User Level: 11 Posts: 5/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| .obj and .mtl are pretty much as simple as it gets. .obj are a list of vertices, vertice texture coords, and indices into those vertices and vertice texture coords. When you are drawing indices, you set the "material" used in the material file, which is only a texture, and coloring. It's fairly simple, I'm just not sure your internal storage. Well, I hope you figure it out at some point, it'd be nice to import. |
| SubDrag User Level: 11 Posts: 6/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| Sure, that'd be great to interface with! The basic gist of it is you have a .obj file, which contains all of the vertices, all of the vertice texture coords, then all of the indices between the two. It reference materials in a .mtl file, which specify diffuse colors, and textures, for starters. My editor does *not* support vertex normals so don't write them out (prob mario kart doesn't use them anyways either) Simple guides: http://www.javaview.de/guide/formats/Format_Obj.html http://www.royriggs.com/obj.html Special to GE I'd like you to group rooms by g Room01, g Room02, g Room0A,..g Room0F, etc. That way when you import them they are imported into rooms, not as one glom that always loaded. I think examples are the best way to learn, so here is one, a simple cube I randomly split into two rooms: http://www.battlefieldforever.com/hackers/misc/obj/object004fmain.obj http://www.battlefieldforever.com/hackers/misc/obj/object004fmain.mtl (also you need to include every bitmap in the same folder, mentioned in the .mtl file) GE needs 32 x 32, 64 x 32, or 32 x 64 256-color paletted bitmaps, at least my convertor does. |
| SubDrag User Level: 11 Posts: 7/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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Fantastic We'll see what challenges arise and how far it can go. Can I again request .obj *export* as well, please? I recommend you put in the time and go for the full import -a simple import won't really help much except to be a mostly unused toy. Mario should be a bit easier, because as far as I know, it sounds like it's one room only?-------------------- http://www.goldeneyevault.com |
| SubDrag User Level: 11 Posts: 8/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| Great code. Spinning is fun. |
| SubDrag User Level: 11 Posts: 9/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| The problem with dumping levels from Nemu/PJ64 and plugin is that it also exports the objects which is no good...just want the "terrain" for import into other mediums...It doesn't have to be perfect on exporting to .obj, just a decent job is good enough. It requires vertices, indices, u,v coords, shading, and spit out/apply the textures (which I'm sure you already know how to parse this stuff since you're doing it)...It's the importing that's hard. |
| SubDrag User Level: 11 Posts: 10/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| Is the Mario/Zelda midi format a standard N64 format, or is it custom to these games? Wondering if I can reuse the logic for GoldenEye. |
| SubDrag User Level: 11 Posts: 11/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| Well, the plus side it that it is midi-like. Bad thing is seems they have some differences which are making this annoying. Thanks. |
| SubDrag User Level: 11 Posts: 12/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| Impressive work. |
| SubDrag User Level: 11 Posts: 13/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| I open-sourced our N64 sound tool which lets you open soundbanks, and import new sounds (with fixed predictors). It won't work for SM64's format, but someone could potentially play with the code to do so if interested, since it's the same predictors/audio, just different soundbank format. http://therwp.com/project/n64-sound-tool |
| SubDrag User Level: 11 Posts: 14/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| Update - supports way more games http://goldeneyevault.com/viewfile.php?id=212 |
| SubDrag User Level: 11 Posts: 15/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| As an update, now support even more games: Added (DECODING ONLY) Doubutsu no Mori (J) F-Zero Exp Legend of Zelda, The - Ocarina of Time (U) (V1.0) Legend of Zelda, The - Majora's Mask (U) Pokemon Stadium 2 (U) Star Fox 64 (U) (V1.0) Yoshi's Story (U) (M2) F-ZERO X (U) |
| SubDrag User Level: 11 Posts: 16/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| I took a stab last couple days at incorporating Super Mario 64 sound bank encoding. It appears to work properly, but there are a lot of fields behind the scenes currently not supported to be edited (are rewritten properly in output file). Shouldn't be necessary to edit them unless you're editing instruments which probably too unknown anyways. Also found that srip didn't rip all the sounds, some sounds came in triplicate (but srip labelled other two offsets unknown) - here's a complete rip http://goldeneyevault.com/extras/SM64FullSoundRip.rar. There are still a lot of unknown fields, so I wouldn't necessarily put these sound bank mods into Super Mario 64 Mods until people confirm there aren't any losses of sounds...seemed fine though. So check it out! http://goldeneyevault.com/viewfile.php?id=212 I've been modding Sound Bank A, digits such as 8 (It's a me mario in intro) and bank A, sound F, princesses intro. I've been using this sound: http://goldeneyevault.com/extras/ExtractedSounda.wav so at least that should work in importing. So import your wav or import predictors/raw from another game, click on top Inject in Place, then File->Save ROM. You need to make your wavs 16-bit, and use a tool like Audacity to change rates, etc. |
| SubDrag User Level: 11 Posts: 17/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| Unfortunately we still don't have any idea how predictors are calculated, so it's unlikely you'll get better sounds as it's fixed predictors, but it's possible for some. |
| SubDrag User Level: 11 Posts: 18/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| What zlb files do you need decompressing? Each one has a 0x12 sized header, just use the raw data as zlib after. |
| SubDrag User Level: 11 Posts: 19/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| Apologize for the double post, don't seem to be able to edit my post. Suspect people already figured out the decompression, but I updated my decompressor to run through the zlb files (does not support the lzo ones). Just rename your file .zlb, and it will rip all the zlb parts inside. http://goldeneyevault.com/viewfile.php?id=213 |
| SubDrag User Level: 11 Posts: 20/23 EXP: 5426 For next: 559 Since: 03-01-08 Since last post: 117 days Last activity: 208 days |
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| How is the final Star Fox adventures file system? Is it remotely similar/any viewer tools written for it, to compare? |
| Pages: 1 2 |
| Jul - Posts by SubDrag |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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