| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 3402/12211 EXP: 99245452 For next: 628119 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
|
|||||||||||||||||||||||
|
||||||||||||||||||||||||
![]() Register - Login |
||
| Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies |
||
| Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 | Next newer thread | Next older thread |
| Polygon model importer, how soon do you want it? | |||
| Please vote or be transformed into Walluigi! | |||
|
|
11.4%, 14 votes | ||
|
|
22.8%, 28 votes | ||
|
|
56.9%, 70 votes | ||
|
|
4.1%, 5 votes | ||
|
|
4.9%, 6 votes | ||
| Multi-voting is disabled. 123 users have voted. | |||
| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 3402/12211 EXP: 99245452 For next: 628119 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
|
|||||||||||||||||||||||
|
||||||||||||||||||||||||
| Hectamatatortron Member Level: 35 Posts: 169/232 EXP: 258017 For next: 21919 Since: 09-19-07 Since last post: 7.2 years Last activity: 5.3 years |
|
||
|
Figures someone from GSCentral would be promoting piracy. ____________________ ![]()
|
| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 3407/12211 EXP: 99245452 For next: 628119 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
|
|||||||||||||||||||||||
|
||||||||||||||||||||||||
| OmegaGT Random nobody Level: 7 Posts: 1/7 EXP: 1256 For next: 192 Since: 09-14-09 Since last post: 12.3 years Last activity: 12.3 years |
|
||
| OMG very good VL-Tone, the release will be issued approximately when? |
| luigiman1928 Member Level: 17 ![]() Posts: 36/46 EXP: 21633 For next: 3110 Since: 02-23-09 From: Gscentral Since last post: 12.0 years Last activity: 11.3 years |
|
||
| He said that he wont anounce the exact date. But he did say that it would be this year. ____________________ Gscentral forever!! |
| Adrian2000 Random nobody Level: 5 Posts: 2/3 EXP: 352 For next: 177 Since: 09-26-09 Since last post: 12.6 years Last activity: 12.6 years |
|
||
Originally posted by luigiman1928 This I woud like to know too. Just 2009 isnßt enogh for me... ____________________ I don´t speak really god english, because I´m just 13 years old. |
| messiaen Catgirl Level: 68 Posts: 651/1085 EXP: 2594305 For next: 134495 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
|
||
| Just check out every month or subscribe to VL-Tone's YouTube page. Your eagerness for information is legit, however there's no need to pressure him as he has already made it very clear that he doesn't have much time to work on TT64. By the way, VL-Tone, I'm wondering how do you deal with the limitations of the vertex cache when importing .obj data? For the collision format, it's very simple because there's a master index of vertices, but what do you to get a polygon when each face references to vertexes spread very widely (ie, 64, 3, 293) ? Do you have to make very redudant small chunks of vertex data loaded with the 0x04 command ? |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 519/621 EXP: 1135617 For next: 21502 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
|
||
|
|
| The Ultimate Koopa Member Level: 21 Posts: 66/77 EXP: 49316 For next: 627 Since: 09-23-07 From: England Since last post: 10.3 years Last activity: 9.7 years |
|
||
| So about the release date... would the basic answer to the question "Why aren't you announcing a date?" be something along the lines of "I (as in you) don't actually know myself when it'll be finished"? |
| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 3462/12211 EXP: 99245452 For next: 628119 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
|
|||||||||||||||||||||||
|
||||||||||||||||||||||||
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 520/621 EXP: 1135617 For next: 21502 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
|
||||
|
| messiaen Catgirl Level: 68 Posts: 652/1085 EXP: 2594305 For next: 134495 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
|
||
Thanks for the explanation about the process. Today I tried setting up a minimalist .obj importer. It doesn't use any kind of optimization, meaning there will be three vertices for each face, even if they share the same vertex/normal/texture coordinate data (right now, only vertex data is used).![]() That was supposed to be a sphere . |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 521/621 EXP: 1135617 For next: 21502 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
|
||||
|
| messiaen Catgirl Level: 68 Posts: 653/1085 EXP: 2594305 For next: 134495 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
|
||
Whoops, indeed each face in that cylinder has 4 v/vt/vn entries . The free 3D modelers I'm trying doesn't seem to have an all-triangle export feature, so I guess I'll have to deal with quads. From what I've read, the first vertex is shared so that [ q1, q2, q3, q4 = f1 f2 f3 + f1 f3 f4 ]. I'll try to use that and see what happens.After some bug fixing, models built only by triangles are working ok: ![]() I'm having trouble with some trivial things. First, when converting the floats in the .obj file to shorts, I just multiply it by a random scaling number in the hopes of not losing too much precision. Is this how you do it? It seems to be working. To deal with texture coordinates, I multiply "vt" values by the same scaling number and then by * 32, which will move the number 5 bits to the left to get the appropriate float format. Not sure how well it works, I haven't found yet a triangle-only nice .obj file with vexture coordinates. |
| Adrian2000 Random nobody Level: 5 Posts: 3/3 EXP: 352 For next: 177 Since: 09-26-09 Since last post: 12.6 years Last activity: 12.6 years |
|
||
| It looks good the new menu. http://homepage.mac.com/qubedstudios/TT64scroll.png But I think, the yellow doesn´t fit(passt nicht...) But you dont have to give it us now, you can wait. But I asked because I will know it. But of course, you cant say it because you have an real job. Toads Tool is just a free program and you dont get something for it. We give you just a credits in our games. But you make a goog program. @messiane: Hod did you insert the objects? ____________________ I don´t speak really god english, because I´m just 13 years old. |
| The Ultimate Koopa Member Level: 21 Posts: 67/77 EXP: 49316 For next: 627 Since: 09-23-07 From: England Since last post: 10.3 years Last activity: 9.7 years |
|
||
Originally posted by VL-Tone Some people are like that. I mean if something is announced for say, Q3 2009, people will wait until the very beginning of Q3 2009 (June 1) and pester the person to release it, everyday, from then on ... and I'm aware of the multiple failed release schedules you've made -- take the first public beta released June 21, 2007 for example, originally, you planned to release that as early as January 2006 according to this... |
| messiaen Catgirl Level: 68 Posts: 654/1085 EXP: 2594305 For next: 134495 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
|
||
Right, got the models to work in-game:![]() Gourd (showed in last message). One thing I noticed is that Mario's collision detection works very poorly on models which aren't very low-poly (too much change of angles), which is something to keep in mind when modelling. Scaling is also a pain to get right, so the preview function in VL-Tone's importer will be essential. Since any kind of vertex cache optimization is beyond the reach of this proof-of-concept crappy importer, I have come up with an alternate optimization method for display lists. The vertex cache is always set to that the triangles will be always 1/2/3 4/5/6 7/8/9 10/11/12 13/14/15. Instead of writting this tons of 0xBF triangles, I just call an "master" display list using the 0x06 jump command. Hacky but works . |
| John Smith User Level: 10 Posts: 1/14 EXP: 3547 For next: 867 Since: 10-04-09 Since last post: 8.8 years Last activity: 8.2 years |
|
||
Originally posted by VL-Tone Take your time |
| Vinnyboiler Catgirl Level: 66 ![]() Posts: 72/1044 EXP: 2440028 For next: 21823 Since: 12-27-07 From: London, England Since last post: 8 days Last activity: 4 days |
|
||
| Vl-Tone if you don't want people to loose intrest you could release a few OBJ's as levels. That would really get alot of intrest in your work. It dose not have to be master peices heck you could even just realese some of the old SM64 rom files cramming your laptop as patches. Please ![]() |
| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 3485/12211 EXP: 99245452 For next: 628119 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
|
|||||||||||||||||||||||
|
||||||||||||||||||||||||
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 | Next newer thread | Next older thread |
| Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) | - - ![]() |
![]() |
Acmlmboard - commit 47be4dc [2021-08-23] ©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al. Warning: You are using TidyHTML mode! Pages MAY and probably WILL break. To disable, click here or append 'xxx-off=1' to the URL! ![]() |
| Query execution time: | 0.134926 seconds |
| Script execution time: | 0.059568 seconds |
| Total render time: | 0.194494 seconds |