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StarFox
24th March 2009, 10:37 PM
Never seen this before either:

http://img21.imageshack.us/img21/34/clipboard01hms.jpg

Original for comparison:

http://img3.imageshack.us/img3/230/clipboard02w.jpgI thought it was the set for the end of the game when they are on vacation...?

GameMasterGuy
24th March 2009, 10:50 PM
the top one is, the bottom one's "Blubber's secret island". There's an actual unused room using it with blubber. I don't know the code, but I want it.

JohnyT94
24th March 2009, 11:49 PM
Please tell me how i can view all these models?

I'm logging off for now though.

I thought the two islands above were the same thing.. the vacation island at the end of the game. They have small differences though? (Or is it just my eyes)

Anyway, Bye.

runehero123
25th March 2009, 03:06 AM
Never seen this before either:

http://img21.imageshack.us/img21/34/clipboard01hms.jpg

Yeah, I saw that in there too. Wasn't sure if it was beta though...

Airman
25th March 2009, 08:31 AM
OK So just the things I'm noticing here that I've never seen actually in the game are:

155200.bkm
2000E8.bkm
25a6b0.bkm
3B25A8.bkm
3B2EA8.bkm
3CA730.bkm (Picture Ive never seen before and is not listed on CMB's Map)

All these are listed...but what are they?

06F1 - 4AD5A0 [9620] - 06F1 - Eject
06F2 - 4AD740 [9628] - 06F2 - Music Symbol
06F3 - 4AD900 [9630] - 06F3 - SFX
06F4 - 4ADB98 [9638] - 06F4 - MAKE
06F5 - 4ADF28 [9640] - 06F5 - TILK
06F6 - 4AE1D0 [9648] - 06F6 - KILL
06F7 - 4AE460 [9650] - 06F7 -] !
06F8 - 4AE610 [9658] - 06F8 - Fast Forward?
06F9 - 4AE748 [9660] - 06F9 - Same as 06F8
06FA - 4AE880 [9668] - 06FA - Camera
06FB - 4AEB28 [9670] - 06FB - Same as 06F8

Fish??
589798.bkm
58A0A8.bkm

71D218.bkm Its the water data for the bathtub in MMM but the shower is on?

Thats All the weird ones I can see.

Timboid
25th March 2009, 02:00 PM
Great job, cooliscool! I love the program!

Wow, some of those unused things look pretty interesting! Are 3B25A8.bkm and
3B2EA8.bkm the ice key door? In two pieces?

Does anyone know how to convert concave geometry to convex? I'm trying to make some BK maps for the Source engine to use in Garry's Mod and a few other games, and Source only accepts convex for maps. All of the BK stuff has a lot of concave geometry in it. It seems like it should be a simple feature in a modeling program somewhere, but I haven't been able to find one that does it.

JohnyT94
26th March 2009, 12:09 AM
I try to download it and when i do i can open or save.

If i open it opens it in PJ64 then crashes... If i save it comes up with one empty file.

Help?

cooliscool
26th March 2009, 12:56 AM
Uh... it's a RAR archive. You have to extract it. Use Winrar or 7-zip to do so.

JohnyT94
26th March 2009, 01:58 AM
I have downloaded it but i don't understand ho to view the models.

I know i needed the decompressor so i got it but it's so confusing... How do i do it?

StarFox
26th March 2009, 02:02 AM
If you're on 40 posts per page, they posted all of the .bkm files, which are the Banjo-Kazooie models on page 4.

sky_queen3
26th March 2009, 07:31 AM
Well I've started the computer up again today and gotten the latest version of the program, and now it has a new error for me (http://img523.imageshack.us/img523/1848/arithmeticonozly8.png) ... I'm using the .NET framework v.3.0, if that's any help with this one.

I have this erorr to, what's going on? :confused: :(

cooliscool
26th March 2009, 09:33 AM
You're obviously not using the latest version (P_L's post is from 2007). Get the latest one HERE (http://www.rarewarecentral.com/forums/bottlesglasses.php). :)

torrentstorm
26th March 2009, 12:50 PM
If you're on 40 posts per page, they posted all of the .bkm files, which are the Banjo-Kazooie models on page 4.

I can't say that all of them were there ...

Airman
26th March 2009, 02:41 PM
Actually I think I uploaded them to MegaUpload. Like 2 years ago. I can say for certain that's all the .bkm files. The link is (for me) on page 10. Hopefully it's still active.

torrentstorm
26th March 2009, 03:30 PM
Actually I think I uploaded them to MegaUpload. Like 2 years ago. I can say for certain that's all the .bkm files. The link is (for me) on page 10. Hopefully it's still active.

But after I extracted the files from my BK rom then I appaeared to have more models,maybe I'm wrong.

Airman
27th March 2009, 03:09 AM
Hm, Let me check. One moment.

Edit: Mine extracts 823 files. And this matches the folder I uploaded. How many are you getting, torrentstorm?

Banjo-Fella
28th March 2009, 12:59 AM
Awesome application, Cooliscool, I love it! I've been looking through the models for the past hour or so and it's fascinating stuff.

Oh, and I think I may have found something beta? Sorry if this has been mentioned before, but have a look at 3CA730.bkm. It's one of the Mad Monster Mansion portraits that the Portrait Chompas like to pop out of, clearly, but I don't think this one was ever actually used! It's got an assortment of baddies as the picture - a Limbo, Mum-Mum and a Seaman Grublin. Here, have a look:

Linky (http://i66.photobucket.com/albums/h259/banjofella/beta_portrait_viabg.png)

I could be wrong, but I really don't remember seeing it in the game. I just checked all of MMM and couldn't find it, either. So what do you think? An exciting snippet of Banjo-Kazooie trivia, discovered courtesy of Bottles' Glasses? Or maybe I'm just going senile.

runehero123
28th March 2009, 02:35 AM
I noticed that a few days ago. Wasn't quite sure if it was beta myself.

cooliscool
28th March 2009, 03:45 AM
Awesome application, Cooliscool, I love it! I've been looking through the models for the past hour or so and it's fascinating stuff.

Oh, and I think I may have found something beta? Sorry if this has been mentioned before, but have a look at 3CA730.bkm. It's one of the Mad Monster Mansion portraits that the Portrait Chompas like to pop out of, clearly, but I don't think this one was ever actually used! It's got an assortment of baddies as the picture - a Limbo, Mum-Mum and a Seaman Grublin. Here, have a look:

Linky (http://i66.photobucket.com/albums/h259/banjofella/beta_portrait_viabg.png)

I could be wrong, but I really don't remember seeing it in the game. I just checked all of MMM and couldn't find it, either. So what do you think? An exciting snippet of Banjo-Kazooie trivia, discovered courtesy of Bottles' Glasses? Or maybe I'm just going senile.

Doesn't look like you're using the latest version (http://www.rarewarecentral.com/content/BG_0.6f.rar). It should look like this:

http://img23.imageshack.us/img23/102/clipboard01nmo.jpg

But yeah, I can't recall it either.

cooliscool
28th March 2009, 09:37 AM
Fixed some matrix bugs, now animated models are properly connected. :)

http://img25.imageshack.us/img25/8201/clipboard01wto.jpg

.. and some shader compilation bugs, so jiggies/honeycombs/other shiny stuff now look right.

http://img22.imageshack.us/img22/1989/clipboard01ttm.jpg

cooliscool
28th March 2009, 07:27 PM
Thanks. :)

Mmmm...

http://img4.imageshack.us/img4/9243/clipboard01bka.jpg

StarFox
28th March 2009, 07:58 PM
yay! New improvements. Lookin' forward to the new version, as always.

torrentstorm
28th March 2009, 08:48 PM
Thanks. :)

Mmmm...

http://img4.imageshack.us/img4/9243/clipboard01bka.jpg

That's pretty awesome so far.

sky_queen3
29th March 2009, 10:42 PM
You're obviously not using the latest version (P_L's post is from 2007). Get the latest one HERE (http://www.rarewarecentral.com/forums/bottlesglasses.php). :)

No, I'm sure I got the latest one, but I'll dl this one when I get home in case I did stuff up... :x

Gah, got a report of the error still occurring in the above version. Fixed, sorry about that.

http://webpages.charter.net/cooliscool/BG_0.6f.rar

Yeah, this is the one I dl'd and I got that erorr message.

runehero123
29th March 2009, 11:31 PM
Fixed some matrix bugs, now animated models are properly connected.

Yay! Looks much better now. :)

GameMasterGuy
29th March 2009, 11:43 PM
Thanks. :)

Mmmm...

http://img4.imageshack.us/img4/9243/clipboard01bka.jpg

@ image: Your computer username is cooliscool? I've never seen it be anything other than the person's name...

Airman
30th March 2009, 01:39 AM
Mine is 'VIP'. I didn't enter it. Harvey Norman did. Lame username I know but everytime I try to change it, it just stuffs up my directories. Anyhow, back to the topic at hand. Nice to see the latest update. It's getting better and better everytime :)

cooliscool
30th March 2009, 01:41 AM
@ image: Your computer username is cooliscool? I've never seen it be anything other than the person's name...

Yeah, because I custom build my computers. ;)

torrentstorm
30th March 2009, 04:53 AM
Does you having a custom build of your computers mean that we'll have a new version of BG out soon?

cooliscool
30th March 2009, 05:01 AM
Perhaps. :D

torrentstorm
30th March 2009, 05:16 AM
Perhaps. :D

So if that means that, does that mean, that I mean, that you mean, that I can post one of these :D three times?

Airman
30th March 2009, 02:48 PM
Why not? ^_^

torrentstorm
31st March 2009, 05:17 AM
Why not? ^_^

:D:D:D?

sky_queen3
31st March 2009, 07:04 AM
Still not working. *sulks*

cooliscool
31st March 2009, 08:50 AM
Are you positive it's the same error P_L posted about? If you get the error code 0xc0000135, you need to install the .NET framework. I don't see how you could possibly get any errors aside from that.

torrentstorm
31st March 2009, 08:43 PM
Give us a upadate already! <-- Joke.
Why can't you work on the beta Zelda mod and include your Blue Fairy?

treeckoman
1st April 2009, 12:35 AM
This is so awesome.

cooliscool
2nd April 2009, 04:05 AM
This won't be of *much* use to most, but I've added a F3D(EX) command debugger to the program. I figure it'll be nice to get a look at what makes these models on a technical level. Oh yeah, and a texture editor is on the way. :P

To interpret the screenshot:

_VTX command updates the vertex cache, and the following triangle commands, until a new VTX command, will reference this cache. Maximum cache size for F3D is 64 entries (each vertex being 16 bytes long - XXXXYYYYZZZZ0000UUUUVVVVRRGGBBAA. X, Y, Z, U, and V are signed 16 bit ints. R, G, B, and A are unsigned bytes.
_TRI1 draws one triangle, indices (0 based) to 3 vertices in the current vertex cache.
_TRI2 does the same as TRI1, twice in one call for optimization reasons.

http://img24.imageshack.us/img24/3081/clipboard01yha.jpg

StarFox
2nd April 2009, 04:15 AM
Texture editor! You spoil us. <3

torrentstorm
2nd April 2009, 08:42 AM
This won't be of *much* use to most, but I've added a F3D(EX) command debugger to the program. I figure it'll be nice to get a look at what makes these models on a technical level. Oh yeah, and a texture editor is on the way. :P

To interpret the screenshot:

_VTX command updates the vertex cache, and the following triangle commands, until a new VTX command, will reference this cache. Maximum cache size for F3D is 64 entries (each vertex being 16 bytes long - XXXXYYYYZZZZ0000UUUUVVVVRRGGBBAA. X, Y, Z, U, and V are signed 16 bit ints. R, G, B, and A are unsigned bytes.
_TRI1 draws one triangle, indices (0 based) to 3 vertices in the current vertex cache.
_TRI2 does the same as TRI1, twice in one call for optimization reasons.

http://img24.imageshack.us/img24/3081/clipboard01yha.jpg

Texture editor that we can use on a ROM or just texture editing for viewing models with your textures on it?

Gimmeh mah beta blue fairy back! :p?

runehero123
4th April 2009, 02:41 AM
Texture editor that we can use on a ROM or just texture editing for viewing models with your textures on it?

Most likely, you'll be able to edit the actual texture data in the model file. Which upon injecting back into ROM will update the model permanently.

Oh, and cool a debugger :) .

torrentstorm
4th April 2009, 03:27 AM
Most likely, you'll be able to edit the actual texture data in the model file. Which upon injecting back into ROM will update the model permanently.

Oh, and cool a debugger :) .

In the quote you had my name as "TorrentStorm" there's not even one capital in it and that's what makes it special!

Sounds neat :D

BK-SNS-BT?
4th April 2009, 04:31 PM
Hello, again. been gone for awhile and now i am back. :)
I just read through every single one of this thread's pages, and i must say that the improvements from 0.1 to 0.6 are astounding! Good luck Cooliscool =)

Off-topic @Cooliscool: The people from Zelda Coalition really miss you, and want to get more work done with map porting and such, please come back, even as nothing more than a weekly poster. We Still Love You! :p

cooliscool
5th April 2009, 07:00 PM
Started work on Tooie support this morning, and it's almost ready. :)

http://img26.imageshack.us/img26/4913/clipboard02zgy.jpg

http://img5.imageshack.us/img5/465/clipboard01krt.jpg

JohnyT94
5th April 2009, 08:23 PM
http://i616.photobucket.com/albums/tt249/Spadon/Well.png :D

StarFox
5th April 2009, 10:40 PM
Can someone host a zip archive of the models from Banjo-Tooie too?

Airman
6th April 2009, 02:53 AM
I would, but need the new release first :P

cooliscool
6th April 2009, 03:19 AM
Which is on its way. o-O

http://img9.imageshack.us/img9/7180/clipboard01qju.jpg

http://img9.imageshack.us/img9/4236/clipboard01cjq.jpg

torrentstorm
6th April 2009, 03:52 AM
Cooliscool, this rocks for real now, give us BT support!
Found any beta models in bt? =)

cooliscool
6th April 2009, 03:57 AM
I think so, but I never beat BT so I can't be sure. I still need to fix some slight bugs and do some polishing, but that shouldn't take very long, so I anticipate a release within the hour.

torrentstorm
6th April 2009, 04:00 AM
I think so, but I never beat BT so I can't be sure. I still need to fix some slight bugs and do some polishing, but that shouldn't take very long, so I anticipate a release within the hour.

ZohMahGawd! That's actually pretty awesome.

torrentstorm
6th April 2009, 04:14 AM
It's like, will the new BG like be able to like extract like the BT models like?
Damned double post for I can't edit, I'm to excited.

cooliscool
6th April 2009, 04:16 AM
Using RWP's decompressor to decompress the ROM, the new version's model isolator will work with BT.

StarFox
6th April 2009, 04:16 AM
It's like, will the new BG like be able to like extract like the BT models like?
Damned double post for I can't edit, I'm to excited.
Me too. Maybe we will find somethings SNS related. =O

torrentstorm
6th April 2009, 04:17 AM
Me too. Maybe we will find somethings SNS related. =O

I'll find it first! :approve:
Fine it doesn't matter who finds it first, as long as we both enjoy finding it.

StarFox
6th April 2009, 04:40 AM
I'll find it first! :approve:
Fine it doesn't matter who finds it first, as long as we both enjoy finding it.

If you have the models, then you'll have already beaten me. ;_;

torrentstorm
6th April 2009, 04:49 AM
If you have the models, then you'll have already beaten me. ;_;

I have them.

StarFox
6th April 2009, 04:53 AM
I never understood how the decompressor worked. At least you have them at your ready D:

Mind Mega-uploading them?

Edit - Looks like cooliscool is off for the night. D:

Edit2 - looks like he just signed back on. =O

torrentstorm
6th April 2009, 05:21 AM
I never understood how the decompressor worked. At least you have them at your ready D:

Mind Mega-uploading them?

Edit - Looks like cooliscool is off for the night. D:

Edit2 - looks like he just signed back on. =O

I could add them on my server for 5 mins later.

Cool is very cool, give us more!

StarFox
6th April 2009, 05:39 AM
Ok. Thanks a ton. I wish I could make use of my Wii as an FTP. It was fun last time I did that.

torrentstorm
6th April 2009, 06:33 AM
Ok. Thanks a ton. I wish I could make use of my Wii as an FTP. It was fun last time I did that.

We'll see the new V soon.

Breegullbeak
7th April 2009, 08:49 PM
Like the Super Mario 64 Editor, if a Goomba wasn't originally loaded for a level, it wouldn't be able to be used. So Slappa could only be used in Gobi's Valley etc. I think Cooliscool is talking more about being able modify the current model or import a new one, such as stretching heads, etc.

Then why was I able to change the 1-ups to Goombas with Toad's Tool?:confused:
I don't care how long it would take but a BK equivalent of Toad's Tool would be the culmination of this sites BK work:thumbsup:. It would be a combantion of all of the current tools with a model and behavior changing tool.

cooliscool
8th April 2009, 08:14 AM
Hm.. ran into an issue I didn't anticipate. Looks like Tooie map files have their textures stored elsewhere, so garbage data is read. I have to find a way around that, and until then, maps look like shit, but actors look really good. :(

Eww:

http://img23.imageshack.us/img23/298/shittymap.jpg

Nice:

http://img19.imageshack.us/img19/8879/niceactor.jpg

http://img8.imageshack.us/img8/254/clipboard01bawyhv.jpg

torrentstorm
8th April 2009, 09:07 AM
Hm.. ran into an issue I didn't anticipate. Looks like Tooie map files have their textures stored elsewhere, so garbage data is read. I have to find a way around that, and until then, maps look like shit, but actors look really good. :(

Eww:

http://img23.imageshack.us/img23/298/shittymap.jpg

Nice:

http://img19.imageshack.us/img19/8879/niceactor.jpg

http://img8.imageshack.us/img8/254/clipboard01bawyhv.jpg

Ewww, very nice.
So we'll be lookign at getting a new release at ?

StarFox
8th April 2009, 04:19 PM
Whenever he's ready, I assume.

They actors look INCREDIBE! Great work.

torrentstorm
8th April 2009, 05:51 PM
Whenever he's ready, I assume.

They actors look INCREDIBE! Great work.

But I'm impatient, I need BG now.. Or I might actually die, in my imagination.

EDIT: http://img23.imageshack.us/img23/298/shittymap.jpg
^ I can see the new Kazooie icon I gave you, it'll totally look much, much, much better.

Airman
9th April 2009, 02:16 AM
Seeing as how he found that large error with map textures I wouldn't expect a release soon. :(

runehero123
9th April 2009, 03:30 AM
Yeah, the textures for BG objects are seperate.

cooliscool
9th April 2009, 07:34 AM
Yeah, the textures for BG objects are seperate.

Just maps, and I'm pretty close to figuring that out. ;)

Airman
9th April 2009, 08:33 AM
Wow, you work pretty fast.

cooliscool
9th April 2009, 08:44 AM
Wow, you work pretty fast.

Only when I get frustrated! :P

torrentstorm
10th April 2009, 10:33 PM
Only when I get frustrated! :P
That makes two of us.

Any updates on your work?

Mombi Jombo
12th April 2009, 08:08 PM
I have a windows XP and it don't works

Tee-Hee
14th April 2009, 11:39 AM
Do you have the .net 3.5 framework installed? You need it for it to work.

Mombi Jombo
14th April 2009, 09:00 PM
Thanks TeeHee now i need a GeDecompressor

Airman
15th April 2009, 03:57 AM
Its available for download on the downloads tab on the homepage. The one cooliscool included in his latest release didn't work for me. So I suggest redownloading it. :)

torrentstorm
15th April 2009, 03:51 PM
Its available for download on the downloads tab on the homepage. The one cooliscool included in his latest release didn't work for me. So I suggest redownloading it. :)

The page can be found here (http://www.rarewarecentral.com/forums/bottlesglasses.php).

I'm waiting for updates, cooliscool is probably busy.

cooliscool
16th April 2009, 03:23 AM
Yeah - busy is the right word for it. When I feel it's ready enough it'll be released. It's getting close. :P

http://img7.imageshack.us/img7/5816/clipboard01zci.jpg

StarFox
16th April 2009, 03:38 AM
I am impressed by your work. I can't wait until new release. =D

torrentstorm
16th April 2009, 05:48 AM
Yeah - busy is the right word for it. When I feel it's ready enough it'll be released. It's getting close. :P

http://img7.imageshack.us/img7/5816/clipboard01zci.jpg

Now I'm happy! I was waiting for you to get out off your busyness!
Does this mean you can post more pics today!

Also as a favour to me, would you be able to catch a image where your right in front of that BT picture in the screen?

Mombi Jombo
16th April 2009, 10:36 PM
i need a GeDecompressor

Kola
17th April 2009, 01:03 AM
This is cool.

Airman
17th April 2009, 03:49 AM
i need a GeDecompressor

Go to the previous page. torrenstorm even provided a link.

mojobojo
17th April 2009, 10:05 PM
I took at a look at this program and it is amazing. Just 1 error I found. If you set the bkm model folder and it dosent find it on startup it will throw an exeption and will screw up the 3d enviorment until you set the right directory and restart the application.

mojobojo
17th April 2009, 10:14 PM
I am in awe in this application. btw the source link is broken.

Mombi Jombo
17th April 2009, 10:47 PM
Go to the previous page. torrenstorm even provided a link.

:confused: really? you are joking?

cooliscool
17th April 2009, 11:14 PM
I took at a look at this program and it is amazing. Just 1 error I found. If you set the bkm model folder and it dosent find it on startup it will throw an exeption and will screw up the 3d enviorment until you set the right directory and restart the application.

Fixed. :)

Mombi Jombo: http://www.rarewitchproject.com/?id=1436

I forgot to include it in the last release. That's fixed, and the whole process will be much simpler come next release.

mojobojo
18th April 2009, 01:07 AM
Fixed. :)



Thanks!
I cant wait to see the final release!

Airman
18th April 2009, 03:17 AM
:confused: really? you are joking?

No...I'm pretty sure he did.

Edit: I see what he did thar, linked to the RWC download page for Bottles Glasses. Apologies :) didn't actually check the link.

Mombi Jombo
18th April 2009, 03:41 PM
Mombi Jombo: http://www.rarewitchproject.com/?id=1436

thanks

mojobojo
18th April 2009, 10:33 PM
Have you figured out the animations yet?

runehero123
19th April 2009, 06:38 AM
Have you figured out the animations yet?

Never going to happen. Trust me. Deals with a bunch of complicated ASM routines.

mojobojo
19th April 2009, 08:36 AM
Never going to happen. Trust me. Deals with a bunch of complicated ASM routines.

That sucks, cant wait till the full release. I guess I will reanimate them myself, I want to use the models in an animation.

Tee-Hee
19th April 2009, 10:42 AM
Rune, rule number one. Don't doubt the cool. :P Although his obj importer for OOT hasn't seen the light of day yet XD

mojobojo
20th April 2009, 05:52 AM
Youve inpired me to get back to my text editor. Especially because I know alot more about about programming than when I did when I started it.

runehero123
22nd April 2009, 06:45 PM
Rune, rule number one. Don't doubt the cool. Although his obj importer for OOT hasn't seen the light of day yet XD

I'm not doubting anyone :p . Him and Subdrag told me the same thing.

mojobojo
22nd April 2009, 11:47 PM
I'm not doubting anyone :p . Him and Subdrag told me the same thing.

I have not known Cooliscool for as long as you guys, but judging by how smart he is I think he could do it. Also could I see the source for parsing the texture files or is that being kept private.?

runehero123
24th April 2009, 03:15 AM
I have not known Cooliscool for as long as you guys, but judging by how smart he is I think he could do it.

Well, I already asked him about it earlier in this thread:


One more request Cooliscool. You think it would be possible to load the object animations, and even export them? Just cause I plan to do some game creating with the objects, and it would save me time from having to animate them myself. Thanks.

BTW, its called Project: World



Animations are a long, long way away, if ever, likely never.



SubDrag's right unfortunately. The data is literally incomprehensible on its own because it's all just a big block of R4300i assembly dealing with transformations and matrix manipulation before the data is sent to the RDP. Such a thing would require emulators/simulators of these devices (BG is basically a tiny RDP simulator, for F3DEX v1 only), memory maps, and so on. A daunting task in itself, it would be even more of a pain to isolate the data needed and feed it to the core emulator/simulator.

On the bright side, the way BG handles and exports the models makes animating them relatively easy.

StarFox
24th April 2009, 04:04 AM
Any progress noteworthy of noting?

mojobojo
24th April 2009, 05:03 AM
^Dissapointing, I wish I knew more about parsing BK data so I could help.

Sekna
24th April 2009, 09:26 AM
OK this is a kinda stupid question but is there any hope for armatures? Are they preserved in the code? Or just the animations?
I'm not sure too much whether they are included or not :/

runehero123
24th April 2009, 07:21 PM
^Dissapointing, I wish I knew more about parsing BK data so I could help.

Even if you did, you're still gonna need alot of knowledge on 3D data formats as well.

mojobojo
25th April 2009, 01:12 AM
Even if you did, you're still gonna need alot of knowledge on 3D data formats as well.

I know a little but not enough to do this.

torrentstorm
30th April 2009, 05:30 AM
Why aren't there any updates? Busy life probably.

StarFox
30th April 2009, 05:39 AM
Can't be too busy, if he's shootin' the breeze here. LOLOL

cooliscool
2nd May 2009, 11:00 PM
Still working hard on it, just takes time. Be patient in knowing that I'll have nice things to show soon. ;)

For example: http://img13.imageshack.us/img13/5909/clipboard01kbc.jpg (comprehensive DList info and editing functionality)

torrentstorm
3rd May 2009, 12:13 AM
Still working hard on it, just takes time. Be patient in knowing that I'll have nice things to show soon. ;)

For example: http://img13.imageshack.us/img13/5909/clipboard01kbc.jpg (comprehensive DList info and editing functionality)

It's hard to be patient when we're talking about awesome stuff! :-/

StarFox
3rd May 2009, 03:58 AM
So we'll be able to alter them, and re-inject them back into the ROM?

Old-Skool
3rd May 2009, 05:48 AM
parafwen its not working

marshallh
4th May 2009, 03:24 PM
Good job cooliscool, I tried it out with my copy of Banjo-Kazooie and it worked great for the most part.

Nice job. And the displaylist parsing stuff looks neat as well ;)

mojobojo
6th May 2009, 01:37 AM
Im sure your aware of this cooliscool but just in case you arent... The models I export only seems to be working with GLC Player. The other programs Ive tried cant seem to get the textures right, or I have to retexture them. Or on some models all of the textures arent exporting only some. Other than that you have done a super job and im nearly crawling out of my skin waiting for the release.

cooliscool
8th May 2009, 01:50 AM
Thanks for the report. I personally have only tested them with GLC Player, but I've gotten negative reports regarding texture problems for every other modeler. It's odd that they don't work with other apps, as they're pretty much ISO... that along with the fact that the .obj specification is very N64 unfriendly (meaning it's impossible to export a lot of techniques to .obj, and the FIFO nature of display lists makes recompiling them very difficult, which I have to do quite a bit already to organize them properly for .obj), are making me consider VRML instead, which is far more comprehensive and flexible. I'll keep you guys posted.

Marshallh: That's really nice to hear from you, I'm honored. Thanks! :)

StarFox
8th May 2009, 01:54 AM
VRML would be the right way to go. Adobe DXF is pretty good too, they have a free converter on their webpage to switch it to anything else.

Edit - Actually, I looked closer at the .obj files in notepat. It lists everything, just not the textures at their specific location on the hard drive, and where they texture. I think, all of the polygons are not connected as well. I can move one face, it will move alone. It isn't connected to the rest of the mesh. I don't know how effective fixing that would be, either.

cooliscool
8th May 2009, 02:19 AM
You have to remember that textures and other color combination features are per group, and stored in the obj's corresponding material file (.mtl).

g F3DEX_VTX SEGMENT 0x6420 // New group, loading vertices from 0x6420 in main buffer
usemtl G_SETTIMG_SEGMENT_0x7F00 // Use this material (texture), on this and proceeding groups until the next usemtl call


For example; that says get material information from the material lib, material "G_SETTIMG_SEGMENT_0x7F00". Looking in the .mtl file at that segment:


newmtl G_SETTIMG_SEGMENT_0x7F00 // Segment ID
map_Ka 0x7F00.png // Filename here


Like I said, they're pretty much identical to the official obj spec. Read up on it and you'll see what I mean. I think the problem stems to me using .PNG files as the texture format (I did this to support alpha). Regardless, I still think I'm going to go with VRML in the future.

StarFox
8th May 2009, 02:44 AM
I guess something went amiss.

Regardless, it works pretty awesomely. I had to load all of the textures in Spiral Mountain onto the map by hand, but I still love it. I thought it would've been automatic. =x

cooliscool
8th May 2009, 03:31 AM
It is automatic... that's the point I was trying to address; that some programs don't like the way I'm doing it (which, like I said before, is 1:1 with .obj spec aside from using .PNG image format).

mojobojo
8th May 2009, 04:02 AM
Right now I want to use it in 3ds max or milkshape. I noticed in 3ds max it looks like there are broken polygons, all other programs it dosen look like it though. I think the vrml idea would help.

Ice Mario
8th May 2009, 08:16 AM
OBJ parsers are very picky. My OBJ's import fine with Maya 7.0, but the textures are absent in Maya 2008. I never got round to figuring out why.

Breegullbeak
9th May 2009, 12:20 AM
OMG!!! Ice Mario!!! It's offical. This program is full of winsss!

Airman
9th May 2009, 03:15 AM
Uhh yeah. How about that?

Banjokun
18th May 2009, 02:34 AM
Where can I get this?

Timboid
18th May 2009, 06:24 AM
The latest version is here:
http://www.rarewarecentral.com/content/BG_0.6f.rar

mojobojo
30th May 2009, 06:16 PM
It seems that the performance of bottles glasses is decreasd on 64 bit os's. Im running it on my 64 bit pc right now and runs slower than on my other pc, even though this pc has higher specs. Or it could be vista. Do you think you could add a draw distance that way the whole model such as click clock wood wouldnt be drawn on the screen all at once and the tool would run faster?

BobbyTheCat
5th June 2009, 01:28 AM
So, how do I do anything? What files do I open?

Breegullbeak
6th June 2009, 05:52 PM
Can it rip textures? if so, wheres the trees from the intro and BBQ? I need those textures.

This may be a stupid question, but how do you rotate the camera? All i can do is slide it.

Mew 101
6th June 2009, 06:39 PM
I like this program but the controlling the camera is hard. could you make it where you can slide around with the key pads?

mojobojo
6th June 2009, 09:55 PM
Use w, s, a, d keys to move aroungd and click and hold the left mouse button to look around

StarFox
7th June 2009, 10:48 PM
Can it rip textures? if so, wheres the trees from the intro and BBQ? I need those textures.

This may be a stupid question, but how do you rotate the camera? All i can do is slide it.You can use your mouse and hold the left button.

It will rip the textures from the scene automatically when you rip the model too. It's in .PNG format.

cooliscool
22nd June 2009, 06:58 AM
Here's the latest version (0.65). Didn't really get in all I wanted, but I figure it's been too long since the last release, so why not?

Changes -

+ Banjo Tooie support, maps look bad with textures enabled. Working on that. Options>Game, or click the "Game: " status label, to switch the current game.
+ Toggles for textures, color combiner, wireframe, and axis marker.
+ Hold Ctrl + Left Mouse + movement to rotate the model accordingly.
+ Hold Ctrl + Right Mouse + movement to translate the model accordingly.
+ Various UI changes/improvements.
+ Texture bugs squashed.
+ Performance bugs on certain systems squashed.
+ Matrix bugs squashed - animated models are now properly connected.
+ FPS Counter.

- Removed support for multiple model loading, as it was a headache and not really needed.

Report any bugs, as usual; and enjoy. :)

DOWNLOAD BG 0.65 (http://webpages.charter.net/cooliscool/BG_0.65_final.rar)

torrentstorm
22nd June 2009, 10:20 AM
Here's the latest version (0.65). Didn't really get in all I wanted, but I figure it's been too long since the last release, so why not?

Changes -

+ Banjo Tooie support, maps look bad with textures enabled. Working on that. Options>Game, or click the "Game: " status label, to switch the current game.
+ Toggles for textures, color combiner, wireframe, and axis marker.
+ Hold Ctrl + Left Mouse + movement to rotate the model accordingly.
+ Hold Ctrl + Right Mouse + movement to translate the model accordingly.
+ Various UI changes/improvements.
+ Texture bugs squashed.
+ Performance bugs on certain systems squashed.
+ FPS Counter.

- Removed support for multiple model loading, as it was a headache and not really needed.

Report any bugs, as usual; and enjoy. :)

DOWNLOAD BG 0.65 (http://webpages.charter.net/cooliscool/BG_0.65f.rar)

I could isolate all models but not view them :-/

cooliscool
22nd June 2009, 04:10 PM
Your BT ROM must be big endian before using RWP's extraction tool. Try clicking "byte flip?" in the GUI.

StarFox
22nd June 2009, 04:11 PM
I could isolate all models but not view them :-/
Do you have the models loaded somewhere so I can obtain them? I can wait. No rush. I can't use the decompressor for some reason.

Cooki-Cooki
22nd June 2009, 04:13 PM
Can it rip textures? if so, wheres the trees from the intro and BBQ? I need those textures.

This may be a stupid question, but how do you rotate the camera? All i can do is slide it.

Why not downaloding the textures fro mthe Arcade game?

torrentstorm
22nd June 2009, 05:17 PM
Your BT ROM must be big endian before using RWP's extraction tool. Try clicking "byte flip?" in the GUI.

Done and it didn't work. Seriously I get a error when I open the program.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Tao.Platform.Windows.Wgl.wglSwapIntervalEXT(Int32 interval)
at BK_Viewer.Main.GLInit()
at BK_Viewer.Main.MainLoop()
at BK_Viewer.Main.Form1_Load(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
BK Viewer
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Brandon%20Foster/Desktop/BG_0.65f/Bottles'%20Glasses.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.5
Win32 Version: 1.0.0.5
CodeBase: file:///C:/Users/Brandon%20Foster/Desktop/BG_0.65f/Tao.Platform.Windows.DLL
----------------------------------------
CodersLab.Windows.Controls.TreeView
Assembly Version: 1.0.1.23525
Win32 Version: 1.0.1.23525
CodeBase: file:///C:/Users/Brandon%20Foster/Desktop/BG_0.65f/CodersLab.Windows.Controls.TreeView.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.12
Win32 Version: 2.1.0.12
CodeBase: file:///C:/Users/Brandon%20Foster/Desktop/BG_0.65f/Tao.OpenGl.DLL
----------------------------------------
Tao.DevIl
Assembly Version: 1.6.8.3
Win32 Version: 1.6.8.3
CodeBase: file:///C:/Users/Brandon%20Foster/Desktop/BG_0.65f/Tao.DevIl.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Breegullbeak
22nd June 2009, 08:08 PM
It doesn't work. Every file causes errors.:(

cooliscool
22nd June 2009, 08:22 PM
Ugh, so annoying. What errors specifically? I get no problems on all of my PCs here.

torrentstorm
22nd June 2009, 08:30 PM
Ugh, so annoying. What errors specifically? I get no problems on all of my PCs here.

Well you should make a new release.
Error on models:
ee the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Tao.OpenGl.Gl.glProgramEnvParameter4fvARB(Int32 target, Int32 index, Single[] params)
at BK_Viewer.Main.SETCOMBINE()
at BK_Viewer.Main.ParseCurrentCommand()
at BK_Viewer.Main.F3D_To_OpenGL(DisplayList[]& N64Dlist, OGLModel[]& OGLDList, Boolean appendList)
at BK_Viewer.Main.ParseModel()
at BK_Viewer.Main.FileTree_AfterSelect(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeVi ewEventArgs e)
at CodersLab.Windows.Controls.TreeView.SelectNode(Tre eNode tn, Boolean select, TreeViewAction tva)
at CodersLab.Windows.Controls.TreeView.ProcessNodeRan ge(TreeNode startNode, TreeNode endNode, MouseEventArgs e, Keys keys, TreeViewAction tva, Boolean allowStartEdit)
at CodersLab.Windows.Controls.TreeView.OnKeyDown(KeyE ventArgs e)
at System.Windows.Forms.Control.ProcessKeyEventArgs(M essage& m)
at System.Windows.Forms.Control.ProcessKeyMessage(Mes sage& m)
at System.Windows.Forms.Control.WmKeyChar(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
BK Viewer
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Brandon%20Foster/Desktop/BG_0.65f/Bottles'%20Glasses.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.5
Win32 Version: 1.0.0.5
CodeBase: file:///C:/Users/Brandon%20Foster/Desktop/BG_0.65f/Tao.Platform.Windows.DLL
----------------------------------------
CodersLab.Windows.Controls.TreeView
Assembly Version: 1.0.1.23525
Win32 Version: 1.0.1.23525
CodeBase: file:///C:/Users/Brandon%20Foster/Desktop/BG_0.65f/CodersLab.Windows.Controls.TreeView.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.12
Win32 Version: 2.1.0.12
CodeBase: file:///C:/Users/Brandon%20Foster/Desktop/BG_0.65f/Tao.OpenGl.DLL
----------------------------------------
Tao.DevIl
Assembly Version: 1.6.8.3
Win32 Version: 1.6.8.3
CodeBase: file:///C:/Users/Brandon%20Foster/Desktop/BG_0.65f/Tao.DevIl.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.4918 built by: NetFXw7
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

cooliscool
22nd June 2009, 09:01 PM
That's the thing, I haven't had any problems with any of the 0.65 builds I've posted.

New one in the original post. If it doesn't work I'm going to rip my hair out.

torrentstorm
22nd June 2009, 09:06 PM
That's the thing, I haven't had any problems with any of the 0.65 builds I've posted.

New one in the original post. If it doesn't work I'm going to rip my hair out.

That fixed the problem so... YAY! It works! Awesome release cooliscool!

mojobojo
22nd June 2009, 09:55 PM
That fixed the problem so... YAY! It works! Awesome release cooliscool!

Im having a problem on opening now... same thing

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.BadImageFormatException: An attempt was made to load a program with an incorrect format. (Exception from HRESULT: 0x8007000B)
at Tao.DevIl.Il.ilInit()
at BK_Viewer.Main.Form1_Load(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Bottles' Glasses
Assembly Version: 0.0.6.5
Win32 Version: 0.0.6.5
CodeBase: file:///C:/Users/mojobojo/Desktop/BG/Bottles'%20Glasses.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.5
Win32 Version: 1.0.0.5
CodeBase: file:///C:/Users/mojobojo/Desktop/BG/Tao.Platform.Windows.DLL
----------------------------------------
CodersLab.Windows.Controls.TreeView
Assembly Version: 1.0.1.23525
Win32 Version: 1.0.1.23525
CodeBase: file:///C:/Users/mojobojo/Desktop/BG/CodersLab.Windows.Controls.TreeView.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.12
Win32 Version: 2.1.0.12
CodeBase: file:///C:/Users/mojobojo/Desktop/BG/Tao.OpenGl.DLL
----------------------------------------
Tao.DevIl
Assembly Version: 1.6.8.3
Win32 Version: 1.6.8.3
CodeBase: file:///C:/Users/mojobojo/Desktop/BG/Tao.DevIl.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

cooliscool
22nd June 2009, 10:28 PM
Hmm.. this should fix that problem. Sorry about that. Also fixed an anchoring problem with the progress bar and checkbox toggles, so resizing the window shouldn't be a problem.

DOWNLOAD (http://webpages.charter.net/cooliscool/BG_0.65_final.rar)

mojobojo
22nd June 2009, 10:41 PM
OMFG its still not working! Is it cuz im running a 64 bit OS?

Here is what is happening.
http://www.youtube.com/watch?v=eZow30CfbVI

cooliscool
22nd June 2009, 10:43 PM
I'm running Vista x64 and I have no problems. This is starting to get pretty frustrating; can anyone else report on whether or not it works for them? In the mean time, I'll package up a 64-bit only build.

mojobojo
22nd June 2009, 10:46 PM
Im not trying to ba a pain, I know how frustrating it is when a program you make dosent work for some odd reason. Your still doing a super job!

cooliscool
22nd June 2009, 10:51 PM
After looking at your video.. that exe was compiled at 2PM, about 1:14 before the last one I posted (2 posts up). Try that one.

mojobojo
22nd June 2009, 10:53 PM
Same exact errors. The exe you provided a couple posts up says it was compiled at 3:14 PM.

cooliscool
22nd June 2009, 11:14 PM
This should do it.

64-bit:

BG 64-bit (http://webpages.charter.net/cooliscool/BG_0.65_final_x64.rar)

32-bit:

BG 32-bit (http://webpages.charter.net/cooliscool/BG_0.65_final.rar)

mojobojo
22nd June 2009, 11:28 PM
Yaaaaaaaay it opened!

teh_banjofan
22nd June 2009, 11:35 PM
I'm sorry I'm being a total retard but could someone please give me some directions on how to get .bmk's out of my BK rom?

mojobojo
22nd June 2009, 11:38 PM
use the rare decompressor to decompress the bk rom the use the model isolator in bottles glasses to get the model files.

teh_banjofan
22nd June 2009, 11:52 PM
Alright I have all the .bin's...now what?

mojobojo
22nd June 2009, 11:59 PM
use the model isolator in bottles glasses to get the model files.
This^

teh_banjofan
23rd June 2009, 12:02 AM
This^

Alright, so when it asks for the file containing the extracted Banjo Kazooie data I click the file with all the .bin's. When it asks for where to isolate the models to I can click where I want them to go?

cooliscool
23rd June 2009, 12:04 AM
Yep.

New build with Y axis inverting option (options menu), and some other small fixes. Last one, promise. :P

64-bit:

BG 64-bit (http://webpages.charter.net/cooliscool/BG%200.65%20Final%20x64.rar)

32-bit:

BG 32-bit (http://webpages.charter.net/cooliscool/BG%200.65%20Final.rar)

teh_banjofan
23rd June 2009, 12:06 AM
The models aren't showing up in the folder I specified...

mojobojo
23rd June 2009, 12:11 AM
Yay thanks, I acually removed that comment cuz I felt like I was being pushy. I can see the model exporting needs some work though.


http://i465.photobucket.com/albums/rr14/mojobojo/1D2B90.jpg

cooliscool
23rd June 2009, 12:14 AM
Oops, I know exactly why that's happening. I'm not exporting the matrix changes that apply to animated models' limbs. Non animated models will export fine. I'll fix that issue ASAP.

http://img200.imageshack.us/img200/3278/clipboard01ptd.jpg

mojobojo
23rd June 2009, 12:19 AM
An error occurs when I start it up though. "Conversion from string "" to type 'Boolean' is not valid.".
I also noticied that the backfaces arent showing in wireframe mode so the wireframe looks wierd.

cooliscool
23rd June 2009, 12:20 AM
That issue's fixed, just noticed it. Didn't do any error checking when reading the Y Axis inversion option's ini entry. After checking the option, that error should disappear.

Faces are culled based on what the display list says to do. Not really in my control aside from hackish disabling of the geometrymode command.

teh_banjofan
23rd June 2009, 12:23 AM
Sorry to be an annoyance but I really need these models and when I isolate the .bin's the models don't show up in my "isolate to" folder.

cooliscool
23rd June 2009, 12:24 AM
Reextract your ROM, this time checking the "byte flip?" option in the extractor. I refuse to distribute the models as they're RARE's IP, and that's obviously copyright infringement.

teh_banjofan
23rd June 2009, 12:41 AM
Nothing is being decompressed when I do that...

mojobojo
23rd June 2009, 01:21 AM
There is some texture parsing issues with some levels. Previous versions of BG worked fine with this level but not this one.

http://i465.photobucket.com/albums/rr14/mojobojo/Untitled-1.jpg

Anybody know what these colored boxes are for?

http://i465.photobucket.com/albums/rr14/mojobojo/wtfisthis.jpg

StarFox
23rd June 2009, 02:03 AM
Anybody know what these colored boxes are for?

http://i465.photobucket.com/albums/rr14/mojobojo/wtfisthis.jpg

OMG Stop N' Swop!!eleven1!!

mojobojo
23rd June 2009, 02:06 AM
OMG Stop N' Swop!!eleven1!!

I dont care about SnS, I care to know what the boxes are for.

StarFox
23rd June 2009, 02:27 AM
I'm having a bit of trouble when I try to load a model, or when I try to start BG.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
at BK_Viewer.Main.VTX()
at BK_Viewer.Main.ParseCurrentCommand()
at BK_Viewer.Main.F3D_To_OpenGL(DisplayList[]& N64Dlist, OGLModel[]& OGLDList, Boolean appendList)
at BK_Viewer.Main.ParseModel()
at BK_Viewer.Main.FileTree_AfterSelect(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeVi ewEventArgs e)
at CodersLab.Windows.Controls.TreeView.SelectNode(Tre eNode tn, Boolean select, TreeViewAction tva)
at CodersLab.Windows.Controls.TreeView.ProcessNodeRan ge(TreeNode startNode, TreeNode endNode, MouseEventArgs e, Keys keys, TreeViewAction tva, Boolean allowStartEdit)
at CodersLab.Windows.Controls.TreeView.OnMouseDown(Mo useEventArgs e)
at System.Windows.Forms.TreeView.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Bottles' Glasses
Assembly Version: 0.0.6.5
Win32 Version: 0.0.6.5
CodeBase: file:///F:/bg%2065/Bottles'%20Glasses.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.5
Win32 Version: 1.0.0.5
CodeBase: file:///F:/bg%2065/Tao.Platform.Windows.DLL
----------------------------------------
CodersLab.Windows.Controls.TreeView
Assembly Version: 1.0.1.23525
Win32 Version: 1.0.1.23525
CodeBase: file:///F:/bg%2065/CodersLab.Windows.Controls.TreeView.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.12
Win32 Version: 2.1.0.12
CodeBase: file:///F:/bg%2065/Tao.OpenGl.DLL
----------------------------------------
Tao.DevIl
Assembly Version: 1.6.8.3
Win32 Version: 1.6.8.3
CodeBase: file:///F:/bg%2065/Tao.DevIl.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Can't see B-K models.

mojobojo
23rd June 2009, 08:05 AM
I had to post this.. What in Gods name is this creature??

http://i465.photobucket.com/albums/rr14/mojobojo/creature.jpg

mojobojo
23rd June 2009, 08:09 AM
I had to post this.. What in Gods name is this creature??

http://i465.photobucket.com/albums/rr14/mojobojo/creature.jpg

and I got this error when I tried to export the termite

http://i465.photobucket.com/albums/rr14/mojobojo/error.jpg

3ds Max 2010 works great with importing the mtl files. All I had to do is re-add the textures into the model.

http://i465.photobucket.com/albums/rr14/mojobojo/Good.png

EDIT: Sorry for the Doublepost my internet went all funky on me.

Airman
23rd June 2009, 09:55 AM
Yay another release! :)

Just downloaded the latest .exe and I'm getting an error from a previous page about an Invalid cast from String to Boolean so none of the models load up. = \

mojobojo
23rd June 2009, 10:03 AM
Yay another release! :)

Just downloaded the latest .exe and I'm getting an error from a previous page about an Invalid cast from String to Boolean so none of the models load up. = \

I had that problem too. Just set the invert y and restart the app.

Airman
23rd June 2009, 10:29 AM
Ahh Thanks.That was on the other page too. Sorry.

Breegullbeak
23rd June 2009, 07:06 PM
I'm getting this for every model.See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
at BK_Viewer.Main.VTX()
at BK_Viewer.Main.ParseCurrentCommand()
at BK_Viewer.Main.F3D_To_OpenGL(DisplayList[]& N64Dlist, OGLModel[]& OGLDList, Boolean appendList)
at BK_Viewer.Main.ParseModel()
at BK_Viewer.Main.FileTree_AfterSelect(Object sender, TreeViewEventArgs e)
at CodersLab.Windows.Controls.TreeView.SelectNode(Tre eNode tn, Boolean select, TreeViewAction tva)
at CodersLab.Windows.Controls.TreeView.ProcessNodeRan ge(TreeNode startNode, TreeNode endNode, MouseEventArgs e, Keys keys, TreeViewAction tva, Boolean allowStartEdit)
at CodersLab.Windows.Controls.TreeView.OnMouseDown(Mo useEventArgs e)
at System.Windows.Forms.TreeView.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Bottles' Glasses
Assembly Version: 0.0.6.5
Win32 Version: 0.0.6.5
CodeBase: file:///C:/Users/Carol/Downloads/BG%200.65%20Final%20x64/Bottles'%20Glasses.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.5
Win32 Version: 1.0.0.5
CodeBase: file:///C:/Users/Carol/Downloads/BG%200.65%20Final%20x64/Tao.Platform.Windows.DLL
----------------------------------------
CodersLab.Windows.Controls.TreeView
Assembly Version: 1.0.1.23525
Win32 Version: 1.0.1.23525
CodeBase: file:///C:/Users/Carol/Downloads/BG%200.65%20Final%20x64/CodersLab.Windows.Controls.TreeView.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.12
Win32 Version: 2.1.0.12
CodeBase: file:///C:/Users/Carol/Downloads/BG%200.65%20Final%20x64/Tao.OpenGl.DLL
----------------------------------------
Tao.DevIl
Assembly Version: 1.6.8.3
Win32 Version: 1.6.8.3
CodeBase: file:///C:/Users/Carol/Downloads/BG%200.65%20Final%20x64/Tao.DevIl.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

mojobojo
24th June 2009, 06:19 AM
It seems that some models have multipe parts that arent shown in the game until the game tells it to. These seem to get parsed together and make a mess like this.

http://i465.photobucket.com/albums/rr14/mojobojo/dfhdfhjgfj.jpg
http://i465.photobucket.com/albums/rr14/mojobojo/Untitled-2.jpg

Do you think that you can make it so it is possible to select what to view and export?

cooliscool
24th June 2009, 08:05 AM
Absolutely easy. By tomorrow at the latest. :P

mojobojo
24th June 2009, 10:15 AM
Absolutely easy. By tomorrow at the latest. :P

Yay, in the mean time I started working on a model renamer based on the BK rom map so we dont know what we are going to get what we click on. Here is the app and the source. The INI file has all of the data of the models and thier names so you can modify it to suit your needs.

cooliscool
24th June 2009, 07:48 PM
It'll now use the INI file to represent offset named files properly. Thanks.

http://img146.imageshack.us/img146/8974/clipboard01fxz.jpg

Breegullbeak
25th June 2009, 01:52 AM
It'll now use the INI file to represent offset named files properly. Thanks.

http://img146.imageshack.us/img146/8974/clipboard01fxz.jpg

Last line of this:


http://www.youtube.com/watch?v=MRQtepPPeM8

mojobojo
25th June 2009, 09:00 AM
It'll now use the INI file to represent offset named files properly. Thanks.

http://img146.imageshack.us/img146/8974/clipboard01fxz.jpg

Thats great, its nice to see my INI file be put to use on your applcication.

teh_banjofan
26th June 2009, 01:21 AM
Hmm...when I try to open the program it gives me this:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidCastException: Conversion from string "" to type 'Boolean' is not valid. ---> System.FormatException: Input string was not in a correct format.
at Microsoft.VisualBasic.CompilerServices.Conversions .ParseDouble(String Value, NumberFormatInfo NumberFormat)
at Microsoft.VisualBasic.CompilerServices.Conversions .ToBoolean(String Value)
--- End of inner exception stack trace ---
at Microsoft.VisualBasic.CompilerServices.Conversions .ToBoolean(String Value)
at BK_Viewer.Main.Form1_Load(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Bottles' Glasses
Assembly Version: 0.0.6.5
Win32 Version: 0.0.6.5
CodeBase: file:///C:/Documents%20and%20Settings/Devon/Desktop/Bottle's%20Glasses/Bottles'%20Glasses.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.5
Win32 Version: 1.0.0.5
CodeBase: file:///C:/Documents%20and%20Settings/Devon/Desktop/Bottle's%20Glasses/Tao.Platform.Windows.DLL
----------------------------------------
CodersLab.Windows.Controls.TreeView
Assembly Version: 1.0.1.23525
Win32 Version: 1.0.1.23525
CodeBase: file:///C:/Documents%20and%20Settings/Devon/Desktop/Bottle's%20Glasses/CodersLab.Windows.Controls.TreeView.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.12
Win32 Version: 2.1.0.12
CodeBase: file:///C:/Documents%20and%20Settings/Devon/Desktop/Bottle's%20Glasses/Tao.OpenGl.DLL
----------------------------------------
Tao.DevIl
Assembly Version: 1.6.8.3
Win32 Version: 1.6.8.3
CodeBase: file:///C:/Documents%20and%20Settings/Devon/Desktop/Bottle's%20Glasses/Tao.DevIl.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




Help?

mojobojo
26th June 2009, 04:14 AM
I had that problem too. Just set the invert y and restart the app.
Do This^^

StarFox
26th June 2009, 05:43 AM
Every file I try to load, I get an error. It's saying something about not having a dependancy I need.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
at BK_Viewer.Main.VTX()
at BK_Viewer.Main.ParseCurrentCommand()
at BK_Viewer.Main.F3D_To_OpenGL(DisplayList[]& N64Dlist, OGLModel[]& OGLDList, Boolean appendList)
at BK_Viewer.Main.ParseModel()
at BK_Viewer.Main.FileTree_AfterSelect(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeVi ewEventArgs e)
at CodersLab.Windows.Controls.TreeView.SelectNode(Tre eNode tn, Boolean select, TreeViewAction tva)
at CodersLab.Windows.Controls.TreeView.ProcessNodeRan ge(TreeNode startNode, TreeNode endNode, MouseEventArgs e, Keys keys, TreeViewAction tva, Boolean allowStartEdit)
at CodersLab.Windows.Controls.TreeView.OnMouseDown(Mo useEventArgs e)
at System.Windows.Forms.TreeView.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Bottles' Glasses
Assembly Version: 0.0.6.5
Win32 Version: 0.0.6.5
CodeBase: file:///C:/Documents%20and%20Settings/Owner/Desktop/bg/Bottles'%20Glasses.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.5
Win32 Version: 1.0.0.5
CodeBase: file:///C:/Documents%20and%20Settings/Owner/Desktop/bg/Tao.Platform.Windows.DLL
----------------------------------------
CodersLab.Windows.Controls.TreeView
Assembly Version: 1.0.1.23525
Win32 Version: 1.0.1.23525
CodeBase: file:///C:/Documents%20and%20Settings/Owner/Desktop/bg/CodersLab.Windows.Controls.TreeView.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.12
Win32 Version: 2.1.0.12
CodeBase: file:///C:/Documents%20and%20Settings/Owner/Desktop/bg/Tao.OpenGl.DLL
----------------------------------------
Tao.DevIl
Assembly Version: 1.6.8.3
Win32 Version: 1.6.8.3
CodeBase: file:///C:/Documents%20and%20Settings/Owner/Desktop/bg/Tao.DevIl.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

mojobojo
26th June 2009, 05:55 AM
Sounds like the wrong .net framework or you downloaded the wrong build.

StarFox
26th June 2009, 11:01 PM
Sounds like the wrong .net framework or you downloaded the wrong build.I got the right build. And I have the .NET Framework 2.

SubDrag
26th June 2009, 11:36 PM
You prob need .net frame work 3.0 or 3.5

StarFox
26th June 2009, 11:49 PM
You prob need .net frame work 3.0 or 3.5Ok. Thanks. I'll download ASAP.

mojobojo
27th June 2009, 02:00 AM
cooliscool, I happend to stumble across some great information whilst learning openGL. It is for taking screenshots of the viewport. I figured it would be good for quick reporting on model and texture bugs. I already tried it on some of the old source of BG and it works great and was hoping you would add it in.

Here is th output Pic.

http://i465.photobucket.com/albums/rr14/mojobojo/sCREENIE.png


private double ia = 0.0;

public static void TakeScreenShot(string filename, ImageFormat Output)
{
int[] viewport = new int[4];

// Discover the current matrix projections and viewport
Gl.glGetIntegerv(Gl.GL_VIEWPORT, viewport);

Bitmap b = new Bitmap(viewport[2], viewport[3],
System.Drawing.Imaging.PixelFormat.Format32bppArgb );

BitmapData bd = b.LockBits(new System.Drawing.Rectangle(0, 0, viewport[2], viewport[3]),
ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb );

Gl.glReadPixels(0, 0, viewport[2], viewport[3], Gl.GL_BGRA_EXT, Gl.GL_UNSIGNED_BYTE, bd.Scan0);
b.UnlockBits(bd);
b.RotateFlip(RotateFlipType.RotateNoneFlipY);
b.Save(filename, Output);
}

StarFox
27th June 2009, 02:21 AM
It works with .NET Framework v. 3.5. No issues anymore. Thanks!

Now I just have to figure out how to isolate the Banjo-Tooie models. That's a toughie.

mojobojo
27th June 2009, 02:28 AM
Now I just have to figure out how to isolate the Banjo-Tooie models. That's a toughie.

Just use the Model Isolator and set the Game mode to BT It worked for me.

StarFox
27th June 2009, 02:49 AM
Do I use the byteflip when I decompress it?

mojobojo
27th June 2009, 03:18 AM
I didnt use it. But my rom may have already been byte-flippen (if thats a word).

cooliscool
27th June 2009, 05:46 AM
cooliscool, I happend to stumble across some great information whilst learning openGL. It is for taking screenshots of the viewport. I figured it would be good for quick reporting on model and texture bugs. I already tried it on some of the old source of BG and it works great and was hoping you would add it in.

Here is th output Pic.

http://i465.photobucket.com/albums/rr14/mojobojo/sCREENIE.png


private double ia = 0.0;

public static void TakeScreenShot(string filename, ImageFormat Output)
{
int[] viewport = new int[4];

// Discover the current matrix projections and viewport
Gl.glGetIntegerv(Gl.GL_VIEWPORT, viewport);

Bitmap b = new Bitmap(viewport[2], viewport[3],
System.Drawing.Imaging.PixelFormat.Format32bppArgb );

BitmapData bd = b.LockBits(new System.Drawing.Rectangle(0, 0, viewport[2], viewport[3]),
ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb );

Gl.glReadPixels(0, 0, viewport[2], viewport[3], Gl.GL_BGRA_EXT, Gl.GL_UNSIGNED_BYTE, bd.Scan0);
b.UnlockBits(bd);
b.RotateFlip(RotateFlipType.RotateNoneFlipY);
b.Save(filename, Output);
}

Thanks. I optimized it a bit and added it in. :) Also, it now targets .NET 2.0, so as to avoid problems like SF260 encountered. I plan on another release tonight.

Is there any way you could provide me with a models.ini that has the descriptions properly spaced? For example, instead of TestMap1, Test map 1. It looks like shit currently. ;)

StarFox
27th June 2009, 05:52 AM
Hey cooliscool, do you have like... a guide for getting B-T's models? The model isolator doesn't want to work... I get nothing in my specified folder.

mojobojo
27th June 2009, 06:05 AM
Is there any way you could provide me with a models.ini that has the descriptions properly spaced? For example, instead of TestMap1, Test map 1. It looks like shit currently. ;)

I can do that. Im going to bed and I will work on it in teh morning. The application I wrote to generate the INI file removed the spaces due to some file copy errors.

cooliscool
27th June 2009, 06:06 AM
The process is the same as BK. Have you tried with the byte flip option? If the data isn't big-endian, the model isolator won't pick them up.

StarFox
27th June 2009, 06:08 AM
Ok. Thanks. About to try it. I'll let you know the result either a bit later or tomorrow. :D

Tee-Hee
27th June 2009, 01:15 PM
Somewhat offtopic cool, but if you're not continuing work on UoT, are you planning to release the source? I can't seem to get hold of you on Messenger, so this is kind of the only way I can contact you.

Ontopic, Bottles' Glasses is looking really good, and it'll be a fantastic resource for developing Fidello's environments and characters.

mojobojo
27th June 2009, 03:09 PM
Try this. Some strings contain Characters that are not allowed in File Names. If you want I can fix that too.

cooliscool
27th June 2009, 07:33 PM
Awesome. Here's a new build.

Changes:

+ Last of the texture bugs *should* be fixed.
+ Uses INI files to properly identify models. Double click the models (or right click>rename) in the "models" tab to rename their description. I've renamed the first 4 tooie models, if you feel up to finishing it, feel free to do so and send me \misc\BTmodels.ini for future use. :)
+ Screenshot capturing ability (Options>Capture screenshot/F5). Saves as jpg.
+ Small useability updates + bug fixes, can't remember each little one at the moment.
+ Now targets .NET 2.0, so people don't need greater than that.

DOWNLOAD 32-bit (http://webpages.charter.net/cooliscool/BG%200.70.rar)

DOWNLOAD 64-bit (http://webpages.charter.net/cooliscool/BG%200.70%20x64.rar)

Still working on separation of dlists, mojobojo. :p

Arcaith: I'm still working on it, albeit slowly. I do plan on releasing the source pretty soon nonetheless.

Breegullbeak
27th June 2009, 08:30 PM
Here are some error's I'm getting.See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at BK_Viewer.Main.LOADTLUT()
at BK_Viewer.Main.ParseCurrentCommand()
at BK_Viewer.Main.F3D_To_OpenGL(DisplayList[]& N64Dlist, OGLModel[]& OGLDList, Boolean appendList)
at BK_Viewer.Main.ParseModel()
at BK_Viewer.Main.FileTree_AfterSelect(Object sender, TreeViewEventArgs e)
at CodersLab.Windows.Controls.TreeView.SelectNode(Tre eNode tn, Boolean select, TreeViewAction tva)
at CodersLab.Windows.Controls.TreeView.ProcessNodeRan ge(TreeNode startNode, TreeNode endNode, MouseEventArgs e, Keys keys, TreeViewAction tva, Boolean allowStartEdit)
at CodersLab.Windows.Controls.TreeView.OnMouseDown(Mo useEventArgs e)
at System.Windows.Forms.TreeView.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Bottles' Glasses
Assembly Version: 0.0.7.0
Win32 Version: 0.0.7.0
CodeBase: file:///C:/Users/Carol/Downloads/Bottles%20glasses/Bottles'%20Glasses.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.5
Win32 Version: 1.0.0.5
CodeBase: file:///C:/Users/Carol/Downloads/Bottles%20glasses/Tao.Platform.Windows.DLL
----------------------------------------
CodersLab.Windows.Controls.TreeView
Assembly Version: 1.0.1.23525
Win32 Version: 1.0.1.23525
CodeBase: file:///C:/Users/Carol/Downloads/Bottles%20glasses/CodersLab.Windows.Controls.TreeView.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.12
Win32 Version: 2.1.0.12
CodeBase: file:///C:/Users/Carol/Downloads/Bottles%20glasses/Tao.OpenGl.DLL
----------------------------------------
Tao.DevIl
Assembly Version: 1.6.8.3
Win32 Version: 1.6.8.3
CodeBase: file:///C:/Users/Carol/Downloads/Bottles%20glasses/Tao.DevIl.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Value of '25' is not valid for 'Value'. 'Value' should be between 'minimum' and 'maximum'.
Parameter name: Value
at System.Windows.Forms.ProgressBar.set_Value(Int32 value)
at BK_Viewer.Main.F3D_To_OpenGL(DisplayList[]& N64Dlist, OGLModel[]& OGLDList, Boolean appendList)
at BK_Viewer.Main.ParseModel()
at BK_Viewer.Main.FileTree_AfterSelect(Object sender, TreeViewEventArgs e)
at CodersLab.Windows.Controls.TreeView.SelectNode(Tre eNode tn, Boolean select, TreeViewAction tva)
at CodersLab.Windows.Controls.TreeView.ProcessNodeRan ge(TreeNode startNode, TreeNode endNode, MouseEventArgs e, Keys keys, TreeViewAction tva, Boolean allowStartEdit)
at CodersLab.Windows.Controls.TreeView.OnMouseDown(Mo useEventArgs e)
at System.Windows.Forms.TreeView.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Bottles' Glasses
Assembly Version: 0.0.7.0
Win32 Version: 0.0.7.0
CodeBase: file:///C:/Users/Carol/Downloads/Bottles%20glasses/Bottles'%20Glasses.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Tao.Platform.Windows
Assembly Version: 1.0.0.5
Win32 Version: 1.0.0.5
CodeBase: file:///C:/Users/Carol/Downloads/Bottles%20glasses/Tao.Platform.Windows.DLL
----------------------------------------
CodersLab.Windows.Controls.TreeView
Assembly Version: 1.0.1.23525
Win32 Version: 1.0.1.23525
CodeBase: file:///C:/Users/Carol/Downloads/Bottles%20glasses/CodersLab.Windows.Controls.TreeView.DLL
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.12
Win32 Version: 2.1.0.12
CodeBase: file:///C:/Users/Carol/Downloads/Bottles%20glasses/Tao.OpenGl.DLL
----------------------------------------
Tao.DevIl
Assembly Version: 1.6.8.3
Win32 Version: 1.6.8.3
CodeBase: file:///C:/Users/Carol/Downloads/Bottles%20glasses/Tao.DevIl.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




Good news is that it reads the files with names now.

mojobojo
27th June 2009, 11:10 PM
Hmm Im not having any Problem. What OS are you using.

teh_banjofan
28th June 2009, 12:19 AM
I'm having some texture problems here...can someone help?

cooliscool
28th June 2009, 12:43 AM
It's a bug that stems from the fact that, because I there's no data in the model which specifies; the method of finding the start offset of the master texture is quite hackish, and the method can't be applied to ALL models. I'll rewrite it tonight, I should be able to come up with a universal method. However, in the build I released a few hours ago, and all of the CCW maps look just fine on my end. Try using that one. ;)

Edit: upon further examination it looks like you're using the first 0.65 release. Get the newest one on the previous page.

http://img26.imageshack.us/img26/5060/clipboard01xhj.jpg (oh yeah, I added a search function for the models list. Should make life a lot easier).

mojobojo
28th June 2009, 01:10 AM
Updated INI File. I Name A bunch of models that were missing in the INI. Now there are only few that are unknown or unnamed.

trevor
28th June 2009, 11:09 AM
Im glad you made compatibility with .net 2 as it works great on 98.

I hope (if Im right in assuming you made utility of time, Im sure I read it somewere that it was you) that you will make this better than Utility of time in functionality and ease of use, also talking about utility of time, when is that going to be updated?

Trev

Breegullbeak
28th June 2009, 06:14 PM
Hmm Im not having any Problem. What OS are you using.

Whats an OS? I'm using the 32bit version previously put up.

mojobojo
28th June 2009, 10:57 PM
Whats an OS? I'm using the 32bit version previously put up.

I was getting that error when I downloaded the 32 bit on my 64 bit pc. You sure your getting the latest build.

Breegullbeak
28th June 2009, 11:02 PM
I was getting that error when I downloaded the 32 bit on my 64 bit pc. You sure your getting the latest build.

[QUOTE=cooliscool;624179]Awesome. Here's a new build.

Changes:

+ Last of the texture bugs *should* be fixed.
+ Uses INI files to properly identify models. Double click the models (or right click>rename) in the "models" tab to rename their description. I've renamed the first 4 tooie models, if you feel up to finishing it, feel free to do so and send me \misc\BTmodels.ini for future use. :)
+ Screenshot capturing ability (Options>Capture screenshot/F5). Saves as jpg.
+ Small useability updates + bug fixes, can't remember each little one at the moment.
+ Now targets .NET 2.0, so people don't need greater than that.

DOWNLOAD 32-bit (http://webpages.charter.net/cooliscool/BG%200.70.rar)<- I downloaded this one

DOWNLOAD 64-bit (http://webpages.charter.net/cooliscool/BG%200.70%20x64.rar)

thecakeisalie81
3rd July 2009, 01:26 AM
http://img466.imageshack.us/img466/7362/clipboard03it5.png[/QUOTE]

this looks like one of the secret rooms from zelda: oot

runehero123
3rd July 2009, 02:28 AM
this looks like one of the secret rooms from zelda: oot

If you add textures it looks exactly like the secret church room with the Banjo-Kazooie window.

mojobojo
3rd July 2009, 02:29 AM
this looks like one of the secret rooms from zelda: oot

no its the secret room in Mad Monster Mantion.

cooliscool
3rd July 2009, 02:46 AM
Indeed.

http://img20.imageshack.us/img20/8905/clipboard01utu.jpg

thecakeisalie81
3rd July 2009, 04:06 AM
Indeed.

http://img20.imageshack.us/img20/8905/clipboard01utu.jpg

ok you got me, i honestly just got into bk hacking. it just struck a bell in my head, thats all

thecakeisalie81
3rd July 2009, 05:49 AM
Ok, one of the unknowns, the BIG black square with the tiny blue dot in the center, know the one I'm talking about? That to me looks like the little opener before the N64 and rareware logos appear. Anyone else get this? I don't know which model it is.

trevor
3rd July 2009, 04:48 PM
I woluld say yes it is

Trev

thecakeisalie81
3rd July 2009, 07:12 PM
hey cool, how do i use the "search" function? its not in any of the menus. Also, i got the CCW error teh banjofan got, using the newest build and the rigth version (32 bit)

Airman
5th July 2009, 04:43 AM
Ok, one of the unknowns, the BIG black square with the tiny blue dot in the center, know the one I'm talking about? That to me looks like the little opener before the N64 and rareware logos appear. Anyone else get this? I don't know which model it is.

Can you tell us what the file name was?

Also, if you are unsure about any model files you should download CoolBoyMan's ROM map. It lists all the known models in the game and gives them a fairly accurate description as to where they are used.

trevor
6th July 2009, 01:28 PM
I belive he is refering to the filename of unknown listed on the right of the program.

As I say I think it is the opener, there are 3 in total, one with a circular hole, one jiggy hole and one witch hole.

trev

thecakeisalie81
6th July 2009, 07:19 PM
lol "witch hole"... thats really funny

cooliscool
18th July 2009, 10:03 PM
New version with the search function implemented. Been meaning to post it for quite a while, been a little busy though. Performance should be DRASTICALLY better, too. :)

DOWNLOAD 32-bit (http://webpages.charter.net/cooliscool/BG%200.71.rar)

DOWNLOAD 64-bit (http://webpages.charter.net/cooliscool/BG%200.71%20x64.rar)

http://img269.imageshack.us/img269/9243/clipboard01lkc.jpg

mojobojo
18th July 2009, 11:55 PM
:) Yay!

EDIT:
Texture parsing problems in CCW - Click Clock Woods A

http://i465.photobucket.com/albums/rr14/mojobojo/9323D0_screen_758PM.jpg

BobbyTheCat
19th July 2009, 01:04 AM
How do you open the models?

Edit: Oh never mind I got it

Edit 2: Darn A message keeps coming up saying an error has occured.

cooliscool
20th July 2009, 07:04 AM
:) Yay!

EDIT:
Texture parsing problems in CCW - Click Clock Woods A

http://i465.photobucket.com/albums/rr14/mojobojo/9323D0_screen_758PM.jpg

Oops, stupid bug. Fixed. :P

http://img35.imageshack.us/img35/9384/9323d0screen1203am.jpg

Digital Mozart
20th July 2009, 10:44 PM
I have linux and used wine with this. I came up with this error:


fixme:actctx: parse_manifest_buffer root element is L"asmv1:assembly", not <assembly>
fixme:actctx: parse_manifest_buffer root element is L"asmv1:assembly", not <assembly>
wine: Call from 0x7b845910 to unimplemented function gdiplus.dll.GdipCreateFontFamilyFromName, aborting
err:seh:raise_exception Unhandled exception code c00000fd flags 0 addr 0x68f5d3a4

cooliscool
21st July 2009, 01:25 AM
It's definitely not going to run in Wine as it's based on the .NET framework. Sorry, Windows w/ .NET 2.0+ only for now.

I might get around to making a mono (open source *nix .NET implementation) compatible build sometime, however.

cooliscool
21st July 2009, 08:07 AM
New build. Probably the last until major, major updates (editing, ROM loading.. *cough*). :)

+ Rewrote texture segment seeking algorithm after a bit of reverse engineering of the model header. Should be no more crappy looking textures on any models, such as CCW central hub as mentioned by mojobojo. The new method is far faster, too, so opening models is exponentially quicker.
+ Added a "quick start" dialog that shows up when no model directory is defined in bg.ini. A little non-descriptive, but it should be enough.
+ Fixed Banjo-Tooie (F3DEX2) geometrymode command. Fixes a lot of blending issues.
+ As always, minor cleanups.

DOWNLOAD 32-bit (http://webpages.charter.net/cooliscool/BG%200.75.rar)

DOWNLOAD 64-bit (http://webpages.charter.net/cooliscool/BG%200.75%20x64.rar)

Texture fix example:
http://img27.imageshack.us/img27/8725/clipboard01ujt.jpg
http://img111.imageshack.us/img111/1041/clipboard03x.jpg

Geometry mode fix example:
http://img12.imageshack.us/img12/1908/clipboard02ujd.jpg

Digital Mozart
21st July 2009, 02:49 PM
Never mind just got it working! (in Wine)

I-am-scott
21st July 2009, 04:35 PM
that looks absolutely cool

cooliscool
22nd July 2009, 05:47 AM
Never mind just got it working! (in Wine)

Very interesting! Mind explaining how, and posting a few screenshots? :)

Digital Mozart
22nd July 2009, 05:04 PM
I jsut installed Mono for Windows with Wine and now it works. I can't get you screenshots cause I don't have screencapture.

thecakeisalie81
23rd July 2009, 07:08 AM
Thanx for the new build! Worx great! How close are u to a final version?

cooliscool
23rd July 2009, 07:13 AM
Good to hear. As far as a final version goes, a very long time. I have pretty grandiose ideas that I'd like to achieve before even estimating when I'll be done with the project. As it stands it's still in preliminary stages as far as I'm concerned. ;)

Johny90
27th July 2009, 04:08 PM
http://i616.photobucket.com/albums/tt249/Spadon/Mountfireeyes.jpg

Dun, dun, duunn!!!

Breegullbeak
27th July 2009, 06:40 PM
http://i616.photobucket.com/albums/tt249/Spadon/Mountfireeyes.jpg

Dun, dun, duunn!!!

JEBUS!!!1eleven11!!!!one211!!!!

Which I saw in person.

Now let's see if this works for me yet.

Yeah it works!

Mombi Jombo
27th July 2009, 09:39 PM
http://i616.photobucket.com/albums/tt249/Spadon/Mountfireeyes.jpg

Dun, dun, duunn!!!

How you got it

cooliscool
28th July 2009, 08:05 AM
How you got it

Obviously edited. ;)

Airman
28th July 2009, 08:44 AM
...using the program? :D

JohnyT94
28th July 2009, 11:50 AM
Nah, using paint... took ages.

(P.S: Johny90 is me, i accidently logged on him out of habbit of using that username)

Mombi Jombo
28th July 2009, 08:43 PM
i can't wait the next update

JohnyT94
28th July 2009, 09:06 PM
Can i ask, what is the purpose of this program?

I'm just curious. Does it only load models? What can you do with the models?

cooliscool
29th July 2009, 03:15 AM
Loads BK/BT models, nearly complete rendering, can export the models to .obj. Much more in the future; DK64 support, model importing, map setup editing, etc.

Breegullbeak
31st July 2009, 01:16 AM
Loads BK/BT models, nearly complete rendering, can export the models to .obj. Much more in the future; DK64 support, model importing, map setup editing, etc.

DK64: Funky's Shades.

This just got alot more interesting.

mojobojo
8th August 2009, 09:36 AM
If anybody hasent gotten it yet I finished the BanjoKazooie INI file (BKmodels.ini) in the misc folder.

Breegullbeak
8th August 2009, 12:31 PM
Nah, using paint... took ages.

(P.S: Johny90 is me, i accidently logged on him out of habbit of using that username)

:eek: You have an Alt!

The program is awsome. What programs can use the model types that the program exports too? I really want to start doing stuff with the models.

cooliscool
8th August 2009, 06:15 PM
:eek: You have an Alt!

The program is awsome. What programs can use the model types that the program exports too? I really want to start doing stuff with the models.

Pretty much anything (3DS Max, Blender, etc).

Breegullbeak
9th August 2009, 12:44 AM
This promgram could be the key to somthing better then stop'n'swop when used with Toad's tools long awaited update. It's a model importer that changes the ground to be shaped like an object. This could give me days of enjoyment.

runehero123
15th August 2009, 03:22 AM
Here's most of the research on the map object/script files at the end of rom. You'll need it to implement full map editing functionality. ;)

mojobojo
15th August 2009, 06:36 AM
Nice job, Im looking at it right now.

Adam
15th August 2009, 06:38 AM
This is the first I've ever looked at this thread. Someone give me a TL;DR, quick!

cooliscool
15th August 2009, 06:45 AM
This is the first I've ever looked at this thread. Someone give me a TL;DR, quick!

Banjo Kazooie/Tooie model viewer with exporting capabilities. Will become a map/model editor/importer in later releases. ;)

http://img231.imageshack.us/img231/6384/clipboard01uys.jpg

Adam
15th August 2009, 06:48 AM
That's awesome...I think. What will this give us the opportunity to do? Mod it like Oblivion?