View Full Version : Bottles' Glasses
BetaZeldaman
16th August 2007, 06:48 AM
Bottles' Glassees (Still in development)
Banjo Kazooie model viewer, possible editor. Thanks to RWP for the decompressor.
Here are some screenshots:
http://i201.photobucket.com/albums/aa232/BetaZeldaman/clipboard02iq2.jpg
http://i201.photobucket.com/albums/aa232/BetaZeldaman/clipboard02ct7.jpg
http://i201.photobucket.com/albums/aa232/BetaZeldaman/clipboard01oh1.jpg
http://i201.photobucket.com/albums/aa232/BetaZeldaman/clipboard02jp1.jpg
http://i201.photobucket.com/albums/aa232/BetaZeldaman/clipboard01fp9.jpg
A few notes:
I am posting this on my friends behalf, so give him credit for it.
He is the same person who made Utility of Time.
bextah.girl
16th August 2007, 07:35 AM
So what exactly are you trying to do?
BetaZeldaman
16th August 2007, 07:38 AM
I was posting the information so that RWP could know about it.
The program will allow people to view models of levels, characters, and enemies(and maybe edit them).
Fox McBanjo
16th August 2007, 09:03 AM
So using this tool, and combining it with the texture tool, its possible to forge entierly new levels and enemies, right?
Bottles98
16th August 2007, 09:52 AM
That is so damn awesome.
And the name is win. :D
SubDrag
16th August 2007, 01:21 PM
The diffuse colors are quite nice, but you really need to support textures. They're right in the same file even! I do appreciate the Banjo work though. We had investigated BK at one time, but the game has an annoying limitation that you can only load objects that are in a prepackaged file for each level, which sorta killed the buzz. Editing/importing new models for most models should be pretty feasible and nice.
Oh, if Cooliscool is using the class I wrote, there is a memory leak that I didn't find until a few months ago. You need to add to the ~GECompression(void) deconstructer the following line:
if (compressedBuffer)
delete [] compressedBuffer;
Fox McBanjo
16th August 2007, 01:27 PM
The diffuse colors are nice, but you really need to support textures. They're right in the same file even! I do appreciate the Banjo work though. We had investigated BK at one time, but the game has an annoying limitation that you can only load objects that are in a prepackaged file for each level, which sorta killed the buzz.
Sooo....we can't make new levels? I didn't really understand the last bit; does it mean that when attempting to change the models, you can only change them to things in the level already?
SubDrag
16th August 2007, 01:32 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.
Fox McBanjo
16th August 2007, 01:42 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.
Hmm, I know what you mean. What if: (this is a looooooong shot, and most is bullcrap)
We decompress one file E.g Mumbos Mountain, and put all of its data into another decompressed file, E.g Rusty Bucket Bay. The level would then have all of RBB AND MM's data, making things like Tickers and Mumbo's Skull available to RBB. Would, or could this work?
SubDrag
16th August 2007, 01:45 PM
Hmm, I know what you mean. What if: (this is a looooooong shot, and most is bullcrap)
We decompress one file E.g Mumbos Mountain, and put all of its data into another decompressed file, E.g Rusty Bucket Bay. The level would then have all of RBB AND MM's data, making things like Tickers and Mumbo's Skull available to RBB. Would, or could this work?
I think once I had loaded another level's object in one, but each had a lot of pointers and I think it was preset for the stage. It's certainly not impossible.
Fox McBanjo
16th August 2007, 01:49 PM
Well gang, looks like we've got another mystery on our hands! [/Scoobydoo]
Jokes aside, the pointers thing could be bypassed by copying a file over another one, E.g removing the Sea Grublin file and replacing it with a Ticker file.
Also, are you using invisible mode, Sub? :p
StevethemasterX
16th August 2007, 03:33 PM
i did something like this for Sharkfood island, im wrote a part in my hacking guide, using hexworkshop to move the pink egg.
i included the entire Sharkfood island model map.
cooliscool
16th August 2007, 05:40 PM
SubDrag: Thanks for the input. The program is about 1 and a half nights of work, started after hearing the cries of several people for just a simple viewer, and it's designed to have full texture support soon (BK's textures work just like any other N64 game as texture info in the dlist is universal). Just a matter of having the time to implement. :) I plan on releasing a prelim version tonight that will lack textures. Releases thereafter should have them.
You're spot on as far as my intentions as far as editing.. per vertex, for small modifications of existing models, and possibly level actors (with the limitation you mentioned - unless we can work around that before then). As far as the decompressor class, I'm not using your code directly, just the program that can be found on the main site.
Some more shots:
http://img251.imageshack.us/img251/6838/clipboard01sr9.jpg
http://img526.imageshack.us/img526/6948/clipboard02no3.jpg
ConkerKing
16th August 2007, 06:02 PM
This is so beautiful. Words cannot describe just how awesome this is. I'm no hacking or scriping expert, so I can't comment on anything like that (Subdrag :p). But, I can say that this one amazing piece of programming. Wondeful job.
SubDrag
16th August 2007, 08:08 PM
Oh, you should probably be using the class. The zip you downloaded contains the sample code in the Readme for decompression and compression, just be aware you cannot exceed the table in the ROM's size allocated (well unless you change the table). As for textures, I imagine you could knock those off in a night or two.
runehero123
16th August 2007, 10:32 PM
Wow, 10/10 stars for this awesome effort. It could use a little work, but after that it will probably be a great toolkit for Banjo Kazooie. Keep it up!
Jani
17th August 2007, 02:41 AM
Ah, I've been beta testing this for cooliscool, and it's awesome!
Look forward to this, guys!
A lot of fun awaits!
Maybe some discoveries too? :O
cooliscool
17th August 2007, 06:30 AM
http://img376.imageshack.us/img376/8673/huhuq0.jpg
http://img245.imageshack.us/img245/7812/makeny9.jpg
Plenty more where that came from..
Fox McBanjo
17th August 2007, 11:40 AM
This is really something special, as we no longer need to use wireframe to see behind things. Well done! ^_^
StevethemasterX
17th August 2007, 01:21 PM
maybe a map porter could be invented off of this
i might actually consider working on one.
runehero123
17th August 2007, 06:20 PM
maybe a map porter could be invented off of this
i might actually consider working on one.
That would be awesome :D .
cooliscool
18th August 2007, 06:52 AM
SubDrag, I'm planning on having a small release very soon and wanted to request the ability to put your decompressor in the release's archive, allowing to be launched from Bottles' Glasses tools menu. Would make life easier for new users. :)
As far as model isolation, the program has a feature which scans each file in the directory containing the output files from the decompressor, and if they meet a certain "model file only" criteria, they get slapped to the directory the user selects. No trial and error necessary. :) Also has a pretty useful VRML exporter.
One more shot before release:
http://img526.imageshack.us/img526/3171/clipboard02yb4.png
SubDrag
18th August 2007, 01:42 PM
Yeah of course you can use it. I recommended using the class (it really is simple!) so it fits right in, but you can do whatever you want. I do think you should wait until you add textures to release it, but that's just me. Those pictures do look nice.
cooliscool
18th August 2007, 09:24 PM
I had that plan, and last night added a texture parser and ripper, but the formats need some documentation (plan on mapping them some time). Unfortunately I think they're predominantly CI textures (at first I thought they were mainly I/IA), which will make my job harder.
SubDrag
18th August 2007, 09:29 PM
You should be able to write them to a file when referenced. I forget the exact format, but I think they were simple formats.
cooliscool
19th August 2007, 12:48 AM
You should be able to write them to a file when referenced. I forget the exact format, but I think they were simple formats.
Yeah, that's what I do. The main issue is decoding the formats. If you can get me that info somehow, I'll be happy to implement it.. otherwise, I'll figure 'em out myself, which will take more time. :)
SubDrag
19th August 2007, 03:53 AM
I don't have that info, sorry, but here are the texture rips from the SNS Egg (file # 050D). That way you can tell if you are right.
BanjoArt
19th August 2007, 04:32 PM
Wow Subdrag, this is really Amaze-O-Gazing! :P
cooliscool
19th August 2007, 07:41 PM
Fixed the majority of missing tris.. there are very rarely one or two still missing, so I think there's another triangle command eluding me somewhere. I can count 6 tris missing in the overworld area:
http://img110.imageshack.us/img110/2661/clipboard02yc8.jpg
http://img160.imageshack.us/img160/1817/clipboard03zn7.jpg
... when previously, the whole level aside from Grunty's Lair entrance was missing. :)
Fox McBanjo
19th August 2007, 09:28 PM
Thats a very good and clean map, well done. Could this lead to map extraction videos?
Off topic: See the 'twilight brigade' thread in Banjo Theories? We belive we have found an extra room in DK64, but need someone who can decompress files to help us. Can ya do it, cooliscool/Sub? (I sent this in a PM to cool, too; just I didn't know if you would see it. We all need j00!!)
cooliscool
20th August 2007, 01:59 AM
Hmm.. got Steve and your PMs.
In response, Bottles' Glasses, with some small modifications, should work for DK64 just fine. If you want me to check out the map in it, no problem.. just let me know the location of the data.
Edit: upon examination of a BK file model, apparently the header contains the root filename of the data! Should be helpful. :) So... BG, by release, will view DK64 data too.
Edit 2: finished a model isolator for DK, working on the small parser tweaks to make it work.
Skill
20th August 2007, 02:31 AM
That is so cool! Keep up the fantastic work!
cooliscool
20th August 2007, 01:01 PM
DK64 model file isolator using internal names... interesting note, the first file the app finds is named "test". :)
http://img158.imageshack.us/img158/7487/clipboard01pe3.jpg
Should have some rendering shots to show pretty soon.
StevethemasterX
20th August 2007, 03:45 PM
heres the possible addresses and script
http://i166.photobucket.com/albums/u83/SteveanatorTMXthemasterTM/valuesearch324324234234.jpg
can you get that map outta there.
if you can that means SNS may be solved.
SubDrag
20th August 2007, 09:23 PM
DK64 model file isolator using internal names... interesting note, the first file the app finds is named "test". :)
http://img158.imageshack.us/img158/7487/clipboard01pe3.jpg
Should have some rendering shots to show pretty soon.
Oh, cool, names will be nice. Test is probably that little simple room with the platforms and yellow balloon.
runehero123
21st August 2007, 12:12 AM
That's awesome man, Dk64 and Bk viewer! Keep it up!
cooliscool
22nd August 2007, 06:52 PM
Sorry for the huge delay in projected release, but I'm trying to send the program out the door as simple and intuitive as it can possibly be... oh yeah, and as close to bug free as it can get (I have a problem with releasing unpolished first releases - not this time!).
With that, the projected release date is (again) tonight at around 10-11:00 PM, EST (-5:00).
:)
BK-SNS-BT?
24th August 2007, 02:55 AM
This is cool, but texture support would be great. Tell your friend Great work!
cooliscool
24th August 2007, 08:04 AM
That would be me. ;) Texture support is coming. I just need some time to decode the formats definitions.
Here's the release, by the way. Views Banjo Kazooie actor models and maps, next release will do DK64. Have a few more things to work out with it.
Enjoy! :)
Edit: forgot to mention... this program require Microsoft's .NET Framework 2.0. If you have Vista, you already have it. Anything lower, you've probably downloaded it for another app, but just if the program refuses to run with an "Application failed to start" error, you need to install it.
Also, read the readme! If anyone wants the source code (VB .NET & raw OpenGL), just say so.
Download (http://webpages.charter.net/cooliscool/Bottles'_Glasses_0.1a.rar)
BK-SNS-BT?
24th August 2007, 03:15 PM
W00T!!! im gonna check it out now!
EDIT: need some help, when i load the decompresser, it brings up an error. "Failed to start because MFC71.DLL was not found." Again this is the decompresser, not the program. I have NET 2.0
cooliscool
24th August 2007, 11:08 PM
The decompressor uses MFC.. you need the main library.
http://www.dll-files.com/dllindex/dll-files.shtml?mfc71
For Windows NT based operating systems (WinXP, Win2000), place the dll in c:/windows/system32. For previous operating systems, place it in c:/windows/system.
BK-SNS-BT?
25th August 2007, 01:36 AM
mmk...it froze. I will work on getting it to work lol.
EDIT: W00T!!! FIXED IT!!!!
P_L
26th August 2007, 12:38 AM
This looks like it could be a lot of fun to play with ... but I have a problem: The decompressor (whenever it doesn't completely crash while trying to decompress a B-K ROM) produces tons of BIN files which the model isolator picks up; however upon using the model isolator it always, ALWAYS says "0 models found" and produces no results in the folder I have made for the files to be dumped to, even though I set up the paths for reading and dumping files correctly. :( Both programs work fine except for the decompressor's total nonresponsiveness after hitting "decompress game" and selecting the B-K ROM (I have numerous 'versions' of both the NTSC and PAL versions which all came together in a huge archive for some reason, and they all fail). I've made sure that both the .NET thing and the .dll files were all up-to-date, so those shouldn't be a problem. Any advice?
Also: any chance of perhaps uploading a couple of sample models to mess with, so people such as myself who can't decompress the games correctly can check them out?
cooliscool
26th August 2007, 03:34 AM
Instead of that, can you tell me the first four hex bytes of 2C9798.bin? They should be 0000 000B. If not, the files probably need byteflipping (an option in the decompressor). Decompress with that option on, and try the isolator again.
P_L
26th August 2007, 04:19 AM
Hmm, I don't seem to have a file with that name ... the highest one was 199-something.BIN. I'll try decompressing with the byte-flipper on and see what happens ... I'll edit in the result here when it's done.
EDIT: YESSS!! We have success! :) Now to ensure that they work ... after it finishes in an eon or two ... it's around 20% done ...
EDIT 2: They're all blank ...? :( Some of them won't open because they're "being used by another process" ... this seems to be my computer's "phony error theme" for today, as it's been doing it for just about everything ... :rolleyes:
Well, none of them will open because some ambiguous foreign process is using them. Any advice there?
cooliscool
26th August 2007, 08:42 AM
Hm.. it shouldn't be BG, because it disposes of files from RAM after use no matter what. Try closing and reopening?
BTW, here's a new build with vertex alpha blending (forgot to enable it in the last one).
Download (http://webpages.charter.net/cooliscool/Bottles'_Glasses_0.1b.rar)
Image (http://img172.imageshack.us/img172/6536/clipboard01gb0.jpg)
Edit: has anyone else gave it a try?
P_L
26th August 2007, 06:24 PM
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.
Gold Jinjo
26th August 2007, 07:28 PM
Holy crap, how did I miss this topic? :-/
Anyway, I've been playing around with this and it's completely awesome, great work!
P_L
27th August 2007, 03:49 AM
Oi, it truly, truly sucks beyond belief that this computer refuses to allow me to load anything in this program ... :-/ Still the same error as before, and I've even updated to the .NET thing v.3.5 beta 2, apparently the most recent available version, which claimed to "fix compatibility issues". Is this an issue with my graphics card not liking the 3D stuff (Intel something or other, I think is what I have), or is this computer just giving me crap (which would not be a surprise at all, seeing as it finds some excuse not to do nearly everything)?
cooliscool
27th August 2007, 03:56 AM
Hm.. give me the first 4 bytes, filename, and filesize of any file you have that the isolator picked up. Your GPU should be fine, Intel's chips are known to be pretty horrible when it comes to OpenGL, but BG doesn't use any very extensive OGL functions (yet).
P_L
27th August 2007, 05:28 AM
I'll just upload one of the model files so you can see anything you need to check out in it; that might be easier.
This is just a randomly selected file that refuses to open due to "arithmetic causing an overflow".
Theguyoverthere
27th August 2007, 05:41 AM
Did you check the "byteflip" thing, cause I think BK required one. Or maybe that was BT. I don't know.
P_L
27th August 2007, 06:00 AM
The file I uploaded was the .BKM file, which was only isolated due to the byteflip thing ... so yes, and it got the models to exist but not open. I even tried re-decompressing a few times and re-isolating the models, but no luck. :-/
cooliscool
27th August 2007, 06:20 PM
That file is a model, but has no defined end point of the master vertex array. BG will try to guess this, but it's not 100% right in the release build (it's improved much in the code so far). The thing is, even if it gets it wrong, it should not generate an error message.
Slightly puzzled...
Jani
29th August 2007, 08:24 PM
I found some very interesting beta models.
Just take a look at this!
DD64 "Eject" button?
http://i7.tinypic.com/5yx9czq.png
"Kill"? Debugging term? Why in 3D?
http://i13.tinypic.com/4m9g2sw.png
SubDrag
29th August 2007, 08:38 PM
I found some very interesting beta models.
Just take a look at this!
DD64 "Eject" button?
http://i7.tinypic.com/5yx9czq.png
"Kill"? Debugging term? Why in 3D?
http://i13.tinypic.com/4m9g2sw.png
From which game?
runehero123
29th August 2007, 09:21 PM
Why would there be an eject button for the DD64 in BK or DK64?
Jani
29th August 2007, 09:40 PM
From which game?
Banjo Kazooie
cooliscool
29th August 2007, 09:49 PM
There are many more where that came from, all in the 4Axxxx+ offset range.
Some more:
http://img240.imageshack.us/img240/6775/clipboard01hu9.png
http://img396.imageshack.us/img396/6672/clipboard02of9.png
Also, just added a model combine function, which will allow you to load as many models as you want at once. Good for loading levels and their props (the lights in this pic):
http://img466.imageshack.us/img466/7362/clipboard03it5.png
SubDrag
29th August 2007, 10:06 PM
You've got to add textures.
cooliscool
29th August 2007, 10:29 PM
You're telling me. Don't know the format codes, don't know how the bank system works (offsets point outside of the model file - no doubt about that) and I don't have enough time to do a bunch of guesswork at this particular moment.
SubDrag
29th August 2007, 11:47 PM
They're all in the model file, I think. I know I've seen with my own eyes some inside the model file.
cooliscool
30th August 2007, 12:08 AM
They are indeed, but the references say otherwise. Something's going on, I'll look into it further.
Also, an update: I spent some time on the formats, got I/IA/RGBA (all bpp) textures decoded.
Gold Jinjo
30th August 2007, 02:23 AM
http://img240.imageshack.us/img240/6775/clipboard01hu9.png
http://img396.imageshack.us/img396/6672/clipboard02of9.png
I think those might be editor models. Like that camera model could show, in a level, where a cut scene might be triggered, so the level designer knows where it is.
Shaz
30th August 2007, 06:37 AM
Every nice hope you keep it up. :)
runehero123
30th August 2007, 08:53 PM
I think those might be editor models. Like that camera model could show, in a level, where a cut scene might be triggered, so the level designer knows where it is.
I agree:
Camera = Cut-Scene Event
Exclamation mark = Trigger Event
Eject Button = Warp Event?
What if these models are in game, but they are just hidden when you are playing?
cooliscool
1st September 2007, 09:51 AM
Doubt it, though the debuggers idea does make sense, and that's what was originally thought by Jani and myself upon discovery.
SubDrag: I haven't had much more time to work on the program, but I got the offset issue figured out. The offsets were correct, but they looked like they were pointing to the middle of textures, which is correct. It seems the textures are one master texture, which is split up upon processing of the display list (by reading parts of the master texture).. why, not really sure. Should be pretty easy to implement though.
With that, I hope to have some shots and a release with textures in the near future (might be interesting to know that none of the aformentioned "Debug" models don't have textures or special combiner commands - so what you see is what you get here :)).
Ice Mario
1st September 2007, 12:41 PM
I wish I had the time to complete the one I started. It was a subset of the bigger, never released, BK Modifier project.
http://www.rarewitchproject.com/images/thebin/bkmv0001.gif
http://www.rarewitchproject.com/images/thebin/bkmv0002.gif
Good luck with yours.
BK-SNS-BT?
1st September 2007, 07:27 PM
Mabey we will find some sort of comand center unused or somthing lets just home we find atleast ONE TIHNG MORE
EDIT:I may have found the base egg in the models. load model 1E4CA8
BK-SNS-BT?
1st September 2007, 07:35 PM
264B38 Some knid block
281510 A drum?
348840 a button, mabey the BETA hunny comb switch
yamibakuragod
1st September 2007, 08:43 PM
264B38 Some knid block
281510 A drum?
348840 a button, mabey the BETA hunny comb switch
pics?
BK-SNS-BT?
1st September 2007, 08:51 PM
sry having some problems with pictures. just load the models
spoondiddly
1st September 2007, 09:41 PM
One large master texture is a fairly common occurance, not just in N64 games but in general. Depends on what the developer prefers, I suppose. The N64 Custom Robo games do that as well, and surprisingly use a very similar model block structure. Different, but the concept is the same. You'll probably find out the same or similar dev enviroment was being used, or some such nonsense.
Those models are undoubtedly used only for debug purposes, but probably were intended to be toggled in-game by the dev tools. Why on hardware? Quite honestly, the N64's dedicated hardware is just a whole lot faster at rendering this stuff, and they'd want to know exactly where this stuff was and where they are moving it to.
This isn't the only game to use them. There are a few obscure japanese carts that have similar stuff, and if I remember correctly so did mission impossible.
In fact, I'd go so far as to say there is probably a toggle someplace that will make the 'debug' objects visible. Why? Rare's keyboards were so caked with spilt coffee they couldn't use the delete keys any longer. Besides, it would likely be easier to just leave most of the handles in the game than try to backtrack and erase it all. GE's a pretty good case. There are toggles to deactivate pretty much everything, including inhibiting objects from loading. Just found that one a few days ago. Not make them invisible, mind you - just not load them...
So, hackers, try and find the toggle.
Neat object, by the way. The GE editor could use it ;*)
runehero123
2nd September 2007, 11:20 PM
^So you agree with me then? That these models are in the game but just not visible. That's cool, and it gives me a little side thing to look into.
@CoolisCool: I was wondering if I could host your program up on the TB's site. Of course I would give you full credit. It would be a helpful tool for our hackers to use. Thanks.
lainlives
3rd September 2007, 01:26 AM
I dont even like the banjo games, but even i like where this is going, now i gotta find where i put the game :P
cooliscool
3rd September 2007, 01:32 AM
^So you agree with me then? That these models are in the game but just not visible. That's cool, and it gives me a little side thing to look into.
@CoolisCool: I was wondering if I could host your program up on the TB's site. Of course I would give you full credit. It would be a helpful tool for our hackers to use. Thanks.
TB being?
Doesn't matter either way - you're free to do as you wish with it. :)
BK-SNS-BT?
3rd September 2007, 01:00 PM
TB=Twilight Bregade. The Whole Reson for this topic.
cooliscool
4th September 2007, 01:07 AM
Not sure how it prompted this topic, but whatever.
Fox McBanjo
4th September 2007, 09:28 PM
Not sure how it prompted this topic, but whatever.
Neither do I. How... exactly does this origonate from the TB?
BK-SNS-BT?
4th September 2007, 10:09 PM
Sry i thought we were in Twilight serch topic lol
runehero123
4th September 2007, 11:25 PM
^Woahz...
Thanks CIC, and when is the next version planned for release?
BK-SNS-BT?
5th September 2007, 10:41 AM
Hea hea sry. will this version have texture support?
cooliscool
5th September 2007, 12:16 PM
Next version will, yep. Projected release for it is within a week or two, depending on how dynamic my schedule is within that time. Along with it I'll release the source code (C# + OpenGL), for people to peek at. :)
Another small yet notable addition: given the ucode's incredible reliance on per-vertex diffuse colors to deliver colors and shading, they'll be editable (right click vertex, color dialog pops up, select color, done). Green Banjo should be interesting! ;)
For the fun of it, this should give a little bit of insight as to how Banjo's models work (assuming my variable names make sense to anyone but me.. also, this is after the parser does its work):
private void BuildList(int game, int mode)
{
int r = 0;
int b = -1;
if (game == 0)
{
for (int c = 0; c < polyind.Count; c++)
{
if (r + 1 <= changeoff.Count)
{
if (((int)changeoff[r]) == c)
{
b++;
r++;
}
}
int curoff = (int)curbase[b];
int curvert = (int)polyind[c];
Int16 p1 = (Int16)vert_x[curoff + curvert];
Int16 p2 = (Int16)vert_y[curoff + curvert];
Int16 p3 = (Int16)vert_z[curoff + curvert];
int R = (int)vert_r[curoff + curvert];
int G = (int)vert_g[curoff + curvert];
int B = (int)vert_b[curoff + curvert];
int A = (int)vert_a[curoff + curvert];
if ((int)curbase[b] + (int)polyind[c] > vert_x.Count)
{
break;
}
if (mode == 0)
{
Gl.glColor4ub((byte)R, (byte)G, (byte)B, (byte)A);
}
else if (mode == 1)
{
Gl.glColor3i(0, 0, 0);
}
else if (mode == 2)
{
Gl.glColor3ub(123, 233, 9);
}
Gl.glVertex3i(p1, p2, p3);
}
}
}
runehero123
5th September 2007, 08:39 PM
^ Lovely!
Can't wait for that next version. Textures FTW!
collecter
5th September 2007, 09:48 PM
Is it possible to use a model viewer to see the "unknown object" (possably invisible) digets for BT or not?
cooliscool
5th September 2007, 09:59 PM
If they're model data, yep. Just have to find the file. ;)
runehero123
5th September 2007, 10:02 PM
^Will this be compatible with the DK64 kiosk rom?
P_L
5th September 2007, 10:13 PM
I hope the new release can offer some kind of fix for my refusal-to-load problem ... texture support'll be fun. :)
Could someone perhaps upload a model file or two (not the .bin files, the actual .bkm files in a ZIP or RAR or something) that they know work/s with their copy of the program so I can see if my issue is a decompressor-related one (as I'm guessing it is, since the numbers of the .bin files it produces only come up to 10XXXX or so yet I see images linked to in this thread that have models in the 2XXXXX range ...)? I'd appreciate it! :)
cooliscool
6th September 2007, 10:58 AM
^Will this be compatible with the DK64 kiosk rom?
Depending on whether or not this 2 weeks I've laid out gives me time to figure out the (very) weird layout of DK64's data, it will. :)
P_L - Private message your way.
P_L
6th September 2007, 10:34 PM
P_L - Private message your way.
Got it, and responded. :) Gotta mess around with the decompression process now, since I know the program itself is fine ...
I'm very much looking forward to the next release now! :D
EDIT: Compressor's still a load of crap for me. I did figure out that it isolates files with SEVEN digit names, not six, which is why they all began with 0 or 1 and didn't match the manes of the files other people ended up with. That doesn't mean they work though. :no:
I might just end up begging around for a complete ZIP/RAR of all the B-K .bkm models (hint, hint, if it's not too much trouble, they are small files ;)) as I'm beyond tired of this computer's basksassing about this ... I tried decompressing one of the .bin files and saving it to a new location then isolating a model from it, but that made it "in use by another process" even AFTER I terminated the decompressor and all windows displaying the folder it was in (didn't expect the latter to do anything, but anything was worth a shot by that point) ... :rolleyes:
Sorry if I sound really whiny about this ... this computer's just been pushing me and pushing me for months by complaining about every little thing and I'm finally about to be pushed over the edge, if I haven't been already. :(
runehero123
6th September 2007, 11:08 PM
Good luck, CoolisCool. ;)
bobbynicjr
11th September 2007, 08:23 AM
ok, sorry for not really noticing this but can i ask a question, what does this actually do? and what discoveries can be made out of this?
cooliscool
11th September 2007, 09:31 AM
Allows the user to view models from Banjo Kazooie, and in the next release, Donkey Kong 64. Potential discoveries? Anything with 3D data. o-O
Gold Jinjo
11th September 2007, 03:02 PM
Ooh hey, is there any future possibiliy of exporting data, for instance, if I ever wanted to turn Spiral Mountain into, say, a Half-Life 2 map? :cool:
runehero123
11th September 2007, 10:08 PM
^That would be nice! There are model viewers out on the net for n64 roms. However, they never work for me. So this is great! Have you added model editing?
KeronSHB
12th September 2007, 12:39 AM
Just saying, so then we can edit any level? Just like the SM64 Level Editor I saw about (by VLTone), but I haven't seen that yet.
PS If anyone has that SM64 Level Editor PM me it please.
Timboid
12th September 2007, 05:17 AM
Oh man, this is NICE! I gotta' post it at DCEmu's new N64 News site. That is, if it's ok with cooliscool. May I?
cooliscool
12th September 2007, 07:12 PM
Sure timboid, you're welcome to.
To the rest: model editing is in as far as recoloration goes. No vertex modification yet, nor map modification, but I plan on getting that all in there eventually. Oh, and the VRML exporter is about finished, too... I'll post some shots of exported BK models loaded up in 3DS Max a little later.
runehero123
12th September 2007, 11:08 PM
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
SubDrag
13th September 2007, 12:41 AM
Animations are a long, long way away, if ever, likely never.
cooliscool
13th September 2007, 12:45 AM
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. :)
runehero123
13th September 2007, 03:54 AM
Oh, sorry about that. I didn't realize the data would still be in assembly. Looks like nothing can be done about that then :). Thanks for explaining though.
[edit]
One more thing, after exporting and editing the models in 3ds max, it will be possible to import them back in, correct?
cooliscool
14th September 2007, 01:40 AM
SubDrag, this should make you a little happier:
http://i229.photobucket.com/albums/ee133/cooliscool123/Clipboard04-1.png
Not BG related, but I recall you hating the fact that UoT didn't have textures. ;) Also, I'm still a little confused on how BK's teximg command works (loading the texture from RAM space), it literally makes no sense right now.. I have the format codes down, but that's holding back progress. If you speak to him, could you ask Ice Mario if he'd share that info?
RuneHero123: Not currently, though most definitely in the app's future.
SubDrag
14th September 2007, 04:25 AM
Haha, thank gosh, textures. Thank gosh. Having no textures is really irritating hehe, and once you have them, everything takes offfff. It really does. Whoo. I think it has an offset to the texture or something. At this point, I really just care about the BK modeller heh. But finally OoT's got some textures (and now you know how to do it for BK).
Related to my BK map project in GE, if you can get me full zelda maps, they can be put into GE relatively (well some of them) easily...which would be nice.
cyberen
14th September 2007, 04:50 AM
Hey Subdrag, you're pretty good at model manipulation as evidenced by your GE editor tool, there must be more you could share with this fine young lad!
I don't mind the lack of animations, its the idea of toying around with models and backgrounds with alpha channels and textures (my imported models dont use alpha channels or vertex coloring) that really get me excited!
Airman
14th September 2007, 09:04 AM
Wow, this crush's my ego >.<,
Nice job CoolIsCool, Sounds like an awesome tool. :)
Fox McBanjo
14th September 2007, 12:07 PM
Wow, this crush's my ego >.<,
Nice job CoolIsCool, Sounds like an awesome tool. :)
Airman! :eek:
Where on Earth were you?! (Besides Austrailia)
Airman
14th September 2007, 12:47 PM
I have been studying away >.< programming exams coming up soon. Java FTW :P, and yeah I thought I'd pop in and see the daily news and hello hello :P good topic here! :D
Back for now :) Until studying again drags me to the depths of insanity argh
PS that code on the previous page looks strangely like Java *o*
Fox McBanjo
14th September 2007, 01:02 PM
A few things happened while you were gone.
1. Grey Jinjo re-booted the RWPMT. See CC for the thread.
2. The Twilight Brigade got a site, forums (where I Admin), and Icy Guy, a mod, joined us searching. (I like to think so, anyway.)
3. sstzelda, an infamous spammer from a while back, signed onto IM with a RWP member. Can't remember who. After he told sst he was a RWP member, he replyed with : "you ***s" and blocked the RWP-er.
4. PL came back, along with Hakey Wake (slightly).
5. SubDrag's car was totaled by the MECHANIC.
Also, how did your birthday go?
Timboid
14th September 2007, 11:50 PM
^Will this be compatible with the DK64 kiosk rom?
Mmm, good idea runehero! I'm sure we'll find some interesting models in there.
cooliscool
15th September 2007, 01:55 AM
Haha, thank gosh, textures. Thank gosh. Having no textures is really irritating hehe, and once you have them, everything takes offfff. It really does. Whoo. I think it has an offset to the texture or something. At this point, I really just care about the BK modeller heh. But finally OoT's got some textures (and now you know how to do it for BK).
Related to my BK map project in GE, if you can get me full zelda maps, they can be put into GE relatively (well some of them) easily...which would be nice.
Heh, it "should" have the offset to a texture, but that offset often doesn't point to data. A lot of times I've seen it point to 0x20, which is never a texture offset in a BK model, which makes me think there's some kind of addressing issue or something.
And my viewer does maps just fine. ;)
Airman
15th September 2007, 09:51 AM
I knew about the RWPMT, and Sub's car, PL and hakey back eh? Awesome and As for my birthday..well it just hasnt felt the same since i was a kid >.<
Onto the Model Viewer which i just got working :) I must say its the most awesome thing ive ever seen *o*and the full rotation capabilites and zooming in and out is just..the icing :P, Nice work.
Edit: Whats model 1DDAA8.bkm is that supposed to be the mystery egg?
Edit Edit: CAn I see the sourc code please?
runehero123
20th September 2007, 07:27 PM
Oh, I just had a thought CoolisCool. I think support for conkers Bad Fur day would be an awesome idea! Do you think there might be a slim chance of that happening?
SubDrag
20th September 2007, 09:19 PM
Oh, I just had a thought CoolisCool. I think support for conkers Bad Fur day would be an awesome idea! Do you think there might be a slim chance of that happening?
One thing at a time!
runehero123
20th September 2007, 10:56 PM
Yah, that's true. Just focus on getting texture support done right now. We can speak of these extra's later.
marshallh
21st September 2007, 01:44 AM
This looks very interesting. It is really interesting to see the vertex coloring that gives the texturing more character.
It's also cool to see the way Rare generated display lists - coding a 3ds to n64 displaylist converter myself, optimization gets exponentially harder. I also have keyframe-based animation implemented but it's pretty slow yet.
Keep it up! Looking to see some vertex colors blended with CI textures :)
I do my own N64 dev myself - here's the converter i'm working on:
http://img217.imageshack.us/img217/9288/dledit04ia5.png
SubDrag
21st September 2007, 02:38 AM
Oh shading helps immensely:
http://www.rarewitchproject.com/test/prettiness2.jpg
That is one greyscale texture, shaded many ways to give a very impressive effect. Optimizing is pretty difficult, I agree, but simple sorts of optimization like ordering the vertices well isn't that bad.
cooliscool
21st September 2007, 04:32 AM
Definitely!
I hate to post so many shots of this, but it just looks so darn good with good vertex colors. :)
Malon's bedroom without vertex colors:
http://img517.imageshack.us/img517/1604/clipboard02ig4.png
Malon's bedroom with vertex colors:
http://img216.imageshack.us/img216/180/clipboard01qy7.png
Marshallh: Thanks. Your program looks very nice, like the UI design especially. :) What microcodes does it support?
Bottles98
21st September 2007, 04:36 AM
...holy carp
Is Bottles' Glasses going to look like that at any point???
:p Sorry. The idea makes me giddy.
cooliscool
21st September 2007, 04:41 AM
...holy carp
Is Bottles' Glasses going to look like that at any point???
:p Sorry. The idea makes me giddy.
Absolutely. :)
Bottles98
21st September 2007, 04:42 AM
OK, see, that is just awesome. :D
Timboid
21st September 2007, 08:53 PM
I do my own N64 dev myself - here's the converter i'm working on:
http://img217.imageshack.us/img217/9288/dledit04ia5.png
Ooh, that looks pretty cool! Do you have anything released yet? I'm looking for tools like this for DCEmu's new N64 News site.
I wish I had the time to complete the one I started. It was a subset of the bigger, never released, BK Modifier project.
http://www.rarewitchproject.com/images/thebin/bkmv0001.gif
http://www.rarewitchproject.com/images/thebin/bkmv0002.gif
Good luck with yours.
Man, wish that would've been released. It looks like it was coming along really well!
Absolutely. :)
That's nice to hear. :D So you DO have plans to make Bottles' Glasses into a full editor?
cooliscool
27th September 2007, 03:05 AM
I'm thinking that's the plan. :)
Airman: Sure, no problem. It's not commented but here ya go (and all others who are interested):
Download Source (http://webpages.charter.net/cooliscool/BG_Src_Alpha.rar).
Code is C# and OpenGL, IDE is Visual C# Express 2005 (which is free :)).
runehero123
27th September 2007, 03:13 AM
Thanks CIC your too cool. I hope you find that shower/freezer in the DK house map.
(Thanks for the source btw. It gives us more unexperienced programmers something to learn off of :).)
Airman
29th September 2007, 03:00 AM
Cheers for the source Cooliscool :)
Banjo-Swopooie
31st July 2008, 02:11 AM
What happened to this? :confused:
torrentstorm
31st July 2008, 05:35 AM
What happened to this? :confused:
Yeah and how do i get the models ?
NeoGC
1st August 2008, 09:13 PM
Yeah and how do i get the models ?
I don't even know where the download link is... :confused:
torrentstorm
2nd August 2008, 05:21 PM
How do i get the models ?
Airman
10th August 2008, 05:56 AM
The program is available for download here: http://webpages.charter.net/cooliscool/Bottles'_Glasses_0.1a.rar
In order to use it properly the Banjo-Kazooie ROM must be decompressed. If you open up BK Viewer and click Tools in the menu, there is an option called "RARE Decompressor (SubDrag/RWP). Select that, and the compressor program will open up. The bottom button of this program says "Decompress Game". Click that and select your Banjo-Kazooie ROM. (Best to move this to a new directory because if memory serves, the decompressed '.bin' files are placed in the same directory as the ROM. Decompressing the game may take a while, but just wait it out.
When it is finished, go back to the BK Viewer program and click Tools again and select Model Isolator -> Banjo-Kazooie. Now select the folder in which all the '.bin' files are saved (i.e. the directory you placed the ROM in) and the program will isolate all the .bin files that are Model files AND convert them to '.bkm' format. Now click File -> Load Graphics, and select any .bkm file which should be in the output file you specify and it will load them onto the screen.
ZackV93
10th August 2008, 07:59 AM
The program is available for download here: http://webpages.charter.net/cooliscool/Bottles'_Glasses_0.1a.rar
In order to use it properly the Banjo-Kazooie ROM must be decompressed. If you open up BK Viewer and click Tools in the menu, there is an option called "RARE Decompressor (SubDrag/RWP). Select that, and the compressor program will open up. The bottom button of this program says "Decompress Game". Click that and select your Banjo-Kazooie ROM. (Best to move this to a new directory because if memory serves, the decompressed '.bin' files are placed in the same directory as the ROM. Decompressing the game may take a while, but just wait it out.
When it is finished, go back to the BK Viewer program and click Tools again and select Model Isolator -> Banjo-Kazooie. Now select the folder in which all the '.bin' files are saved (i.e. the directory you placed the ROM in) and the program will isolate all the .bin files that are Model files AND convert them to '.bkm' format. Now click File -> Load Graphics, and select any .bkm file which should be in the output file you specify and it will load them onto the screen.
Really what happened? Things were going so great and reading about stuff I don't understand is fun...
Hopefully the editor/model viewer is still on track. :\
Airman
11th August 2008, 04:43 AM
I don't know its not my program. It was made by Cooliscool. I'm not sure if he's still working on it so best to send him a message if you would like to know. As far as I'm concerned, however, the program that's already been released is pretty good. Any improvements in it, such as Model manipulating is a bonus! :)
torrentstorm
11th August 2008, 07:23 AM
The program is available for download here: http://webpages.charter.net/cooliscool/Bottles'_Glasses_0.1a.rar
In order to use it properly the Banjo-Kazooie ROM must be decompressed. If you open up BK Viewer and click Tools in the menu, there is an option called "RARE Decompressor (SubDrag/RWP). Select that, and the compressor program will open up. The bottom button of this program says "Decompress Game". Click that and select your Banjo-Kazooie ROM. (Best to move this to a new directory because if memory serves, the decompressed '.bin' files are placed in the same directory as the ROM. Decompressing the game may take a while, but just wait it out.
When it is finished, go back to the BK Viewer program and click Tools again and select Model Isolator -> Banjo-Kazooie. Now select the folder in which all the '.bin' files are saved (i.e. the directory you placed the ROM in) and the program will isolate all the .bin files that are Model files AND convert them to '.bkm' format. Now click File -> Load Graphics, and select any .bkm file which should be in the output file you specify and it will load them onto the screen.
Thanks for the guide but issue here.
When i do it, Just before its going to save the bkm files then i get this message "Can not activate the GL rendering context" as a fatal error.
So what do i do? Please help i have been waiting for quite a while.
Airman
13th August 2008, 09:54 AM
Your welcome, torrenstorm :)
That error message is something I have never encountered using this program. Though it sounds like there is something wrong with one of the DLL's, more specifically (probably) Tao.OpenGl.dll Please give me a few moments to see if I can find out why it is doing this.
Also I encountered a problem with this program because I did not have the .NET Framework 2.0, if you do not have that installed, download it from Microsofts website.
Edit: I have looked around for a bit and have found virtually nothing. Some say to change your graphics acceleration to 'none' in your display settings. Thats so crazy it just might work.. Will report more as I find out
torrentstorm
13th August 2008, 12:26 PM
Your welcome, torrenstorm :)
That error message is something I have never encountered using this program. Though it sounds like there is something wrong with one of the DLL's, more specifically (probably) Tao.OpenGl.dll Please give me a few moments to see if I can find out why it is doing this.
Also I encountered a problem with this program because I did not have the .NET Framework 2.0, if you do not have that installed, download it from Microsofts website.
Edit: I have looked around for a bit and have found virtually nothing. Some say to change your graphics acceleration to 'none' in your display settings. Thats so crazy it just might work.. Will report more as I find out
I thank you for all your help.
But could you maybe zip the BKM files and upload them to megaupload?
Airman
13th August 2008, 01:47 PM
I guess I could give it a try. The total file size of the Model files is around 20MB, may take a while for my computer to upload them but I will post a link as soon as it is done. :)
torrentstorm
13th August 2008, 02:18 PM
I guess I could give it a try. The total file size of the Model files is around 20MB, may take a while for my computer to upload them but I will post a link as soon as it is done. :)
Thanks :)
You are awesome!
Airman
13th August 2008, 02:23 PM
Here you go :)
http://www.megaupload.com/?d=JBY8KN4C
I'm pretty sure that's it. Its the only link that came up after uploading so I assume it is. :approve:
The file size is actually 10MB thanks to Zipping it in an archive, so enjoy ;)
And no problem, I live to give.
torrentstorm
13th August 2008, 03:12 PM
Here you go :)
http://www.megaupload.com/?d=JBY8KN4C
I'm pretty sure that's it. Its the only link that came up after uploading so I assume it is. :approve:
The file size is actually 10MB thanks to Zipping it in an archive, so enjoy ;)
And no problem, I live to give.
Thanks allot!
Is there a way you can drive around like explore the rooms and stuff with the camera?
ParadoxAuthor
13th August 2008, 03:38 PM
I've seen the levels loaded in screenshots, but I'm never able to do that. Is it not implemented yet? And I think it's weird how there's pieces of the model that appear in game missing...
banjo nerd
14th August 2008, 01:09 AM
So it's like the GMOD of Banjo? Awesome
runehero123
14th August 2008, 01:13 AM
Basically. I've been looking at the source code for it, and was trying to fix the display list errors that caused DK64 models to not load. I haven't had much time to work on that right now, so yah. Hopefully soon though.
Last I heard from CoolisCool(last time he posted here), he wasn't doing too well because of family matters.
Though if someone actually has his contact info, you might want to check with him to see what's up.
banjo nerd
14th August 2008, 04:20 AM
I'm going to sound dumb here: But what's going on with it? It's still development, right?
torrentstorm
14th August 2008, 05:35 AM
I've seen the levels loaded in screenshots, but I'm never able to do that. Is it not implemented yet? And I think it's weird how there's pieces of the model that appear in game missing...
Wait no its like the zelda debug rom, You can use the "W,A,S,D" Keys to explore like a vehicle :p
Airman
14th August 2008, 07:05 AM
Yes, WASD to move around and click and drag to rotate the objects. I'm pretty sure Cooliscool's email is cooliscool@msn.com for anyone interested in contacting him.
torrentstorm
14th August 2008, 04:21 PM
These are all the SNS related models, Looks like the tower room door is there:
http://img55.imageshack.us/img55/9107/snsmodelsqi6.png
Airman
15th August 2008, 08:58 AM
Very nice :), Would be interesting to see the textures applied.
torrentstorm
15th August 2008, 10:19 AM
Very nice :), Would be interesting to see the textures applied.
Thanks :), The sandcastle code floor has some strange parts underneath like its knowing what we hit, i will get a screen of it.
StarFox
19th August 2008, 05:40 PM
I found a few interesting things...
1.) The Jiggies are modeled to the wall. And you can go around the whole area behind is, but I have no screens of that.
http://img.photobucket.com/albums/v165/starfox260/jiggysonwall.jpg
2.) Everytime I try to load a specific file, "B870C0.bkm", it brings up a .NET framework error. Says application can't continue. Any news to this?
cooliscool
20th August 2008, 01:54 AM
I'm alive and well! I have been having some personal issues on my end, but I haven't forgotten about my precious projects. ;)
As far as BG goes - I've implemented texture support, but I don't know the CI textures' palette bpp. SubDrag or someone should know, and once I know that, it will take 5 minutes for full texture support.
I've also fixed a lot of bugs and things of that nature (loads models instantly now, too, have optimized it quite a lot). I'm ready to let out a new release, just need to know the palette bpp that BK uses.
Regarding DK64 - it doesn't yet even parse the display lists, so trying to "fix" the source to make them work is pointless. The fix would be to implement a parser (which I will do after the next release of BG).
SubDrag
20th August 2008, 02:01 AM
Ice Mario's the one who parsed it, so he would know more than I do. I don't remember it being that complicated, I think some were raw rgba, and I imagine the paletted ones are an 8-bit palette. Prob has multiple types per model. But I am looking forward to a more advanced release with textures.
cooliscool
20th August 2008, 02:16 AM
8bpp eh.. no wonder, I was *SURE* they were 4bpp (in contrast, OoT's palettized textures use a 16bpp palette, with a 4/8bpp texture image :P). BK does use the same 4/8bpp teximg though, think that's standard across all ucodes.
BG will look like this quite soon:
:approve:
http://img141.imageshack.us/img141/4151/clipboard01vx0.jpg
StarFox
20th August 2008, 02:49 AM
Good luck getting it to work. As long as there becomes a model exporter too ;)
torrentstorm
20th August 2008, 09:40 AM
8bpp eh.. no wonder, I was *SURE* they were 4bpp (in contrast, OoT's palettized textures use a 16bpp palette, with a 4/8bpp texture image :P). BK does use the same 4/8bpp teximg though, think that's standard across all ucodes.
BG will look like this quite soon:
:approve:
http://img141.imageshack.us/img141/4151/clipboard01vx0.jpg
You are back :eek:!
Can't wait for the update :p
It will be cool!
Does anybody know the icekey model?
Tee-Hee
20th August 2008, 10:18 AM
Don't forget BK's marvellous texture blending at seams, cool :P
Airman
20th August 2008, 12:16 PM
Woot CoolIsCool is back!
Glad to see you're back! Hope all is well.
Torrentstorm, I encountered it once, but I didn't write down the file name.
I will look for it again tonight and tell you if I find it.
torrentstorm
20th August 2008, 03:02 PM
Woot CoolIsCool is back!
Glad to see you're back! Hope all is well.
Torrentstorm, I encountered it once, but I didn't write down the file name.
I will look for it again tonight and tell you if I find it.
Cool i would love to have that model :p
Airman
20th August 2008, 03:29 PM
Found it. :)
3A8750.bkm
StarFox
20th August 2008, 04:04 PM
Good job =D Too bad exporting isn't in the version out yet, or I could have textured it and stuff... then used it.
torrentstorm
20th August 2008, 04:07 PM
Found it. :)
3A8750.bkm
Thanks!
And yes Coop cooper is cool!
Airman
21st August 2008, 10:44 AM
No problems, They seem to be arranged in the order of the level they appear in so it took me like two minutes to find.
lol He sure is. That whole movie rocks!
torrentstorm
22nd August 2008, 12:46 PM
With the level camera we can see all hidden parts, Like for example go under the sand castle floor and you can see that it is made in a special way.
StarFox
22nd August 2008, 10:33 PM
Yeah. It's interesting to see how everything looks, before textures. It inspires me to create =D
torrentstorm
23rd August 2008, 01:41 AM
Yeah. It's interesting to see how everything looks, before textures. It inspires me to create =D
We don't look at it that way, we look at it as a tool,
*opens chest* *holds tool floating above head like Link*
StarFox
23rd August 2008, 02:07 AM
We don't look at it that way, we look at it as a tool,
*opens chest* *holds tool floating above head like Link*
It's both for me. Inspiration to make models like that. And that I can use it to modify the game around to my liking, when it's complete ;D
runehero123
23rd August 2008, 06:33 AM
I'm alive and well! I have been having some personal issues on my end, but I haven't forgotten about my precious projects.
Woot! Glad to have you back ;) .
As far as BG goes - I've implemented texture support, but I don't know the CI textures' palette bpp. SubDrag or someone should know, and once I know that, it will take 5 minutes for full texture support.
Do you know where texture data is usually stored within the model file? I was messing around with Model data in Banjo-Kazooie about a month ago, and found a value near the beginning of one of the Grunty Lair Rooms(one with TTC puzzle image) that would stretch and shrink the texture size. I don't know if that would lead us to the pallete bits per pixel, but it's interesting nonetheless.
I think...looking at Bottles Glasses Source and how it parses the model file, that texture data comes before the display list and master vertex array? I dunno, I'm really novice at this stuff.
I've also fixed a lot of bugs and things of that nature (loads models instantly now, too, have optimized it quite a lot). I'm ready to let out a new release, just need to know the palette bpp that BK uses.
Looking forward to that release :) .
Regarding DK64 - it doesn't yet even parse the display lists, so trying to "fix" the source to make them work is pointless. The fix would be to implement a parser (which I will do after the next release of BG).
I wasn't really sure yet. That's probably why you had it disabled in the code :p . Anyways, we should find something interesting in Dk64 kiosk. Coolboyman and I were taking a look at the isolated model files between DK64 kiosk and the final version, and it appeared that some things, like Snides HQ actually had more object data in the kiosk version. So maybe there still is cosmetic data in the kiosk. I can only hope :) .
Airman
23rd August 2008, 09:39 AM
Some of the files are giving me Arithmatic Overflow errors and some are loading completely blank despite being a good 400kb in size. Anyone know what the dealio is?
runehero123
23rd August 2008, 06:04 PM
Some of the files are giving me Arithmatic Overflow errors and some are loading completely blank despite being a good 400kb in size. Anyone know what the dealio is?
I've noticed that too. Maybe the display list just wasn't parsed correctly for those files. CoolisCool probably fixed it in the latest version though.
Don't forget BK's marvellous texture blending at seams, cool
I think the UV(Texture mapping) data and Alpha(Transparent) values (from looking at cooliscools source) already take care of this. So don't worry.
Airman
24th August 2008, 01:42 PM
Hmm, perhaps thats it. Yes hopefully will be fixed. I'm trying to identify each model file now because im bored.
runehero123
19th October 2008, 01:33 AM
Sorry to bump an old topic but I have an important question. Does anyone still have the source that CoolisCool released for Bottles Glasses? I'm working on a BK map editor, and really need to use the model loading functions for the visual part(Giving CoolisCool full credit for that of course). If anyone has it let me know.
Airman
19th October 2008, 02:09 AM
I would have bumped this eventually. :P
Haven't heard much of the Bottles Glasses program as of late. :(
For anyone else who wants the source, I re-uploaded it to here:
http://www.megaupload.com/?d=1904YEV1
runehero123
19th October 2008, 02:22 AM
Thanks.
I figured if I could get some help from Coolboyman and Subdrag, we could eventually parse the map setup files. Then I could eventually use the information to write the map editor functions using CoolisCools source. Since he already did most of the visual stuff ;) .
Airman
19th October 2008, 02:32 AM
I would worship you if you make a map editor for BK lol.
StarFox
19th October 2008, 02:34 AM
I would too. I've been waiting for a breakthrough such as that to come for Banjo Kazooie
runehero123
20th October 2008, 06:28 AM
As far as BG goes - I've implemented texture support, but I don't know the CI textures' palette bpp. SubDrag or someone should know, and once I know that, it will take 5 minutes for full texture support.
I just parsed the "Bottles Talking" 2d image file, and for each frame in the image it has a 256 color pallete in the Format RGBA(4-bit values).
Each R G B and A value can be 0 - F, so for example, .I have the value:
F20F.
Red = 15(0xF)
Green = 2(0x2)
Blue = 0(0x0)
Alpha = 15(0xF)
It's a 32 x 32 image by the way, and each pixel is stored as 8-bit, so it can have a 256 color pallete.
Bottles talking isn't a texture(just a sprite), so I'm not sure if this information will be useful...
[Edit] I contacted him by email to let him know. Wait, what is a CI texture? I can't find any good documentation on it.
Ice Mario
21st October 2008, 09:11 PM
Sub and myself took a look at the setup files a long time ago and identified a lot of stuff, but unfortunately, they included hard references to memory where the game would load the assets for that level. So, it seemed like each level had it's own set of assets loaded in, so you couldn't just change one prop for another, unless it belonged to that level in the first place.
Of course further investigation would identify how to fix it so it would load the assets you want and then hardcode the setup files to be at the location you chose. So essentially preprocessing the setup file for what assets you've chosen, changing the loader to include them, and then change the setup file locations which reference those addresses.
We deemed it too much work given our current lack of free time, but good luck with yours.
Gold Jinjo
21st October 2008, 09:56 PM
I'm not as interested in BK map editing as much as I'd like to export the models for other uses. It'd be great to export levels to a standard format so they'd be easily imported into other PC game map editors (Quake 3, Half-Life 2, etc.)
runehero123
22nd October 2008, 03:09 AM
Thanks. I did find a suspicious file in the ROM that loads into RAM every time you load a new scene. It's only read during the loading process of the map and then cleared from RAM when it isn't needed anymore.
As for what it does, I'm not sure yet. Provided an attachment if you're interested.
cooliscool
7th March 2009, 09:38 AM
Not too astounding, but I got a little time + motivation to actually do something...
http://img10.imageshack.us/img10/4821/clipboard02e.jpg
http://img10.imageshack.us/img10/6906/clipboard01mjc.jpg
Untextured geometry are CI textures, implementation shouldn't take more than about 30 minutes of nonstop work.
cooliscool
7th March 2009, 10:37 AM
Hm.. if each channel in the color palette's 4 bits, this code *should* be properly converting each channel to 8 bit, but the output's completely wrong...
for(int iw = 0;iw<palbytes-1;iw+=2){
rExtract = palette[iw] >> 4;
gExtract = palette[iw] << 4;
gExtract >>= 4;
bExtract = palette[iw + 1] >> 4;
aExtract = palette[iw + 1] << 4;
aExtract >>= 4;
rExtract *= 17;
gExtract *= 17;
bExtract *= 17;
aExtract *= 17;
extracted.r.Add(rExtract);
extracted.g.Add(gExtract);
extracted.b.Add(bExtract);
extracted.a.Add(aExtract);
}
http://img9.imageshack.us/img9/1527/clipboard01yfr.jpg
runehero123
7th March 2009, 08:29 PM
Nice job! I'm sure you'll figure out the color pallete issue. They were RGBA 5551(16bpp) for the talking head sprite images so maybe it's similar to that.
Deebs
7th March 2009, 11:24 PM
It looks like it's coming along great!
cooliscool
10th March 2009, 05:24 PM
Heh, looks like it's R5 G6 B5. :) Some bugs to fix, but overall texture support's complete. New release today methinks.
http://img3.imageshack.us/img3/5816/clipboard01zci.jpg
short rgb565 = 0;
for(int iw=0;iw<palbytes-1;iw+=2){
rgb565 = ((palette[iw] * 0x10000) + (palette[iw + 1] * 0x100)) >> 8;
rExtract = ((rgb565 & 0xF800) >> 11) << 3;
gExtract = ((rgb565 & 0x7E0) >> 5) << 2;
bExtract = (rgb565 & 0x1F) << 3;
extracted.r.Add(rExtract);
extracted.g.Add(gExtract);
extracted.b.Add(bExtract);
}
torrentstorm
10th March 2009, 08:42 PM
This is awesome! I want it!
StarFox
10th March 2009, 08:51 PM
I definitely want. Does it have export capabilities?
runehero123
11th March 2009, 02:12 AM
I definitely want. Does it have export capabilities?
The last version had export to .vrml so I'm guessing Cooliscool updated it to export textures as well.
Heh, looks like it's R5 G6 B5.
Nice job. Full texture support at last :) .
StarFox
11th March 2009, 02:47 AM
The last version had export to .vrml so I'm guessing Cooliscool updated it to export textures as well.
Nice job. Full texture support at last :) .
Either way, with this version, I'll be able to play around with exporting thje levels, and use them in my FPS I'm making in Blender.
Airman
11th March 2009, 03:32 AM
Wow, CoolisCool! Long time no see. Great to see this is still in development. :)
cooliscool
12th March 2009, 12:38 PM
Thanks airman, everyone. Meant to get this done long ago but I'm lazy, hehe.
Just a few last minute things to tidy up before a release, and I want to add a directory tree because loading models one by one through File>Open becomes quite tiresome. I'll warn you guys - there are quite a few "interesting" unused models here. :D Not gonna spoil 'em, but here's some new shots after a few bug fixes + fragment shader color combiner emulation. :)
http://img9.imageshack.us/img9/8453/clipboard01qih.jpg
http://img7.imageshack.us/img7/9609/clipboard01m.jpg
http://img19.imageshack.us/img19/1755/clipboard01rog.jpg
torrentstorm
12th March 2009, 02:28 PM
Thanks airman, everyone. Meant to get this done long ago but I'm lazy, hehe.
Just a few last minute things to tidy up before a release, and I want to add a directory tree because loading models one by one through File>Open becomes quite tiresome. I'll warn you guys - there are quite a few "interesting" unused models here. :D Not gonna spoil 'em, but here's some new shots after a few bug fixes + fragment shader color combiner emulation. :)
http://img9.imageshack.us/img9/8453/clipboard01qih.jpg
http://img7.imageshack.us/img7/9609/clipboard01m.jpg
http://img19.imageshack.us/img19/1755/clipboard01rog.jpg
Awesome, darned you for not spoiling, darned you for not releasing now.
runehero123
13th March 2009, 03:28 AM
New unused models, eh? More debug models possibly, that's my guess.
Gold Jinjo
13th March 2009, 03:32 AM
Awesome work, dude :D
Really looking forward to release.
Tomajko
13th March 2009, 04:04 AM
Wow, outstanding job! I can't wait to see how people will take advantage of this once it's released...
torrentstorm
13th March 2009, 04:15 AM
Wow, outstanding job! I can't wait to see how people will take advantage of this once it's released...
I'll probably use it to get my renders :p
I hate ripping the models from the games and then texturing them to get the renders.
StarFox
13th March 2009, 04:20 AM
I'll probably use it to get my renders :p
I hate ripping the models from the games and then texturing them to get the renders.
And if it has .OBJ export (like he said the new version was gonna have, some... 300 pages back) I can use it for the FPS I was working on in Blender by importing the levels. Which would be fun.
torrentstorm
14th March 2009, 02:32 AM
GTFBH!
cooliscool
15th March 2009, 09:38 PM
:P
http://img5.imageshack.us/img5/6981/clipboard01reg.jpg
http://img15.imageshack.us/img15/4821/clipboard02e.jpg
http://img9.imageshack.us/img9/2333/clipboard01wcz.jpg
http://img26.imageshack.us/img26/5456/clipboard01jcg.jpg
Release today I promise!
Tomajko
15th March 2009, 10:04 PM
Release today I promise!
YES! =D
Gold Jinjo
16th March 2009, 12:32 AM
Release today I promise!
I'd kiss you if I could. This is awesome :rwpunch
Bottles98
16th March 2009, 12:33 AM
Wow, this has really been improved. Nice work, cooliscool.
cooliscool
16th March 2009, 01:44 AM
Alright, there are still a few bugs here and there (namely some palette issues, and some animated models have odd vertices which is a new bug since last release), but here's a preliminary update. No model dumping because I haven't added textures to that feature yet, but rest assured that's next on my list of things to do. Thankfully F3DEX's layout makes dumping to .OBJ quite easy, unlike F3DEX2 (Zeldas). :)
New usage is pretty self explanatory. Oh, hold ctrl when selecting models to select multiple ones. Levels that have separate model data for water, bridges, etc, are placed directly before such data (as can be seen in a couple of the above screenshots).
http://webpages.charter.net/cooliscool/BG_0.5_pre.rar
Edit: can't help but post this:
http://img12.imageshack.us/img12/6104/clipboard01kjv.jpg
torrentstorm
16th March 2009, 02:05 AM
Alright, there are still a few bugs here and there (namely some palette issues, and some animated models have odd vertices which is a new bug since last release), but here's a preliminary update. No model dumping because I haven't added textures to that feature yet, but rest assured that's next on my list of things to do. Thankfully F3DEX's layout makes dumping to .OBJ quite easy, unlike F3DEX2 (Zeldas). :)
New usage is pretty self explanatory. Oh, hold ctrl when selecting models to select multiple ones. Levels that have separate model data for water, bridges, etc, are placed directly before such data (as can be seen in a couple of the above screenshots).
http://webpages.charter.net/cooliscool/BG_0.5_pre.rar
Edit: can't help but post this:
http://img12.imageshack.us/img12/6104/clipboard01kjv.jpg
That's awesome!
I like it! Clanker is cool! Clanker is gay! Cooliscool is cool!
Bottles98
16th March 2009, 02:16 AM
So...how exactly can I see things from different angles and stuff? All I can seem to do is move them up, down, left and right. :p
EDIT: Which actually works pretty well for looking at maps but not for smaller models...I must be missing something here.
cooliscool
16th March 2009, 02:32 AM
W - zoom in
S - zoom out
A - strafe left
D - strafe right
FPS style. :P
Bottles98
16th March 2009, 02:34 AM
...I knew I was missing something lol.
Thanks for that.
torrentstorm
16th March 2009, 02:54 AM
W - zoom in
S - zoom out
A - strafe left
D - strafe right
FPS style. :P
Mind telling us about some of them unused models?
cooliscool
16th March 2009, 02:56 AM
Fixed all palette processing issues.
http://webpages.charter.net/cooliscool/BG_0.5_pre1.rar
:)
http://img4.imageshack.us/img4/1095/clipboard01ajv.jpg
http://img4.imageshack.us/img4/4521/clipboard02k.jpg
torrentstorm
16th March 2009, 03:09 AM
Mind telling us about some of them unused models?
^This :p
Also the new release is awesome! And cool that you can open more than one model at a time!
Coolboyman
16th March 2009, 05:32 AM
This is damn impressive cooliscool. well done once again.
By the way, anyone who needs a list of models, check out www.rarewitchproject.com/forums/showthread.php?p=443417 for a list. I'm a bit curious of the "beta models" cooliscool is talking about. If I find them, I'll add them to the list.
StarFox
16th March 2009, 05:39 AM
This is damn impressive cooliscool. well done once again.
By the way, anyone who needs a list of models, check out www.rarewitchproject.com/forums/showthread.php?p=443417 for a list. I'm a bit curious of the "beta models" cooliscool is talking about. If I find them, I'll add them to the list.
Update: The link seems to be broken at the moment :(
He posted another one a few posts below the first one. Check it out, dude. =)
cooliscool
16th March 2009, 06:46 AM
Small bugfix for 32bpp textures/incorrectly returning a null vertex buffer in some models.
Thanks to torrentstorm for the hosting.
http://www.rarewarecentral.com/content/bgpre2.rar
hardband
16th March 2009, 11:28 AM
how exactly do i download? sorry about the n00b question :p
torrentstorm
16th March 2009, 11:48 AM
how exactly do i download? sorry about the n00b question :p
You click the link in Cooliscool's post above and you either get a popup or a download box.
You extract it after downloading and there you go.
If you need models just ask.
hardband
16th March 2009, 05:19 PM
nope that doesnt help! it says find or save! i press save, save it but, i can extract it!
cooliscool
16th March 2009, 06:35 PM
Use Winrar or 7zip to extract rar files.
GameMasterGuy
16th March 2009, 06:38 PM
nice, there's an entire article on it at RWC though
Airman
18th March 2009, 02:28 AM
This..is a GODLY update. Textures look awesome. Nicely done and looking forward to future updates! :)
cooliscool
19th March 2009, 04:40 AM
Thanks, I plan on quite a few nice updates in the near future. I realize as a model viewer alone it's not incredibly useful, but that's the most difficult part. Now to focus on editing functionality. :)
torrentstorm
19th March 2009, 07:08 AM
Thanks, I plan on quite a few nice updates in the near future. I realize as a model viewer alone it's not incredibly useful, but that's the most difficult part. Now to focus on editing functionality. :)
That would be extremely awesome, Just don't forget about them BT support.
StarFox
19th March 2009, 03:41 PM
That would be extremely awesome, Just don't forget about them BT support.
And exporting into .OBJ ;)
torrentstorm
19th March 2009, 05:02 PM
And exporting into .OBJ ;)
I forgot what that meant, I was tired when I talked to Cooliscool.
StarFox
20th March 2009, 02:04 AM
The exporting as a WaveFront object? It's one of the most commonly used type of file to porting in different modeling software, as it keeps the textures packaged into the file.
runehero123
20th March 2009, 02:13 AM
I'm also working with CoolisCool to add map/rom editing functionality, so stayed tuned for more info on that ;) . Thanks to Coolboyman as well for parsing all the main setup file stuff, and locating the map asset files.
Would also be cool to see model importing..hehe, but I'm assuming that'll have to wait until he parses the collision data.
cooliscool
20th March 2009, 04:52 AM
And exporting into .OBJ ;)
10 minutes of work produced this:
http://img19.imageshack.us/img19/6392/clipboard01zno.jpg
http://img7.imageshack.us/img7/9538/clipboard01ghp.jpg
So it's coming along fairly well, shouldn't be more than (at most) a couple days to finish all the combiner/texture exporting.
StarFox
20th March 2009, 05:05 AM
10 minutes of work produced this:
http://img19.imageshack.us/img19/6392/clipboard01zno.jpg
So it's coming along fairly well, shouldn't be more than (at most) a couple days to finish all the combiner/texture exporting.Excellent! Great work. If I had a cookie, I'd give it to you. I can't wait... Exporting maps and using them... <3
You are the best, CoolisCool!
cooliscool
20th March 2009, 09:50 AM
I'll consider that cookie an IOU. I'm gonna hold you to it someday. ;)
Now to export color combiner stuff, and it's done. :)
http://img25.imageshack.us/img25/3788/clipboard01dcf.jpg
http://img21.imageshack.us/img21/8906/clipboard01icpffg.jpg
http://img23.imageshack.us/img23/111/clipboard02jwy.jpg
http://img23.imageshack.us/img23/3429/clipboard03nve.jpg
runehero123
20th March 2009, 08:26 PM
Words cannot express how awesome that is.
StarFox
20th March 2009, 08:34 PM
And how awesome it would be to be able to use these in Blender-Kart Racing.
torrentstorm
21st March 2009, 03:28 AM
Words cannot express how awesome that is.
Yes it can. But that's very awesome cooliscool.
Coolboyman
21st March 2009, 04:36 AM
****ing beautiful... I'm in love.
runehero123
21st March 2009, 09:44 PM
Yes it can. But that's very awesome cooliscool.
Nobody asked you.
Deebs
22nd March 2009, 12:29 AM
Nobody asked you.
BUUUURRRN
DekuScrubby
22nd March 2009, 02:35 AM
I smell Halo CE maps.
cooliscool
23rd March 2009, 04:10 PM
Here's a version with .obj exporting (File>Export wavefront obj) and fixes to the remaining texture coord issues in the viewer. I've only tested my exports with the freeware GLC-Player, but they're pretty much ISO so there shouldn't be any issues with other programs. Compatibility reports from users of Blender, Max, etc, would be great. :)
Looking forward to seeing what you guys do with this. o-O
Edit: Correct build 3 posts down.
StarFox
23rd March 2009, 05:55 PM
I can't wait to get home and try it out!
torrentstorm
23rd March 2009, 07:15 PM
Here's a version with .obj exporting (File>Export wavefront obj) and fixes to the remaining texture coord issues in the viewer. I've only tested my exports with the freeware GLC-Player, but they're pretty much ISO so there shouldn't be any issues with other programs. Compatibility reports from users of Blender, Max, etc, would be great. :)
Looking forward to seeing what you guys do with this. o-O
http://webpages.charter.net/cooliscool/BG_0.6.rar
It doesn't seem to work very well, error when opening it, some stuff not working ... and no .obj exporting at all :(
cooliscool
23rd March 2009, 08:26 PM
Oh, that error's because I forgot to include a necessary library.
http://webpages.charter.net/cooliscool/BG_0.65.rar
GameMasterGuy
23rd March 2009, 10:03 PM
Would the lair count as one level, or would each room be a different level? I'm thinking about a Gruntling assisted Grunty battle in the beauty room...
StarFox
24th March 2009, 12:55 AM
Would the lair count as one level, or would each room be a different level? I'm thinking about a Gruntling assisted Grunty battle in the beauty room...
The lair is seperate models that swap in and out from the RAM, so it can run at full speed. If the N64 had to load the entire lair at the same time, I think it would burst into flames. D:
GameMasterGuy
24th March 2009, 12:56 AM
I know what you're talking about, ever (try to) play a game called "Sonic Chaos"? It's called that for a reason...
cooliscool
24th March 2009, 01:18 AM
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
StarFox
24th March 2009, 02:25 AM
You think it's possible to export the vertex groups which assign the texture? I'm not sure. But, other than that, the model looks pretty nice untextured! Excellent job with it, too.
cooliscool
24th March 2009, 02:37 AM
It exports textures as PNG files (to support alpha), which work in the program I've tested it with. What program are you using?
http://img13.imageshack.us/img13/3411/clipboard01fxu.jpg
That model's output .obj:
#15A4E0.obj - exported from Banjo Kazooie using Bottles' Glasses 0.5
#31 Vertices
#31 Texture coordinates
mtllib 15A4E0.mtl
v 53 0 14
v 53 0 -21
v 53 81 14
v 53 81 -21
v 36 108 14
v 36 108 -21
v 0 124 14
v 0 124 -21
v -53 81 -21
v -53 0 -21
v -53 81 14
v -53 0 14
v -36 108 14
v -36 108 -21
v 53 0 14
v -53 81 14
v -53 0 14
v 53 81 14
v -36 108 14
v 36 108 14
v 0 124 14
v 0 124 -21
v 36 108 -21
v -36 108 -21
v 53 81 -21
v -53 81 -21
v -53 0 -21
v 53 0 -21
v -53 0 14
v -53 0 -21
v 53 0 14
v 53 0 -21
vt 0.7783203125 -0.05712890625
vt 0.983642578125 -0.056396484375
vt 0.78271484375 -0.651123046875
vt 0.988037109375 -0.650634765625
vt 0.7841796875 -0.850830078125
vt 0.989501953125 -0.85009765625
vt 0.78515625 -0.96240234375
vt 0.990234375 -0.961669921875
vt 0.988037109375 -0.650634765625
vt 0.983642578125 -0.056396484375
vt 0.78271484375 -0.651123046875
vt 0.7783203125 -0.05712890625
vt 0.7841796875 -0.850830078125
vt 0.989501953125 -0.85009765625
vt 0.9755859375 -0.009521484375
vt 0.014892578125 -0.650146484375
vt 0.014892578125 -0.0126953125
vt 0.9755859375 -0.64697265625
vt 0.175048828125 -0.86376953125
vt 0.8154296875 -0.861572265625
vt 0.4951171875 -0.982177734375
vt 0.4951171875 -0.982177734375
vt 0.8154296875 -0.861572265625
vt 0.175048828125 -0.86376953125
vt 0.9755859375 -0.64697265625
vt 0.014892578125 -0.650146484375
vt 0.014892578125 -0.0126953125
vt 0.9755859375 -0.009521484375
vt 0.22119140625 -0.528076171875
vt 0.19287109375 -0.264892578125
vt 0.8720703125 -0.546630859375
vt 0.84375 -0.283447265625
g F3DEX_VTX SEGMENT 0x0
usemtl G_SETTIMG_SEGMENT_0x80
f 1/1 2/2 3/3
f 2/2 4/4 3/3
f 3/3 4/4 5/5
f 4/4 6/6 5/5
f 6/6 7/7 5/5
f 6/6 8/8 7/7
f 9/9 10/10 11/11
f 10/10 12/12 11/11
f 11/11 13/13 9/9
f 13/13 14/14 9/9
f 8/8 14/14 7/7
f 14/14 13/13 7/7
f 15/15 16/16 17/17
f 15/15 18/18 16/16
f 16/16 18/18 19/19
f 18/18 20/20 19/19
f 20/20 21/21 19/19
g F3DEX_VTX SEGMENT 0x150
usemtl G_SETTIMG_SEGMENT_0x8A0
f 22/22 23/23 24/24
f 23/23 25/25 24/24
f 25/25 26/26 24/24
f 25/25 27/27 26/26
f 25/25 28/28 27/27
f 29/29 30/30 31/31
f 30/30 32/32 31/31
And its output .mtl:
newmtl G_SETTIMG_SEGMENT_0x80
map_Ka 0x80.png
newmtl G_SETTIMG_SEGMENT_0x8A0
map_Ka 0x8A0.png
StarFox
24th March 2009, 02:46 AM
Does the .mtl assign the texture? I guess Blender doesn't wanna read it. All I get is untextured model.
Edit: Been doing some research into it, the .OBJ exporter doesn't write down the coordinates of the texture's location, so texture in Blender is of no use, atm.
I'll post the output .mtl of one of my models tomorrow. Blender uses a different addressing function to find the textures.
Airman
24th March 2009, 05:02 AM
Oh neat. Question, 155200.bkm - The 'On vacation' sign. I've never actually seen that in the game. Where is it used?
torrentstorm
24th March 2009, 06:30 PM
Oh neat. Question, 155200.bkm - The 'On vacation' sign. I've never actually seen that in the game. Where is it used?
I can't believe I've ever seen it either, unless it's from one of the Mumbo huts in Click Clock Woods, No I think I've never seen it. What if we all have seen it?
GameMasterGuy
24th March 2009, 06:32 PM
It's not in CCW, just checked. And I don't remember it.
JohnyT94
24th March 2009, 08:17 PM
Where can i see the sign.
cooliscool
24th March 2009, 10:22 PM
http://img7.imageshack.us/img7/8452/clipboard01orv.jpg
cooliscool
24th March 2009, 10:31 PM
Never seen this before either:
http://img21.imageshack.us/img21/34/clipboard01hms.jpg
Original for comparison:
http://img3.imageshack.us/img3/230/clipboard02w.jpg
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