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-   -   Bottles' Glasses (https://www.therwp.com/forums/showthread.php?t=11088)

BetaZeldaman 16th August 2007 07:48 AM

Bottles' Glasses
 
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/a...board02iq2.jpg
http://i201.photobucket.com/albums/a...board02ct7.jpg
http://i201.photobucket.com/albums/a...board01oh1.jpg
http://i201.photobucket.com/albums/a...board02jp1.jpg
http://i201.photobucket.com/albums/a...board01fp9.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 08:35 AM

So what exactly are you trying to do?

BetaZeldaman 16th August 2007 08:38 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 10:03 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 10:52 AM

That is so damn awesome.

And the name is win. :D

SubDrag 16th August 2007 02:21 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 02:27 PM

Quote:

Originally Posted by SubDrag
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 02:32 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 02:42 PM

Quote:

Originally Posted by SubDrag
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 02:45 PM

Quote:

Originally Posted by Fox McBanjo
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 02:49 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 04:33 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 06:40 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/img251/6...board01sr9.jpg

http://img526.imageshack.us/img526/6...board02no3.jpg

ConkerKing 16th August 2007 07:02 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 09:08 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.


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