The Rare Witch Project Forums

The Rare Witch Project Forums (https://www.therwp.com/forums/index.php)
-   Homebrew Games and Tools (https://www.therwp.com/forums/forumdisplay.php?f=47)
-   -   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.

runehero123 16th August 2007 11:32 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 03:41 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 07:30 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 12:40 PM

This is really something special, as we no longer need to use wireframe to see behind things. Well done! ^_^

StevethemasterX 17th August 2007 02:21 PM

maybe a map porter could be invented off of this

i might actually consider working on one.

runehero123 17th August 2007 07:20 PM

Quote:

Originally Posted by StevethemasterX
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 07:52 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/img526/3...board02yb4.png

SubDrag 18th August 2007 02:42 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 10:24 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 10:29 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 01:48 AM

Quote:

Originally Posted by SubDrag
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 04:53 AM

1 Attachment(s)
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 05:32 PM

Wow Subdrag, this is really Amaze-O-Gazing! :P

cooliscool 19th August 2007 08:41 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/img110/2...board02yc8.jpg
http://img160.imageshack.us/img160/1...board03zn7.jpg

... when previously, the whole level aside from Grunty's Lair entrance was missing. :)

Fox McBanjo 19th August 2007 10:28 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 02:59 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 03:31 AM

That is so cool! Keep up the fantastic work!

cooliscool 20th August 2007 02:01 PM

DK64 model file isolator using internal names... interesting note, the first file the app finds is named "test". :)

http://img158.imageshack.us/img158/7...board01pe3.jpg

Should have some rendering shots to show pretty soon.

StevethemasterX 20th August 2007 04:45 PM

heres the possible addresses and script
http://i166.photobucket.com/albums/u...4324234234.jpg

can you get that map outta there.

if you can that means SNS may be solved.

SubDrag 20th August 2007 10:23 PM

Quote:

Originally Posted by cooliscool
DK64 model file isolator using internal names... interesting note, the first file the app finds is named "test". :)

http://img158.imageshack.us/img158/7...board01pe3.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 01:12 AM

That's awesome man, Dk64 and Bk viewer! Keep it up!

cooliscool 22nd August 2007 07:52 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 03:55 AM

This is cool, but texture support would be great. Tell your friend Great work!

cooliscool 24th August 2007 09:04 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

BK-SNS-BT? 24th August 2007 04:15 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


All times are GMT. The time now is 12:45 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.