#166
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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. Quote:
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#167
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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?
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A.K.A Reborn |
#168
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Last edited by runehero123; 23rd August 2008 at 08:31 PM. |
#169
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Hmm, perhaps thats it. Yes hopefully will be fixed. I'm trying to identify each model file now because im bored.
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A.K.A Reborn |
#170
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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.
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#171
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I would have bumped this eventually.
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: Code:
http://www.megaupload.com/?d=1904YEV1
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A.K.A Reborn |
#172
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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 . |
#173
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I would worship you if you make a map editor for BK lol.
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A.K.A Reborn |
#174
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I would too. I've been waiting for a breakthrough such as that to come for Banjo Kazooie
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Da Gamenators - Super Mario World Funny Moments |
#175
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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. Last edited by runehero123; 22nd October 2008 at 02:10 AM. |
#176
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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.
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On Rails Fails! |
#177
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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.)
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#178
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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. |
#179
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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/img10/690...board01mjc.jpg Untextured geometry are CI textures, implementation shouldn't take more than about 30 minutes of nonstop work. |
#180
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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...
Code:
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); } |
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