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Homebrew Games and Tools If you've created a trainer, texture editor, or a full-blown fangame we'd like to see it here. Show off your mad programming skills.

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  #91  
Old 7th September 2007, 12:08 AM
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Good luck, CoolisCool.
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  #92  
Old 11th September 2007, 09:23 AM
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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?
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  #93  
Old 11th September 2007, 10:31 AM
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Allows the user to view models from Banjo Kazooie, and in the next release, Donkey Kong 64. Potential discoveries? Anything with 3D data.
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  #94  
Old 11th September 2007, 04:02 PM
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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?
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  #95  
Old 11th September 2007, 11:08 PM
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^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?
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  #96  
Old 12th September 2007, 01:39 AM
KeronSHB KeronSHB is offline
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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.
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  #97  
Old 12th September 2007, 06:17 AM
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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?
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  #98  
Old 12th September 2007, 08:12 PM
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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.
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  #99  
Old 13th September 2007, 12:08 AM
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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
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  #100  
Old 13th September 2007, 01:41 AM
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Animations are a long, long way away, if ever, likely never.
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  #101  
Old 13th September 2007, 01:45 AM
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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.

Last edited by cooliscool; 13th September 2007 at 01:51 AM.
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  #102  
Old 13th September 2007, 04:54 AM
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runehero123 runehero123 is offline
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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?

Last edited by runehero123; 13th September 2007 at 08:05 PM.
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  #103  
Old 14th September 2007, 02:40 AM
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SubDrag, this should make you a little happier:

http://i229.photobucket.com/albums/e...pboard04-1.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.

Last edited by cooliscool; 14th September 2007 at 02:43 AM.
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  #104  
Old 14th September 2007, 05:25 AM
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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.
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  #105  
Old 14th September 2007, 05:50 AM
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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!
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