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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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  #16  
Old 16th August 2007, 11:32 PM
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runehero123 runehero123 is offline
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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!
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  #17  
Old 17th August 2007, 03:41 AM
Jani Jani is offline
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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?

Last edited by Jani; 17th August 2007 at 03:47 AM.
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  #18  
Old 17th August 2007, 07:30 AM
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http://img376.imageshack.us/img376/8673/huhuq0.jpg

http://img245.imageshack.us/img245/7812/makeny9.jpg

Plenty more where that came from..
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  #19  
Old 17th August 2007, 12:40 PM
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Fox McBanjo Fox McBanjo is offline
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This is really something special, as we no longer need to use wireframe to see behind things. Well done!
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  #20  
Old 17th August 2007, 02:21 PM
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StevethemasterX StevethemasterX is offline
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maybe a map porter could be invented off of this

i might actually consider working on one.
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  #21  
Old 17th August 2007, 07:20 PM
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runehero123 runehero123 is offline
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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 .
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  #22  
Old 18th August 2007, 07:52 AM
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cooliscool cooliscool is offline
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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

Last edited by cooliscool; 18th August 2007 at 08:36 AM.
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  #23  
Old 18th August 2007, 02:42 PM
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SubDrag SubDrag is offline
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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.
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  #24  
Old 18th August 2007, 10:24 PM
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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.
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  #25  
Old 18th August 2007, 10:29 PM
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You should be able to write them to a file when referenced. I forget the exact format, but I think they were simple formats.
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  #26  
Old 19th August 2007, 01:48 AM
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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.
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  #27  
Old 19th August 2007, 04:53 AM
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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.
Attached Files
File Type: zip textures050d.zip (7.6 KB, 74 views)
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  #28  
Old 19th August 2007, 05:32 PM
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BanjoArt BanjoArt is offline
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Wow Subdrag, this is really Amaze-O-Gazing!
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  #29  
Old 19th August 2007, 08:41 PM
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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.

Last edited by cooliscool; 19th August 2007 at 08:52 PM.
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  #30  
Old 19th August 2007, 10:28 PM
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Fox McBanjo Fox McBanjo is offline
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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!!)

Last edited by Fox McBanjo; 19th August 2007 at 10:30 PM.
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