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How are stages ported?

 
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00Dark
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Joined: 21 Nov 2006
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 PostPosted: Tue Jan 29, 2008 11:03 pm    Post subject: How are stages ported? Reply with quote Back to top

EDIT: OMG, I was messing around editing this topic and accidentally deleted what I posted. Embarassed Embarassed Embarassed Embarassed Embarassed

Last edited by 00Dark on Mon Feb 18, 2008 2:01 am; edited 3 times in total
 
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SubDrag
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 PostPosted: Wed Jan 30, 2008 5:06 am    Post subject: Reply with quote Back to top

There is no quick start tutorial for new levels because it is neither quick nor easy. The PD stages are converted by taking the actual PD files, and through manipulation with a tool automatically, converted into GE's format (since they are pretty similar). I've done all that for you though, with the new PD installer pak. Now clipping is more tedious work, you need to convert the PD clipping to .obj file, then import it as .obj file, then delete all the tiles GE doesn't use (like vertical ones), though I made helper functions to do that in clipping. The tool to do the clipping conversion is not released.

Now, for other levels, you would do the following:
Create the level in Blender and separate into rooms by groups called Room01, Room02, etc (in hex numbers). Then create a "floorplan", which is only the places you can walk. Then convert the level as .obj (and import textures by a textures.txt file) to room files, then export to bgfile, then import the clipping as .obj, then make setup files.

It's all tough to do, but once you know what you're doing not so so bad.
 
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00Dark
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 PostPosted: Wed Jan 30, 2008 9:11 pm    Post subject: Reply with quote Back to top

Aren't the level backgrounds for other games grabbed during gameplay on some kind of emulator? I mean can you open up The Legend of Zelda: Ocarina of Time and use an emulator control to grab its background file for, say, Kokiri Forest? (just like when you grab coorinates from Project 64 on the setup editor) I thought that's how you guys did it. Shocked
 
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zoinkity
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 PostPosted: Thu Jan 31, 2008 4:55 am    Post subject: Reply with quote Back to top

Well, I've been lifting the original display lists via hacking or trickery, converting them slightly to GE's format, then reinserting them that way. That's what the unreleased PD convert functions do as well.

There are a few problems with the whole thing though. Only PD stages have been sucessful for a few rather technical reasons. It mostly has to do with the display lists. Although the format itself is fine and can be exported nicely, there are limits on how textures can be placed in GE, and certain things like lighting has to be removed from the DL as these are caught in seperate loops calling the GE rooms DLs.

GE rooms are only part of a longer display list. Each is called in a loop of stuff that is then processed and plastered on-screen. The trouble is that it expects that certain things are already set, that you won't reset others, etc.
For instance, if you port an object from other N64 games, chances are it will cause the room you are in to either appear black or bright white. This is because it calls a fog merge or other funny lighting issue, replacing the one for the room!

Although you *could* output a VRML copy of another game's stages, convert it to .obj, then import, the import probably won't work. At the least it won't work right. Plus, you lose a lot of data in the conversion. It's a nightmare right now. Wait until we have half a clue how the heck you're supposed to write this nonsense out. Seriously. The few stages that have been made barely run on emulators. On console and some of the more accurate emulation modes it dies.
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eshocker6
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 PostPosted: Mon Feb 18, 2008 9:54 am    Post subject: Reply with quote Back to top

... Did 00dark get his account hacked or something? I don't remember him acting so... strange Laughing
 
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 PostPosted: Mon Feb 18, 2008 4:06 pm    Post subject: Reply with quote Back to top

His special project has him bouncing off the walls, it seems. Razz
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00Dark
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 PostPosted: Mon Feb 18, 2008 9:27 pm    Post subject: Reply with quote Back to top

LOL

I posted an overfrustrated rant message last night because I have no idea how to even use a Hammer. I used the huge size text and cussed a whole bunch. It wouldn't let me delete my own post for some reason, even though I was logged in. I tried to delete the ranting post I made, but since it wouldn't let me I just edited it and put "hi" because of the message
Your post must contain a message. But I accidentally edited the wrong one at the top! So then I edited the other ranting one and put some sort of message since it said I had to!

Hehe, I was not hacked. That is what happened though. Laughing Laughing Laughing
 
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Wreck
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 PostPosted: Tue Feb 19, 2008 2:28 am    Post subject: Reply with quote Back to top

00dark wrote:
I posted an overfrustrated rant message last night because I have no idea how to even use a Hammer.


It isn't that difficult...
You hold the handle firmly in your hand, and strike down at the object using the flat headed side of the hammer. Sometimes nails will start going in crooked, so you may need to tap at it from the side to straighten it back out. Becareful not to hit your fingers. That'll muck them up and make it harder to type. Razz
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00Dark
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 PostPosted: Tue Feb 19, 2008 5:44 pm    Post subject: Reply with quote Back to top

No I was talking about the Valve Hammer Editor! I shouldn't have put the letter "a" in front of the word Hammer. It was a common error.

I want to do Icicle Pyramid from Diddy Kong Racing as a multiplayer map!
 
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