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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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r.e.l. 237 Secret Agent

Joined: 12 Mar 2008 Posts: 270
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Posted: Sat Nov 01, 2008 5:53 pm Post subject: |
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Oh yeah I see |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Tue Nov 04, 2008 3:48 pm Post subject: |
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Just tried it with TWINE, and it works a treat with extracting textures! I'd like to see how it turns out in a model editor though. |
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r.e.l. 237 Secret Agent

Joined: 12 Mar 2008 Posts: 270
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Posted: Tue Nov 04, 2008 7:15 pm Post subject: |
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Kode-Z wrote: | Just tried it with TWINE, and it works a treat with extracting textures! I'd like to see how it turns out in a model editor though. | model editor? and yeah it works pretty well and i believe if you extract different rooms separately, the coordinates will be the same so you won't have to join them. i may be wrong but that is awesome if it's true |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Tue Nov 04, 2008 7:40 pm Post subject: |
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I have trouble deleting objects and merging rooms. I'd love to get TWINE maps to GE but I have too many troubles  |
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r.e.l. 237 Secret Agent

Joined: 12 Mar 2008 Posts: 270
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Posted: Tue Nov 04, 2008 8:53 pm Post subject: |
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SubDrag wrote: | I have trouble deleting objects and merging rooms. I'd love to get TWINE maps to GE but I have too many troubles  | I would try it but the thing is I don't know how to work with 3ds to that extent, I can only work with one model and only delete objects. What we could do is get some clean models like my blockfort model and keep them just in case someone actually can prep them for compiling. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Wed Nov 05, 2008 12:41 am Post subject: |
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Another little "problem" this method of extraction has is it's done AFTER TRANSFORM, if you know what that means (if you need an explanation, just ask).
Anyway.
For the Zeldas, both OOT and MM, I'd rather wait for cooliscool to release his updated Utility of Time for he say's he intends to implement direct model extraction. There's model extraction to VRML in some of the earlier versions, but I think they don't extract textures, so you just get an untextured mesh. |
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r.e.l. 237 Secret Agent

Joined: 12 Mar 2008 Posts: 270
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Posted: Wed Nov 05, 2008 7:24 am Post subject: |
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What do you mean by after transform? And I know the method is pretty primitive but for now it's all we have and it kind of works. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Thu Nov 06, 2008 5:38 am Post subject: |
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Roughly explained, transforming is the process by which a 3D model is "projected" against the screen's pixels. This involves rounding and it's accuracy is, hence, not perfect.
Given how the N64 works and how it's emulated, it is possible to analyze display lists sent to the RSP (the aforementioned "projected geometry") and reconstruct a facsimile of the models present in the scene currently being sent to rendering, and that's what that plugin does.
You must keep in mind what you have in your hands, specially if you intend to use these models for interactive stuff (such as making GE maps) and not just artistic works, because you can end up with unconnected vertexes, horizontal/vertical planes that are not actually so because of transform. You must double-check every centimeter/inch of the map, specially on sensitive areas such as floors that are to be clipped, or you'll run into problems. You should also check on face orientation.
Again, I think the most bugging problem is when something looks like it's horizontal/vertical/perpendicular-to-something etc, but it actually is not and that makes you run into a problem you don't quite get where it comes from. |
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moonraker808 Secret Agent

Joined: 29 Dec 2006 Posts: 252
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Posted: Sun Nov 09, 2008 5:58 pm Post subject: |
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Do you not know how to merge verts? You go into vertice mode which is the little dots thing; Then you right click and click target weld in that mode. You click on one vert, and then you click on the other and it automatically connects the two. It is actually really easy to do; you can do the same with edges; in fact you can easily just connect everything like that and then import it into GE. _________________ -moonraker  |
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r.e.l. 237 Secret Agent

Joined: 12 Mar 2008 Posts: 270
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Posted: Sun Nov 09, 2008 6:55 pm Post subject: |
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moonraker808 wrote: | Do you not know how to merge verts? You go into vertice mode which is the little dots thing; Then you right click and click target weld in that mode. You click on one vert, and then you click on the other and it automatically connects the two. It is actually really easy to do; you can do the same with edges; in fact you can easily just connect everything like that and then import it into GE. | have u tried it? if leaks are the only thing wrong with these models then we're not so far off from importing virtually anything |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Nov 11, 2008 6:11 am Post subject: |
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moonraker808 wrote: | Do you not know how to merge verts? You go into vertice mode which is the little dots thing; Then you right click and click target weld in that mode. You click on one vert, and then you click on the other and it automatically connects the two. It is actually really easy to do; you can do the same with edges; in fact you can easily just connect everything like that and then import it into GE. |
Well, I don't know if you are talking about the GE Editor (which crashes on my "borked" computer) or some 3D editor but anyway...
In both of them you have the little problem that, before you can correct a problem, you must be able to spot it, and they can be quite hard to see. Also, in order to correct something, you must know what's wrong about it and how to correct it. For example, a floor made up of several coplanar triangles (which is very common), after transform, can end up with each of these "tiles" oriented slighty different, and you'll have a hard time restoring it's coplanarity without introducing new incorrections.
This is specially true if you are talking about using the GE editor as a means of correcting, because, given the fact that you must "chop" the map in rooms, you'd not be able to correct the whole map at once, and you could end up making corrections that break the union points between rooms, which would be even more problematic. |
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DELETED Guest
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Posted: Tue Nov 11, 2008 6:17 am Post subject: |
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DELETED |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Nov 11, 2008 8:16 am Post subject: |
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But aren't we talking about importing models extracted with n64 emulators? |
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DELETED Guest
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Posted: Tue Nov 11, 2008 8:20 am Post subject: |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Tue Nov 11, 2008 8:38 am Post subject: |
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I see.
Anyway, since the source material is the same, the same issues still apply.
I want to clarify, in case someone misunderstood my positioning, that I'm not discouraging all this. In fact, I have some levels in my mind once I get a suitable computer to do all this stuff in. I just wanted to give some advice about how to treat the models output by that plugin. It's not the plugin's fault, also, it just can't be done better unless by direct rom hacking. |
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