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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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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Dec 11, 2008 8:54 am Post subject: |
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radorn wrote: | so, I could, for example, copy all the pictures in there, rename them according to their preset values, and just build away, then remove the ".bmp" from the material name after exporting the OBJ, right? |
I think so, but I've never used the .mtl before, I always use a text file. For the text file you just append the preset before the material name:
Code: | room1_material_0.bmp |
Becomes
Code: | 0A8A room1_material_0.bmp |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Thu Dec 11, 2008 9:57 am Post subject: |
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yeah, forgot about that
I should craft a textures file with all the original textures added and their presets, so I can use them directly without having to add them at the end, like with new textures.
BTW, anyone knows how much texture data can be added that way? There ought to be a limit, right? or will the rom expand? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Thu Dec 11, 2008 6:09 pm Post subject: |
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ROM will expand for images, but 21990 size is limited, if it exceeds its allocated ROM is broken. It's a large # though, it's based on how well the updated image indexes in 21990 compress |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Thu Dec 11, 2008 6:10 pm Post subject: |
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If you want to use the original GE images in your new level, simply put the original name (from the romimages folder) including .bmp, and it will translate to the original #, not a new one instead. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Fri Dec 12, 2008 12:09 pm Post subject: |
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SubDrag wrote: | If you want to use the original GE images in your new level, simply put the original name (from the romimages folder) including .bmp, and it will translate to the original #, not a new one instead. |
Put it where?
textures.txtMultiAddNumbers.txt?
Doesn't textures.txtMultiAddNumbers.txt need preset numbers before the filename? or are you telling me that in the case of the original textures with the "original" filenames the importer infers the preset numbers?
If that's the case, if I were to make a level with original textures AND new ones (added, not replaced by image tools) I just need to list all thew originals in a text file and then append #### *.bmp lines for the newly added ones then import the obj, right? Will it hurt if I juast add ALL the original filenames so I don't need to lookup the specific ones everytime or should I add just those in use? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6179
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Posted: Sat Dec 13, 2008 6:15 am Post subject: |
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Your texturesAll.txt would *not* include the old names. It's your .mtl file where you have map_Kd where you would add the old texture names, and the editor infers the original #s if it finds it in its list of names, otherwise it uses the list from texturesAll.txt |
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