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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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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Sun Mar 29, 2015 5:17 pm Post subject: Making a custom weapon from a .obj file? |
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So I made this rather clunky looking MP-40, and I want to port it into GE
Is that possible? _________________ This is a signature, why did you read this? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Sun Mar 29, 2015 5:18 pm Post subject: |
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The edit model in GE can support it, but it's a bit tricky. Mainly you empty most if the displaylists, then import it into the proper piece. Also z-order is all manual on guns, not automatic, so your triangle order matters. |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Sun Mar 29, 2015 5:22 pm Post subject: |
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SubDrag wrote: | The edit model in GE can support it, but it's a bit tricky. Mainly you empty most if the displaylists, then import it into the proper piece. Also z-order is all manual on guns, not automatic, so your triangle order matters. |
Alrighty, then. I guess it's time to give the editor a shout. _________________ This is a signature, why did you read this? |
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Omegacop_jp Agent

Joined: 10 Aug 2014 Posts: 89
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Posted: Sun Mar 29, 2015 6:21 pm Post subject: |
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What's your status on it? |
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Omegacop_jp Agent

Joined: 10 Aug 2014 Posts: 89
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Posted: Sun Mar 29, 2015 6:32 pm Post subject: |
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The think is that how can you make an mtl file for the obj file weapon to load on the Model Editor? |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Sun Mar 29, 2015 6:36 pm Post subject: |
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Omegacop_jp wrote: | What's your status on it? |
Having an issue opening the editor. _________________ This is a signature, why did you read this? |
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Sun Mar 29, 2015 7:42 pm Post subject: |
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Could someone give me a simple guide on how to edit/replace a model? (I want to edit the ZMG) There's so many menus, it's confusing.
Sorry if I'm spamming, new to the editor and such... _________________ This is a signature, why did you read this? |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Mon Mar 30, 2015 12:18 pm Post subject: |
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Based on instructions that sub added above Id say you need to do this:
view each part of the UZI and identify similar sections in the MP40
-Barrel
-Sight
-magazine
-grip+Trigger
-Lower frame
-Upper frame
-bolt
-rearstock
Then in your modeling program you need to cut the model into these sections.
Each of these sections then need to have the triangles correctly ordered.
- the easiest way would be to create a new object and cut each face starting at the front (muzzle) and pasting it in the new object.
Once complete all the triangles should be in front-to-back order (muzzle to butt)
Open each part in the UZI and delete all tris, then import from obj.
Inject into rom
As a matter of interest what is your polycount for your MP40.
Ours was 423 and 48 for the prop.
Trev _________________
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Fillerthefreak Secret Agent

Joined: 29 Mar 2014 Posts: 305 Location: Canada  |
Posted: Mon Mar 30, 2015 1:46 pm Post subject: |
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Trevor wrote: | Based on instructions that sub added above Id say you need to do this:
view each part of the UZI and identify similar sections in the MP40
-Barrel
-Sight
-magazine
-grip+Trigger
-Lower frame
-Upper frame
-bolt
-rearstock
Then in your modeling program you need to cut the model into these sections.
Each of these sections then need to have the triangles correctly ordered.
- the easiest way would be to create a new object and cut each face starting at the front (muzzle) and pasting it in the new object.
Once complete all the triangles should be in front-to-back order (muzzle to butt)
Open each part in the UZI and delete all tris, then import from obj.
Inject into rom
As a matter of interest what is your polycount for your MP40.
Ours was 423 and 48 for the prop.
Trev |
The model has 314 triangles and 201 verticles.
Also, the model editor window is so big, that doesn't fit my screen making it extremely confusing. _________________ This is a signature, why did you read this? |
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Tue Mar 31, 2015 1:33 am Post subject: |
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Whats your screen resolution?
Hmm, nice poly count.
Round objects always spike polycounts.
Trev _________________
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