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Wreck
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 PostPosted: Sat Sep 05, 2009 2:11 am    Post subject: Reply with quote Back to top

The "messed up on display" was enough information for me to know pretty much what the problem was, as I've faced that same issue on multiple occassions...

In the Indices, there's the "04" command line that sets up the group of Vertices to be used in the following draws. This command line is 0x8 in length. At 0x4, the offset type is set. In most model types, it uses the "04" offset type. This makes it so the Vertices are read separately from everything else, reading them from "0000" and on. But in others, they use the "05" offset type. This uses the actual location of the Vertices stored within the file, instead.

Example...

PhatfurryZ
@ 0x0328: 04 E0 00 F0 05 00 00 A0

04: Command
05: Offset Type (go directly to Vertices)
00A0: Offset (direct address)

PchrclipboardZ
@ 0x0500: 04 D0 00 E0 04 00 00 00

04: Command
04: Offset Type (read Vertices separately)
0000: Offset (Vertices start at 0000)

This is how your borg hat should appear...

PhatfurryborgZ
@ 0278: 04 F0 01 00 05 00 00 A0
@ 0290: 04 70 00 80 05 00 01 A0

The reason why it is displaying so horribly wrong, is because it is trying to pull Vertices from the wrong place. It attempts to render whatever it reads, thus causing the model to stretch out and flash all over the map. Try changing those two command lines and test it out in-game. It looks to be the only real issue, so I'm betting that's your hold up.

Also, the borg crate only uses one texture, but it sets it up three times. Is it just trying to mimick the PhatfurryZ file, resulting in three texture blocks?
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SubDrag
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 PostPosted: Sat Sep 05, 2009 3:55 am    Post subject: Reply with quote Back to top

Hmm. I'm still confused. What's different about these models than others? I used the same conversion process for all models, so why does it require the different method than others? Is there some config flag somewhere?

At the moment I'm not importing texture info, just copying and pasting one default one to not waste texture usage.
 
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 PostPosted: Sat Sep 05, 2009 4:24 am    Post subject: Reply with quote Back to top

Is it possible that 18 displaylist type are relative and 04 displaylist type are absolute? I had thought were interchangeable.
 
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 PostPosted: Sat Sep 05, 2009 4:55 am    Post subject: Reply with quote Back to top

Hmm that works for hats, but not guns.

 
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Wreck
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 PostPosted: Sun Sep 06, 2009 12:48 am    Post subject: Reply with quote Back to top

You'll have to send me one of your attempts at converting a model into a handheld / weapon. All I have right now is the "PchrwppkZ" prop, so another file (such as the briefcase or Remote Mine) would definitely help me out. If you could upload the both of them, that'd be great.

Unfortunately I can't run any tests to see what forces the object Indices to use the "04" (separate Vertices, starting from 0000) or "05" (direct to address) types. I have a feeling that it's from the "18" vs. "04" headers, (18 being used for standard, and 04 for headgear / handheld). The "18" might make it so the Indices read the Vertices as a separate source, whereas the "04" forces it to read them directly within the file. You might be able to exchange them, but you need to remember about that extra 0x4 of null data that falls between the offset to Secondary Indices and the offset to the Vertices. You'll need to include it with the "04" type, and remove it from the "18" type. If I'm not really making much sense, I can write up something better...

(open up the following file in a Hex Editor: PhatfurryZ)

PhatfurryZ
Using the "04" model type...

04 Type @ 0x0054
00 04 00 00 | 05 00 02 D0 | 05 00 00 3C | 00 00 00 00, etc

Model Drawing Offsets @ 0x02D0
05 00 02 E8 | 00 00 00 00 | 00 00 00 00 | 05 00 00 A0 | 00 23 04 00

Vertice Grouping @ 0x0328
04 E0 00 F0 | 05 00 00 A0

PhatfurryZ
IF Using the "18" model type...

18 Type @ 0x0054
00 18 00 00 | 05 00 02 D0 | 05 00 00 3C | 00 00 00 00, etc

Model Drawing Offsets @ 0x02D0
05 00 02 E8 | 00 00 00 00 | 05 00 00 A0 | 00 23 04 00

Vertice Grouping @ 0x0328 (could be reduced to 0x0320)
04 E0 00 F0 | 04 00 00 00

Try making those few modifications manually and see if the prop still loads up and works as a hat. I imagine it would, but there may be something else causing it to use a slightly different structure.

Edit: Nevermind, I sent you a test file to try out in-game via e-mail.
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 PostPosted: Sun Sep 06, 2009 5:46 am    Post subject: Reply with quote Back to top

The interchange from 05 type to 04 command didn't work as evidenced by my issues, wonder if the opposite can work. It's really weird no one noticed this before that 04s were all 04 type, and 18 all 05s.

I realized the gun issue...clearly if you move the first 04, all the other commands will be out of place (and ironically only first will be fine).
 
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 PostPosted: Sun Sep 06, 2009 9:38 am    Post subject: Reply with quote Back to top

Got it was an error my part.

Shazzlebot!

 
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 PostPosted: Sun Sep 06, 2009 10:26 am    Post subject: Reply with quote Back to top

The Q "BORG" Assimilation watch
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 PostPosted: Mon Sep 07, 2009 12:12 am    Post subject: Reply with quote Back to top

Wait, did you replace the first-person watch laser model with a borg cube? I knew prop weapons could already be handled, but not those. Does it appear properly within the watch menu as well?

Maybe there's a hope for porting characters and weapons from PD, afterall...
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 PostPosted: Mon Sep 07, 2009 4:23 am    Post subject: Reply with quote Back to top

The watch menu must be a different image because it does not appear there. That's still old image. I replaced one of the 10 or so displaylists in the GwatchlaserZ, and presumably borg cube is not sized right so it is in front of all the other displaylists and you can't see them.

But essentially yes, all models work the same including props and guns, other than having internal references and such which I simply maintain since game requires it.

Check out Tools -> Model Editor in beta from visual editor window. I believe there is hope for porting PD models if somebodys got the format of PD down and it's near identical.
 
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 PostPosted: Mon Sep 07, 2009 5:21 pm    Post subject: Reply with quote Back to top

I don't know what all consists within the G_Z first-person models, but there's definitely a bunch of different parts. The hand (if included), weapon, watch menu image, etc. I think there is even repetitions, which might be for left/right versions. Whether or not the watch uses two different images for the main screen and inventory, I'm not sure. It'd be a project, but certainly worth the time and effort to get brand new custom weapons into the game.

PD probably uses extremely similar formats for most object types. Standards, handhelds, weapon props, doors, single-screen monitors, all from my testing, have been very close. If I had access to all my files at home, I could check into it and give you some information. It's mainly the Vertices and Indices that are a bit different. Since the Vertices store their RGB lighting values differently and offset to them, it reduces the filesize. The Indices also have an extra command line that lets them know where to grab the RGB entries from. Other than that, it's likely the same. Zoinkity did port Elvis' head before, as well.

Edit: I'm going to send you some data regarding the Unique Points and Duplicate Points table. Hopefully we can figure out how the model is supposed to be destroyed correctly, without getting distorted in the process.
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 PostPosted: Tue Sep 08, 2009 6:39 am    Post subject: Reply with quote Back to top

-and a handful of PD weapons.
The possible offsets are all documented for GE, and most if not all for PD. Otherwise, they're the same exact thing as ordinary models.
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 PostPosted: Tue Sep 08, 2009 2:20 pm    Post subject: Reply with quote Back to top

I think I've finally got destruction working right with unique points and all thanks to wreck's example.

Grab the beta

I'm also fairly certain can import heads/hats successfully so feel free to make custom heads in a modeller to try and import for goldfinger (if you make one, can you try it or send me an example to be sure?).
 
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 PostPosted: Tue Sep 08, 2009 5:28 pm    Post subject: Reply with quote Back to top

where can someone find the beta setup editor? i've looked for it, can't find it.
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 PostPosted: Tue Sep 08, 2009 8:01 pm    Post subject: Reply with quote Back to top

Certain models (atleast those attached to characters) will probably need to be built a specific way in order for them to display correctly in-game. Like a hat, for instance. You can't rotate it in the "P_Z" prop file, so the model itself must face the right direction if you want it to sit properly. You'd have to take a look at how the hats in GE were modelled, then try to mimick it. Same goes for size. I can't test it where I am, but I have a feeling that the prop is automatically scaled to a certain size when attached to a guard (might be 1.0?) Even modifying the model scale in the 21990 Index won't change how big or small it appears on a character. Knowing the size and rotation when making a hat is very important. It's easy enough to rotate the entire model in the modelling program of your choice and re-export it, but the size (and the proportions of the head) will play into how it sits on a person.

Weapon props are no different. They need to be designed a specific way, and have a handle that'll fit into a hand without jutting out too much. Exporting one and checking it out in a modelling program will provide a lot of help. I'd suggest the same of hats, heads, and any other handhelds.

Here's hoping we've gotten past the twisted and distorted object destruction issues we've been suffering from! Smile

Edit: I'll see if I can send you some data regarding the PD model files soon. Doesn't look like much at all is that different, atleast in regards to standards and firearms.
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