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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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Sigma Storm Agent


Joined: 13 Nov 2008 Posts: 10 Location: Melbourne, Australia  |
Posted: Fri Nov 21, 2008 9:31 pm Post subject: Error with Image Tools, importing to GEEdit2 from .obj |
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Hi guys,
I’m working on my first map for GoldenEye, right now it’s just a test map to get myself started, it’s just a box.
I’m currently following SubDrag’s Advanced New Level Tutorial and I’m up to the part where with the editor I’m supposed to choose Tools > Image Tools but every time I do this, the editor says ROM not found and freezes. I can’t go any further.
Picture to illustrate the error.
Here's the text in my map.obj from wordpad, incase you see anything wrong with it.
Code: | # Max2Obj Version 4.0 Mar 10th, 2001
#
mtllib ./Test.mtl
g
# object Material__35 to come ...
#
v -70.000000 -100.000000 0.000000
v 70.000000 -100.000000 0.000000
v -70.000000 100.000000 0.000000
v 70.000000 100.000000 0.000000
v -70.000000 -100.000000 90.000000
v 70.000000 -100.000000 90.000000
v -70.000000 100.000000 90.000000
v 70.000000 100.000000 90.000000
# 8 vertices
vt -2.000001 -3.499999 -1.000000
vt 3.000001 4.499999 -1.000000
vt -1.999999 4.500000 -1.000000
vt -1.999999 2.000000 -3.500000
vt -1.999999 -1.000000 -3.500000
vt -3.499999 2.000000 3.000001
vt -1.999999 2.000000 4.500000
vt -3.499999 2.000000 -2.000001
vt 3.000001 -1.000000 -3.499999
vt 4.500000 -1.000000 2.999999
vt -3.499999 -1.000000 3.000001
vt 3.000001 -1.000000 4.499999
vt -1.999999 -1.000000 4.500000
vt 4.500000 -1.000000 -1.999999
vt -3.499999 -1.000000 -2.000001
vt 4.500000 -1.000000 2.999999
vt 4.500000 2.000000 2.999999
vt 3.000001 -1.000000 4.499999
vt 3.000001 2.000000 4.499999
vt 4.500000 -1.000000 -1.999999
vt 4.500000 2.000000 -1.999999
vt 3.000001 -1.000000 -3.499999
vt 3.000001 2.000000 -3.499999
vt 2.999999 -3.500000 -1.000000
vt 2.999999 4.500000 2.000000
vt -2.000001 4.499999 2.000000
vt 3.000001 -3.499999 2.000000
vt 3.000001 -3.499999 2.000000
vt -2.000001 4.499999 2.000000
vt -1.999999 -3.500000 2.000000
# 30 texture vertices
vn 0.000000 0.000000 1.000000
vn 0.000000 1.000000 0.000000
vn 0.000000 0.000000 1.000000
vn 0.000000 0.000000 1.000000
vn 1.000000 0.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 0.000000 -1.000000 0.000000
vn -1.000000 0.000000 0.000000
# 8 vertex normals
g Material__35
usemtl floor
f 1/1/1 4/2/4 3/3/3
f 1/9/1 6/4/6 2/5/2
f 2/10/2 8/6/8 4/11/4
f 4/12/4 7/7/7 3/13/3
f 3/14/3 5/8/5 1/15/1
f 2/16/2 6/17/6 8/6/8
f 4/18/4 8/19/8 7/7/7
f 3/20/3 7/21/7 5/8/5
f 1/22/1 5/23/5 6/4/6
f 1/1/1 2/24/2 4/2/4
f 7/25/7 8/26/8 5/27/5
f 5/28/5 8/29/8 6/30/6
# 12 faces
g
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And my textures.mtl file.
Code: | # Max2Mtl Version 4.0 Mar 10th, 2001
#
# Multi/Sub Material__35 (3) to come
#
newmtl ceiling
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.9 0.9 0.9
d 1.0
Ns 0.0
illum 2
#
newmtl walls3
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.9 0.9 0.9
d 1.0
Ns 0.0
illum 2
#
newmtl floor
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.9 0.9 0.9
d 1.0
Ns 0.0
illum 2
#
# Multi/Sub Material__35 done
#
# EOF
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Quick picture of my box room, just to demonstrate (90 units high).
I’m running Windows XP with Service Pack 3, the modelling application I use is 3ds Max 8, I’m much more comfortable and knowledgeable with it than I am with the Hammer Editor, and it also supports exporting as .objs with .mtls. I’ve tried learning Hammer, but I see Max as a much better option for me right now.
All files are in their own folder in the C:\Program Files\GEEdit2 directory, if it matters.
So is there anyway of fixing the error that I'm getting? I'm content on using Max as my package, I've learnt too much to throw it all away just to use the Hammer Editor.
Thanks in advance. |
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DELETED Guest
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Posted: Fri Nov 21, 2008 9:34 pm Post subject: |
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Sigma Storm Agent


Joined: 13 Nov 2008 Posts: 10 Location: Melbourne, Australia  |
Posted: Fri Nov 21, 2008 9:53 pm Post subject: |
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Thanks, I tried opening Image Tools from the Visual Editor window and it worked, but now I'm up the the point in the tutorial where you save the .bg file as 660D70.bin for Runway, but I can't see my room in the Visual Editor, it's just blank space, any ideas?
All I see is the three axis' from 3ds Max (well thats what it sort of looks like), weird... here's a picture.
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DELETED Guest
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Posted: Fri Nov 21, 2008 9:57 pm Post subject: |
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Sigma Storm Agent


Joined: 13 Nov 2008 Posts: 10 Location: Melbourne, Australia  |
Posted: Fri Nov 21, 2008 10:04 pm Post subject: |
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Yeah I did that, still the same.
I just noticed, when I export as .objs, it doesn't generate any RoomIndices.bin like it does in the tutorial, could this be why? |
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DELETED Guest
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Posted: Fri Nov 21, 2008 10:06 pm Post subject: |
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Sigma Storm Agent


Joined: 13 Nov 2008 Posts: 10 Location: Melbourne, Australia  |
Posted: Fri Nov 21, 2008 10:20 pm Post subject: |
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Okay, no problem.  |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Nov 21, 2008 11:10 pm Post subject: |
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You should be fine using 3ds max for this, so don't worry about that. If you have any good 3ds max tutorials feel free to make a topic linking to them, I'd like to have tutorials for a bunch of editors here so everyone can use whatever they're most comfortable with.
Quote: | I just noticed, when I export as .objs, it doesn't generate any RoomIndices.bin like it does in the tutorial, could this be why? |
That sounds like the problem. I've never really followed that tutorial before but from what it sounds like it generates those files based on the group names. You've only got one room, have you grouped it anyway and named it Room01? That's the only thing I can think of.
A few more things, that tutorial is a bit outdated, you shouldn't need to make a floorplan anymore (it will be faster though), as the editor has gotten a lot better at clipping now, and there is an auto portal option that should save you a ton of time. Just some things to be aware of in case you get it working. |
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Sigma Storm Agent


Joined: 13 Nov 2008 Posts: 10 Location: Melbourne, Australia  |
Posted: Sat Nov 22, 2008 12:11 am Post subject: |
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[quote="Sigma Storm"] Dragonsbrethren wrote: | You should be fine using 3ds max for this, so don't worry about that. If you have any good 3ds max tutorials feel free to make a topic linking to them, I'd like to have tutorials for a bunch of editors here so everyone can use whatever they're most comfortable with.
Quote: | I just noticed, when I export as .objs, it doesn't generate any RoomIndices.bin like it does in the tutorial, could this be why? |
That sounds like the problem. I've never really followed that tutorial before but from what it sounds like it generates those files based on the group names. You've only got one room, have you grouped it anyway and named it Room01? That's the only thing I can think of.
A few more things, that tutorial is a bit outdated, you shouldn't need to make a floorplan anymore (it will be faster though), as the editor has gotten a lot better at clipping now, and there is an auto portal option that should save you a ton of time. Just some things to be aware of in case you get it working. | I think that's the issue as well, but it's still giving me problems, I'll keep fiddling around with it, and if I make any more progress I'll keep you posted.
But just for now I'll post the export options for .objs from 3ds Max to see if you understand any of it, because I don't and I'm just really going with the flow till I find something that works.
As for 3ds Max tutorials, I'd recommend the following, they helped me A LOT, they're weapon modeling tutorials, but they pretty much teach you what you need to know.
Modeling a 3D Glock weapon
Modeling a Beretta 9000
Creating a weapon for Source
Hope they help!
Last edited by Sigma Storm on Sat Nov 22, 2008 12:16 am; edited 1 time in total |
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Sigma Storm Agent


Joined: 13 Nov 2008 Posts: 10 Location: Melbourne, Australia  |
Posted: Sat Nov 22, 2008 12:14 am Post subject: |
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Oops, I quoted myself instead of editing my post, my bad.  |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Sat Nov 22, 2008 4:49 am Post subject: |
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For one thing, 3ds max export there, the mtl file did not include the textures. It would say map_Kd bitmap.bmp. You basically convert your level to a RoomVertices.bin, RoomIndices.bin, then change your text file of rooms, then export bgfile. It should auto import back in. Try going to the coordinates mentioned in your vertices? We'll try and get you going, glad to hear your interest!
Is anyone open to writing a new tutorial? I think this tutorials a little out of date, since nowadays, it will simply load the bitmaps automatically from the mtl file, and ask you to pick input/output ROMs that will use this. |
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Sigma Storm Agent


Joined: 13 Nov 2008 Posts: 10 Location: Melbourne, Australia  |
Posted: Sat Nov 22, 2008 5:01 pm Post subject: |
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Well, I managed to get something working, but it's not my room, in fact, I have no idea what it is.
Any progress is good progress I spose. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Sat Nov 22, 2008 5:04 pm Post subject: |
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When you made your level, did you do File -> New? That's got to be your room if so! Could it be using the wrong texture? In order to get textures you need to use the Update Images from Image Editor button in Image Tools after choosing the right ROM |
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Sigma Storm Agent


Joined: 13 Nov 2008 Posts: 10 Location: Melbourne, Australia  |
Posted: Sat Nov 22, 2008 5:20 pm Post subject: |
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SubDrag wrote: | When you made your level, did you do File -> New? That's got to be your room if so! Could it be using the wrong texture? In order to get textures you need to use the Update Images from Image Editor button in Image Tools after choosing the right ROM | Yeah I did that but there was nothing mentioned in there about Image Tools. This time round I'm using this tutorial, seeing as I couldn't get any further in the other tutorial that I was using.
If that is my level, it's upside down. Maybe if I uncheck the Rotate model, that could be one of the problems.
[EDIT 1: Yep. That's my room alright, I unchecked Rotate model when I exported and it turned out alright, just those textures aren't the ones I used, and my rooms a little small.]
[EDIT 2: I made my room larger and I can see inside of it, all I need to fix is the texture issue and I should be set to go. Any ideas?]
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Sat Nov 22, 2008 6:11 pm Post subject: |
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Ooh great! If your level looks that small, it probably is that small I'd enlarge it a bit in your model editor so it's easier to work with.
Ah yes, the hammer editor tutorial is more recent, use that. Try starting over with that tutorial, including how it adds textures, and you should be dandy! Or you can use project mode in your current one, and textures should no appear, if you refer to the right ROM with the textures changed. But I would recommend using the texture import method in hammer tutorial. |
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