 |
 |
GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
|
 |
 |
 |
 |
|
 |
 |
 |
 |
 |
StrikerMan780 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Fri Jan 15, 2010 8:22 pm Post subject: Having Problems with Weapon Model .obj Export |
 |
|
I've been working on a GoldenEye 007 Related project for a long while now, and have had need access to the weapon models, for various reasons.
Recently, I've come across the GoldenEye Setup Editor, and it has exactly what I need, a very good program indeed... BUT, there is a problem. When trying to export Weapon Models to OBJ, the model's shape/geometry is correct, but there are major problems with Groups, and Materials. Groups are assigned to all the wrong polygons, and the materials seem to be set to the wrong groups as well. Muzzle Flash is the only thing that turns out correctly, and I end up with the muzzle flash texture all over the model.
Is there a Work-Around, or is this a bug that needs to be fixed for the next GE Setup Editor? If so, could the devs please look into it? That would be great, thanks.
Last edited by StrikerMan780 on Mon Jan 18, 2010 7:50 am; edited 1 time in total |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sat Jan 16, 2010 6:29 am Post subject: |
 |
|
You're quite right. It's fixed now in beta, if you do grab latest beta (run as admin), then run beta instead. I still see some weirdness with blue instead of red, I think it's because it can't handle the AA891301010A.bmp texture which was 1 x 1. It seems to work in the editor oddly though. |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sat Jan 16, 2010 6:38 am Post subject: |
 |
|
Also this texture needs fixing, not sure why it loads in editor but not in bmp programs:
B257E501010A.bmp
One final note:
The .obj format doesn't support vertice coloring, only on a triangle basis, so it's not as perfect as in-game. |
|
|
|
|
|
 |
 |
 |
 |
 |
StrikerMan780 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Sat Jan 16, 2010 1:53 pm Post subject: |
 |
|
Ok, that fixed part of the problem. Thanks.
I'm still having problems with the models being completely black when imported into modeling programs, they either correct themselves when I turn on fullbright lighting, or remain black until I flip the faces, or make them double-sided.
I use Milkshape 3D 1.8.4 most of the time, if that helps.
Mind if I make a request? Could a checkmark box be added next to the Export OBJ Button that sets it so it just creates the base materials in the model, without the colored shading, so there isn't a mass amount if different Materials to adjust. I don't need the colors like in the real game, because the engine I'm working with doesn't support material colors to begin with.
Last edited by StrikerMan780 on Mon Jan 18, 2010 7:52 am; edited 1 time in total |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sun Jan 17, 2010 5:40 am Post subject: |
 |
|
I added a button to export without colors if you want to regrab beta. |
|
|
|
|
|
 |
 |
 |
 |
 |
StrikerMan780 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Sun Jan 17, 2010 9:38 am Post subject: |
 |
|
Excellent, thanks man, this all helps. These are the only problems left:
Some issues with groups I am assuming.
Texture trouble.. UV Map problem I'm guessing? I may be wrong. Look at the bit on the handle where the texture is puny and has lines in it, and the bits on the top and side of the gun where the texture is squished to the point there is a bunch of lines.
Last edited by StrikerMan780 on Mon Jan 18, 2010 7:52 am; edited 1 time in total |
|
|
|
|
|
 |
 |
 |
 |
 |
Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
 |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sun Jan 17, 2010 10:07 am Post subject: |
 |
|
No u/v problem, it's a 1x1 texture which doesn't seem to be able to properly be read by any tool other than the editor. Try and replace it with a 1 x 1 of your choosing.
 |
|
|
|
|
|
 |
 |
 |
 |
 |
StrikerMan780 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Sun Jan 17, 2010 12:47 pm Post subject: |
 |
|
I'm speaking of the bottom pic, and in your pic, has the same problem. Look at the Klobb handle, Lower part of side, and Top.
Now, as far as that 1x1 problem, I don't believe bitmaps are treated well when they are that small by most programs. How about tiling it when exported to make it 2x2? Dunno if that will work, but it is worth a try.
Last edited by StrikerMan780 on Mon Jan 18, 2010 7:53 am; edited 2 times in total |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sun Jan 17, 2010 1:06 pm Post subject: |
 |
|
Strange, you're right, u,vs are off on that. I don't know if that's me or Rare, but presumably it's me. |
|
|
|
|
|
 |
 |
 |
 |
 |
StrikerMan780 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Sun Jan 17, 2010 1:37 pm Post subject: |
 |
|
Problem with Duplicately named groups:
 |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sun Jan 17, 2010 5:37 pm Post subject: |
 |
|
.mtl file looks clean to me. I think it's a problem with that modeller.
newmtl m0
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd B4028AOther20203.bmp
newmtl m1
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd B40A98Other20203.bmp
newmtl m2
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd B41237Other20203.bmp
newmtl m3
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd B419ACOther20203.bmp
newmtl m4
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd AEB59901010A.bmp
newmtl m5
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd A3677Dw20h200x73COLORS377SIZE.bmp
newmtl m6
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd ABAA0B01010A.bmp
newmtl m7
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd 9AA66Ew20h200x18COLORSC4SIZE.bmp
newmtl m8
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd 9BF6D4w20h200x1CCOLORS.bmp
newmtl m9
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd 9FC3E3w20h200x6BCOLORS.bmp
newmtl m10
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd 9AA732w20h200x17COLORS.bmp
newmtl m11
Ka 0 0 0
illum 1
Ns 64
d 1.000000
map_Kd A7EA4301010A.bmp |
|
|
|
|
|
 |
 |
 |
 |
 |
StrikerMan780 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Sun Jan 17, 2010 5:40 pm Post subject: |
 |
|
EDIT: Never Mind...
Last edited by StrikerMan780 on Sun Jan 17, 2010 5:44 pm; edited 1 time in total |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
 |
Posted: Sun Jan 17, 2010 5:43 pm Post subject: |
 |
|
The groups are not named mXX. They are named primary - Part00, primary - Part04, etc |
|
|
|
|
|
 |
 |
 |
 |
 |
StrikerMan780 Agent


Joined: 15 Jan 2010 Posts: 18 Location: Nova Scotia, Canada.  |
Posted: Sun Jan 17, 2010 5:44 pm Post subject: |
 |
|
Never mind, something is wrong with the modeler in this case, my bad. I think I'll convert from OBJ to another format now, and try it from there. |
|
|
|
|
|
 |
 |
 |
 |
 |
|
 |
 |
 |
 |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
 |