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Post by Deleted on Sept 4, 2012 10:54:48 GMT -5
Here's programs I've already written for Z64 modding dl2obj - converts display lists to wavefront obj's (also rips textures) dlpos - allows you to position, rotate, and scale display lists n64conv - a replacement for the tool in ZLE2's texture export folder; converts the files into .tga's. This was written because the tool that comes with ZLE is 16-bit and won't work on 64-bit pc's. tga2i4 - converts a 32-bit RGBA (uncompressed) .tga to an i4 texture tga2i8 - converts a 32-bit RGBA (uncompressed) .tga to an i8 texture tga2rgba16 - converts a 32-bit RGBA (uncompressed) .tga to a rgba16 (5551) texture tga2rgba16 - converts a 32-bit RGBA (uncompressed) .tga to a rgba32 (8888) texture ;----------------------------------------------------------- Here's some pics of a new program I'm working on called Z64rip. It rips fully skinned models from zobj's to valve smd's and other miscellaneous things (ripping textures and display lists as wavefront obj's). Current features: - Can manually set banks with the -b# arguments (eg. -b4 gameplay_keep.zdata would use gameplay_keep.zdata as bank 4) - Follows 0xDE display lists calls - Rips textures to .tga's - Rips display lists to .objs - Converts .zobj's into fully skinned valve smd's Todo: - Handle the 0xDA set matrix command (this will rig the protruding vertices to 2 bones and make every nice and smooth) - Set the texture based on tile # (this will fix the screwy textures, perhaps I could even make it have multi-texture support?) - Make it possible to rip animations to valve smd's It should be done in a few days. Tell me what you think
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Post by Axel on Sept 4, 2012 18:10:39 GMT -5
Makes me wish i didn't have a Mac now Although i might be able to run something that emulates windows.
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Post by bobbotheclown on Sept 6, 2012 9:21:45 GMT -5
you could try opening them with wine. not sure if it would work, but they have wine on mac too(i think it's an unofficial port)
also. makes me wish i had the slightest clue what any of this stuff is.
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Post by Deleted on Sept 7, 2012 2:13:10 GMT -5
These are just some various tools I've created for modding. I also started rewriting Hylian Cartographer 2 days ago. I'll honestly say it has the best 3d engine I've ever written. Btw, it does do more than draw cubes and pyramids. That was just my last test to make sure the drawing of vertex arrays that contained both quads and tris would work correctly. Right now, I'm already getting started on writing the texture and object loaders. Unlike last time, I'm using MSVC10 (which is standard and can be run in Wine) and I'm morely focused on graphics editing.
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Post by Deleted on Sept 7, 2012 14:01:34 GMT -5
The Glade library don't work properly for me, so using GTK would mean I'd have to create the entire GUI blindfolded. I also tried Qt, but it crashes my computer. This is really my only other alternative.
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Post by Deleted on Sept 9, 2012 5:28:03 GMT -5
Here's an update on HC: - Added some flair to the GUI - Added support for loading Wavefront OBJ's (no textures yet) - Added mouse handling, can now look around by right clicking and dragging mouse in opengl view a preview
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Post by bobbotheclown on Sept 9, 2012 7:52:04 GMT -5
holy crap. i might actually start modding zelda if that tool is as easy as it looks.
wanted to do a historically accurate zelda
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Post by Deleted on Sept 10, 2012 0:58:21 GMT -5
Sweet! Nice to know someone appreciates my work ;D Finally got textures working The compass was black when I took this pic because a texture is binded from drawing cap. falcon. I've fixed it by temp-disabling the texturing when drawing the grid and compass. Anyway, that's one roadblock out of the way. Next I think I'll work on picking and moving objects. ;--------------------------------- Another update, I've added some extra rendering options such as enabling/disabling culling, depth testing, and textures and drawing only the mesh. Additionally, I've increased the size of the grid. (400x400 grid divided into 10x10 cells)
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Post by Deleted on Sept 10, 2012 3:55:25 GMT -5
No, I just got it 3 months ago. It's a Dell Inspiron N5050 running on a 2.3GHz pentium dual-core processor; 500GB hard-drive, 4GB ram, Intel HD graphics, tribooting with Windows 7, Ubuntu 12.04, and OpenSuse (11.04 I believe)
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Post by Deleted on Sept 11, 2012 0:21:30 GMT -5
Another update on the status. - Added the ability to load ZOBJ's (no textures yet) Each display list is created as a separate object, and the E7 commands are used to divide the mesh into groups of faces. - Added the ability to hide objects and vertex arrays from the file list by right clicking on them and clicking "Show / Hide" in the context menu. - Added the ability for objects to contain other objects. Basically, this means that when you load a .zobj, all the objects that are created from the display lists will be grouped under a parent object that has the same name as the .zobj file. This makes it easy for you to add multiple .ZOBJs to a single scene without getting mixed up with which display list belongs to which .zobj. Preview: Display List 28288 of object_link_boy.zobj, vertex groups for the hand disabled.
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Post by Deleted on Sept 11, 2012 4:07:20 GMT -5
It's because netbeans only allows you to use a specific Qt package, and if it's not the exact right one it will crash. I got it to work without crashing once, but wasn't able to get Netbeans to find the headers, (nor could I do it from the MinGW terminal)
Anyway, HC should work fine in Wine. It's been tested in Ubuntu.
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Post by Deleted on Sept 11, 2012 14:59:32 GMT -5
Netbeans supports C/C++ & PHP as well. I'll look into codeblocks, but HC is staying a MSVC app. Its just too much work too port it right now. Probably not gonna work on it today though, I feel like shit...seriously it feels like I'm being pinned down by 50lb weights and someone is jamming pencils in my ears.
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Post by bobbotheclown on Sept 12, 2012 7:30:09 GMT -5
Could this import blender materials
such as the sections of models that aren't textured but colored. I'm pretty sure zelda has some of those.
plan to download this as soon as my computer is up and running.(if its released by then, if not ill just download the current release of HC.)
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Post by Deleted on Sept 12, 2012 20:58:48 GMT -5
I see, I would have offered porting it, but no time. When I release it, I'll be sure to also release the source. Could this import blender materials such as the sections of models that aren't textured but colored. I'm pretty sure zelda has some of those. plan to download this as soon as my computer is up and running.(if its released by then, if not ill just download the current release of HC.) The rendering engine does support vertex colors. It also unbinds any textures if the mesh isn't textured, so you don't get texture mismatches like when you 'draw all' in UoT. As for the Blender import thing, I have a .blend loading library that I wrote, so I can modify that to work with HC if people really want it. Also, the older release of HC most likely won't work. It uses a beta MSVC11 runtime that no longer exists.
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Post by bobbotheclown on Sept 13, 2012 8:21:03 GMT -5
Bobbo, that is called gourad shading, and any good/decent/useable 3D program *should* support it i know that, what i was talking about was whether this program could import it into zelda or not.
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