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PostPosted: Mon Jul 10, 2017 6:25 pm 

Joined: Thu Jul 30, 2015 5:39 pm
Posts: 15
Evening, people. ATM, Im messing with topic game levels. Lacking a proper level editor/viewer with export option, I went through the old frame-ripping method.
I couldn't find neither a ripper for the game directx version. But there was a port to N64, a console with depth z-buffer. I heard bango.
So, I followed the instructions at this tutorial:https://www.vg-resource.com/thread-16126-page-3.html
I assumed it would only dump on-screen rendered geometry and that a little manual re-alignment would be necessary.
Here is my problem: everything is rotated around the camera as reference, so joining the pieces together gets extra-hard.
Image
I tried the suggestion in this tutorial, to export as .obj into Milkshape and give a rotation of 90 degrees x-axis around the origin.
It doesn't work, moreover it join all the meshes together. Bad mojo.
I would prefer to work with Blender only, any tip about giving it the exact x-axis rotation or some magic trick that I dont know?
Because my last chance is a fresh from-scratch start :(
Thanks in advance. Just say it if you people need a .blend sample.
PD: If someone is willing to support this, go and PM me. There are 17 levels so it will be appreciated some help.


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PostPosted: Tue Jul 11, 2017 9:07 pm 
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Joined: Fri Aug 12, 2016 1:18 pm
Posts: 2
I think you need something like script from this Xentax topic, especially like the one from my attach (but it's for 3ds max) - script rotates whole scene and aligns selected poly to ground or front or side planes.
Alternatively, you can try to hack a camera coordinates in emulator (using cheating tools) and set it's rotation and angles to 00 (or 90-180-270), before ripping.


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PostPosted: Tue Jul 11, 2017 9:30 pm 

Joined: Thu Jul 30, 2015 5:39 pm
Posts: 15
Andrakann wrote:
I think you need something like script from this Xentax topic, especially like the one from my attach (but it's for 3ds max) - script rotates whole scene and aligns selected poly to ground or front or side planes.
Alternatively, you can try to hack a camera coordinates in emulator (using cheating tools) and set it's rotation and angles to 00 (or 90-180-270), before ripping.

Thanks a lot for your guidance! I just read you so need to take a further look to your link and search for some cheat engine compatible with N64 emulators (or d3d8 compatible, the video plugin used for ripping). I feel wih a new starting point, so exciting, thank you again!


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PostPosted: Tue Jul 11, 2017 11:14 pm 
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Joined: Fri Aug 12, 2016 1:18 pm
Posts: 2
It's better to use Project64 emulator with LemD3D9.dll plugin (tested with v2.3.2 of P64) - better controls (gamepad support) and built in cheats, also faster emulation.
No built-in cheat for camera position unfortunately.


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PostPosted: Fri Jul 14, 2017 12:50 pm 

Joined: Thu Jul 30, 2015 5:39 pm
Posts: 15
Andrakann wrote:
It's better to use Project64 emulator with LemD3D9.dll plugin (tested with v2.3.2 of P64) - better controls (gamepad support) and built in cheats, also faster emulation.
No built-in cheat for camera position unfortunately.

Thanks for the advice, Im not familiar with N64 emulation scene and Pj64 is fairly better at running many games. For example, NC its only supported by this particular 1964 v1.1 and Pj64 seems to run it since long ago prior 2.3.2. Also, the fps increment is notable in the intro demo with wolvies, faceless, dockers and harpys fightin each other. The built-in cheats come handy too.
As for the script, I must be doing something wrong because just started to play with it... It rotate/aligns correctly to grid but with all geometry flat. I tried similar Blender scripts with same result. Here:
Image
However this may result useful for rebuild a game map using this flat result as map-layout.
I run into this Blender addon, pretty neat, maybe some of you are looking for something like it
Mesh Align Plus: https://github.com/egtwobits/mesh-align-plus/wiki (thanks to Eric Gentry for your work)
Alternatively, I found a clumsy trick to make the scene align to ground which works surprisingly well: literally, make the whole chunk
of level fall with physics and collide with a ground-plane 8-) .


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