View Full Version : I need some way to extract vertexdata..
sketzh
January 29th, 2003, 22:55
Does anyone know how to extract the vertex data from a rom like Zelda ??
Is there a plugin that already supports it?
Please help.
sketzh
January 30th, 2003, 02:34
I guess what a plugin does it to load the vertex-data from the rom-file right?
If so, how are those romfiles put together?
CpU MasteR
January 30th, 2003, 05:46
We dont accualy see the vertex math. All the plugin does is calculate the vertex data that the rom throws at the plugin. I thin there might be a way to dump it, but no plugin allows that just yet.
Rice
January 30th, 2003, 06:21
So many open source plugins are available, you can take anyone and modify it a little bit to dump what you want. Need no more than 5 lines of code.
sketzh
January 30th, 2003, 09:02
Originally posted by Rice
So many open source plugins are available, you can take anyone and modify it a little bit to dump what you want. Need no more than 5 lines of code.
Can that be done using VC++ 6.0 ?
Can you name any specific plugins that would be easy to modify ?
BTW: 5 lines of code... Can you give me those 5 lines of code I need, please ?
PS.. There will be created index&vertex -buffers for all objects at the start of the game right ?
Doomulation
January 30th, 2003, 09:58
VC++ 6 will do fine. There are many plugins...try the unofficial daedalus plugin for example.
sketzh
January 30th, 2003, 12:06
BTW: 5 lines of code... Can you give me those 5 lines of code I need, please ?
What do I write to get the vertex data out ?
sketzh
January 30th, 2003, 19:40
anyone?
Rice
January 30th, 2003, 20:08
You can do with just 2 lines.
ofstream outputfile("c:\\vertex-output.txt"); // Open the file
......
outputfile << v.x << ", " << v.y << ", " << v.z << ", " << v.norm.x << ", " << v.norm.y << ", " << v.norm.z << ", " << "\n"; // output vertex data to the opened file
.......
Of course you need to figure out where to put each line. Good luck.
Remote
January 30th, 2003, 20:29
LOL:D
sketzh
January 30th, 2003, 20:40
Originally posted by Rice
You can do with just 2 lines.
ofstream outputfile("c:\\vertex-output.txt"); // Open the file
......
outputfile << v.x << ", " << v.y << ", " << v.z << ", " << v.norm.x << ", " << v.norm.y << ", " << v.norm.z << ", " << "\n"; // output vertex data to the opened file
.......
Of course you need to figure out where to put each line. Good luck.
Is that really all it needs.. damn.. thats not much =)
BTW: is there a special way to compile the file so that it turns up as a DLL ?? I have only done exe's at school...
Rice
January 30th, 2003, 23:24
Originally posted by sketzh
Is that really all it needs.. damn.. thats not much =)
BTW: is there a special way to compile the file so that it turns up as a DLL ?? I have only done exe's at school...
It IS real that you only need these two lines. And you don't need to build an EXE, just add these two lines to a plugin, and build it, and then use this plugin to play the games, all vertex data will be dump into the file.
Not use these two lines to make an EXE, but ADD two lines to an existing plugin project.
sketzh
January 31st, 2003, 00:27
Originally posted by Rice
It IS real that you only need these two lines. And you don't need to build an EXE, just add these two lines to a plugin, and build it, and then use this plugin to play the games, all vertex data will be dump into the file.
Not use these two lines to make an EXE, but ADD two lines to an existing plugin project.
To make the plugin work I have make a new build. And as I recall it all plugins are DLL's right?
My question is just: is there some special stuff to set up to build as a DLL?
Rice
January 31st, 2003, 01:06
Originally posted by sketzh
To make the plugin work I have make a new build. And as I recall it all plugins are DLL's right?
My question is just: is there some special stuff to set up to build as a DLL?
The source projects have already been set ready to build into a DLL. You don't need to modify the project setting.
sketzh
January 31st, 2003, 01:18
okiedokie then.. =)
I think I saw somewhere that Zelda is kept in its own fileformat somehow.. Is that true ?
travkliewer
February 1st, 2003, 23:39
I would very much like to do the same thing sketzh is trying to do. I'm currently trying to develop an extensive zelda encyclopedia and true polygon models of characters and enimies would incredabuly inhance my project. I don't know very much about programming so once someone finds out I'm hoping that maybe they could share their findings with the public. I'm really just throwing my thougts into the subject looking for a response. Thank you very much.
sketzh
February 2nd, 2003, 16:38
Originally posted by travkliewer
I would very much like to do the same thing sketzh is trying to do. I'm currently trying to develop an extensive zelda encyclopedia and true polygon models of characters and enimies would incredabuly inhance my project. I don't know very much about programming so once someone finds out I'm hoping that maybe they could share their findings with the public. I'm really just throwing my thougts into the subject looking for a response. Thank you very much.
I am currently making a 3D-intro for a gamecompany. But when I am done (in a few days) I will get back to you.
Write your email here so I can contact you.
sketzh
February 2nd, 2003, 23:20
WTF.. this: daedalus_graphics_src_0.08b_pre4.zip is missing a png.h file.. it wont compile.. damn..
Is it not supposed to be recompilable ??
Rice
February 3rd, 2003, 00:56
lol, you happened to pick the one with problems.
sketzh
February 3rd, 2003, 00:58
Originally posted by Rice
lol, you happened to pick the one with problems.
version 3 is missing some stuff too..
mmkay.. have you got a link to a noneprobby one then ?
one with everything included ready to compile..?
some zlib.h is missing too among others as well..
jvolel
February 3rd, 2003, 04:59
Originally posted by sketzh
Does anyone know how to extract the vertex data from a rom like Zelda ??
Is there a plugin that already supports it?
Please help.
Are you trying to extract the models from the game by any chance?
sketzh
February 3rd, 2003, 07:44
Originally posted by jvolel
Are you trying to extract the models from the game by any chance?
Well TRYING is a big word here.. :) I am missing a lot of files before I can even compile the plugin.. But yer, I trying to extract the models! :blush:
travkliewer
February 4th, 2003, 01:57
Originally posted by sketzh
I am currently making a 3D-intro for a gamecompany. But when I am done (in a few days) I will get back to you.
Write your email here so I can contact you.
my email is travkliewer@hotmail.com, something like this would be great, thanks alot.
euphoria
February 4th, 2003, 10:18
Hey sketzh have you tried icepir8's TR64 OGL plugin? Latest source can be found at this thread (http://www.emutalk.net/showthread.php?threadid=11455)
Or you could try glide64 source with eVoodoo from here (http://glide64.emuxhaven.net)
Doomulation
February 4th, 2003, 12:03
Originally posted by sketzh
some zlib.h is missing too among others as well..
Download the zlib dll from their homepage and you will have the header you need.
Falcon4ever
February 4th, 2003, 12:24
Why do you want to use the deadalus source?
Glide64 is also opensource
Icepir8's openGL plugin is also opensource
Rice ;) also has an opensourced plugin (released a few weeks/days ago)
Try those, maybe they will compile.
Good luck.
:)
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