PDA

View Full Version : geometry extraction...



sketzh
January 30th, 2003, 17:46
Does anyone know how to extract the vertex data from a rom like Zelda ??

The plugins do load the vertex-data from the rom-file right?



Rice wrote that it would only take 5 lines of code to do it....

What do I write to get the vertex data out ?

Anyone who knows ?

euphoria
January 30th, 2003, 19:41
You could take an open source plugin and modify it so that it dumps the vertex info. Or make a plugin yourself, it's not hard because you don't have to draw anything, just go through the dlist and process the zelda versions of G_DL, G_ENDDL, G_VTX, G_MTX and G_TRI1 (+other Zelda Triangle functions) and dump these. Textures are bit trickier and there's obvious problem of what vertex belongs to what object. Onnea.

Falcon4ever
January 30th, 2003, 20:15
I assume you ask someone to write it for you but i guess noone is gonna make it for you...

Do you know any C++?

sketzh
January 30th, 2003, 20:25
Originally posted by euphoria
...process the zelda versions of G_DL, G_ENDDL, G_VTX, G_MTX and G_TRI1 (+other Zelda Triangle functions) and dump these.

G_DL, G_ENDDL, G_VTX, G_MTX and G_TRI1... what are those ?




Originally posted by (NL)Falcon4ever
I assume you ask someone to write it for you but i guess noone is gonna make it for you...

Do you know any C++?

Yer I know a little C++. Do I need to know a lot ?

Falcon4ever
January 30th, 2003, 20:29
Forgive me being cruel but just read this line

-forget it-

Knowing a little C++ won't help you enough to create a DLL that can output the vertex info.

:)

sketzh
January 30th, 2003, 20:45
Originally posted by (NL)Falcon4ever
Forgive me being cruel but just read this line

-forget it-

Knowing a little C++ won't help you enough to create a DLL that can output the vertex info.

:)

Well.. I have actually never ever made a DLL. But I have made my 3D-engine several years ago in Watcom C++ 32bit Protected Mode (DOS).. So I have a little insight in C++.

I did Flat-, Gouraud- and Phong- shading in software rendering.
And thats like 5 years ago. I have just started to code some Windows + Dx8 a few weeks ago..

But I want to build my own 3D characters much like those in Zelda. So it would help me a lot if I could rip to see how they could actually make such fine characters in such a little triangle count.. Amazing!

euphoria
January 31st, 2003, 08:41
Originally posted by sketzh
G_DL, G_ENDDL, G_VTX, G_MTX and G_TRI1... what are those ?

Those are n64 RDP commands. All you need is an open source plugin and if you don't understand by looking it how you can dump the vertex info, you should learn more C until you do.



Forgive me being cruel but just read this line
-forget it-
Knowing a little C++ won't help you enough to create a DLL that can output the vertex info.

Don't be discouraged by this post, since this is not hard to do. All you need is a little understanding of how dlists work and how to print to a file and how to compile it :)

sketzh
January 31st, 2003, 11:04
Originally posted by euphoria
Those are n64 RDP commands. All you need is an open source plugin and if you don't understand by looking it how you can dump the vertex info, you should learn more C until you do.


Well I better get myself an opensource plugin then :D

icepir8
January 31st, 2003, 15:59
As Taz would say....
Y 4 do U wish this Y 4?

There is a lot of info you need to export for it to be usefull. Having an idea what you are going to use the vertex dump for would help in determining what you need dumped.

sketzh
January 31st, 2003, 16:22
Originally posted by icepir8
There is a lot of info you need to export for it to be usefull. Having an idea what you are going to use the vertex dump for would help in determining what you need dumped.

Well.. I am trying to make some figures in 3D.. As I love the characters in Zelda (especially Link as a kid) :) I would like to get the vertices and the trianglelist so I can see and learn from them to create my own characters.. :blush: It wouldnt hurt either if I could squeeze my triangle as much as Nintendo can :D

sketzh
February 2nd, 2003, 22:18
WTF.. this: daedalus_graphics_src_0.08b_pre4.zip is missing a png.h file.. it wont compile.. damn..

CpU MasteR
February 2nd, 2003, 22:32
Originally posted by sketzh
WTF.. this: daedalus_graphics_src_0.08b_pre4.zip is missing a png.h file.. it wont compile.. damn..

It uses some kind of library for the texture dumping feature. Try looking for it.

sketzh
February 2nd, 2003, 22:55
Originally posted by CpU MasteR
It uses some kind of library for the texture dumping feature. Try looking for it.

Arghh!!! Why have they taking that away from the source ?
The files are probably freeware if I am not wrong...
Damn.. If I get the file somehow it will probably turn up to be an older release or newer or whatever..

euphoria
February 3rd, 2003, 16:24
Originally posted by sketzh
Arghh!!! Why have they taking that away from the source ?
The files are probably freeware if I am not wrong...
Damn.. If I get the file somehow it will probably turn up to be an older release or newer or whatever..

Maybe you should take a look at http://www.libpng.org/

sketzh
February 3rd, 2003, 17:55
Originally posted by euphoria
Maybe you should take a look at http://www.libpng.org/

I have downloaded: lpng125.zip and zlib114.zip numerous times.
When I am compiling the plugin it still ****s up. All the time.. Missing files. :getlost:

Well, so be it. Enough time wasted on this.

Rice
February 3rd, 2003, 18:22
sketzh, did you check you private message?

Cyberman
February 4th, 2003, 06:41
Err.. sometimes you ought to check where the files are located and such. You need the libpng files I think in a specific directory :)

Gee.. this reminds me of compiling image alchemy with tcl support! :)

Cyb