View Full Version : Geometry Dumper... how?
CyBeRDrizzt
March 30th, 2003, 15:54
Hi
Has anyone worked out how to use the geometry dumper yet?
Everythime I try, nothing gets outputted, am i missing something?
Apart from that, Nemu is a great emu and the new debugger is amazing.
jvolel
March 31st, 2003, 03:21
yeah am wondering the same thing, and in what format it dumps them...
dav3
March 31st, 2003, 18:04
In the Video section of nemu, there is an option to do this.
It dumps them into the c: directory.
The format is VRML [extension .wrl (I think)]
To view them, download a vrml viewer. It's pretty neat to look at mario's head in a free view rather than from just fixed at the front.
(This option doesn't dump textures, so if you decide to pick the scene of the castle in mario64, you just get the shape of it.
CyBeRDrizzt
March 31st, 2003, 21:59
Thanks a lot Dav3
I can confirm that the output is C:\Output.wrl - so its a VRML world format, its amazing being able to see how hyrule field in zelda oot is created :)
jvolel
March 31st, 2003, 22:05
hey dav3 do you know if it is possible to open the VRML format in Milkshape or one of those modeling programs? or maybe convert it?..... I could of sworn I've seen an option to import VRML into milkshape.... edit: looks like there isn't an option to do that
Anton
April 1st, 2003, 12:44
Here's some screenshots.
Mario head - rendered in 3d max (it imports *.wrl files good):
Anton
April 1st, 2003, 12:51
3D max screen with Link's figure opened
(I dumped lot of stuff from kokiri forest - but saved just Link's figure). Needs some smoothing, though:
Awesome feature in Nemu.
Finally.
jvolel
April 2nd, 2003, 04:48
If this is a joke I am going to find where you live and strangle you lol
Chibi Nick
April 2nd, 2003, 10:05
Originally posted by jvolel
If this is a joke I am going to find where you live and strangle you lol It's all just one big joke... that's how I got this...
FEAR GOEMON!
Anton
April 2nd, 2003, 12:20
Originally posted by jvolel
If this is a joke I am going to find where you live and strangle you lol
Welcome to Kiev.
No, this is not a joke. I just forgot about april 1st, really :)
Try it.
Select "export vrml", just walk around in kokiri (the game really slows whith this box checked).
Import output.wrl from c:/ into 3dmax - and you'll see a lot of garbage, but zoom in - and you'll see everything. Link, kokiris, houses, crappy relief, other stuff.
As for mario head - when I put a light into the scene - his face looks facetted when rendered. Strange.
Chibi Nick
April 2nd, 2003, 23:25
Originally posted by Anton
Welcome to Kiev.
No, this is not a joke. I just forgot about april 1st, really :)
Try it.
Select "export vrml", just walk around in kokiri (the game really slows whith this box checked).
Import output.wrl from c:/ into 3dmax - and you'll see a lot of garbage, but zoom in - and you'll see everything. Link, kokiris, houses, crappy relief, other stuff.
As for mario head - when I put a light into the scene - his face looks facetted when rendered. Strange. His face looks faceted until you add an edit mesh (or poly) modifier and then select all the verts and weld them together with about a 0.00001 threshold... then you can apply smooth groups and it'd look good.
also, you will (at least in my experience) have to flip the polys... they get imported the wrong way...
Link!
jvolel
April 3rd, 2003, 01:44
Is it possible to extract the textures too?? that'd be insane :phone:
Chibi Nick
April 3rd, 2003, 07:02
Originally posted by jvolel
Is it possible to extract the textures too?? that'd be insane :phone: Yes they do... nemu's plug-in also has a "texture debugger" which you can use to rip the textures
but, these models aren't all that great, well they get the job done well on the n64, but they don't have all that clean of a mesh and they wouldn't be good for anything other than the games they were meant for... they're too low poly for any real use in a computer game... also the way link and goemon are done, they seperate all the parts and animate them that way... so the forearm and the upper arm are two different objects and such... and unless you have a game that animates that way, it'd be crappy...
link and the horse together are like 900+ polies... that's pretty darn low... not all that great of detail... especially when you can put models with 3000+ polies in a game..
anyways.. >.<
Anton
April 3rd, 2003, 12:18
Originally posted by Chibi Nick
but, these models aren't all that great, well they get the job done well on the n64, but they don't have all that clean of a mesh and they wouldn't be good for anything other than the games they were meant for...
well, they may be very useful for creating stationary *.md3 mapobjects for quake3 :)
Long ago I started to convert a kokiri forest onto a Q3 map and was stuck with models (kokiri houses).
But now I can continue the map, I think.
Anton
April 3rd, 2003, 12:28
Originally posted by Chibi Nick
His face looks faceted until you add an edit mesh (or poly) modifier and then select all the verts and weld them together with about a 0.00001 threshold... then you can apply smooth groups and it'd look good.
also, you will (at least in my experience) have to flip the polys... they get imported the wrong way...
Thanks for the tips, Chibi Nick :)
icepir8
April 3rd, 2003, 14:21
If you had the vetex normals used for lighting you could subdivide the triangles to smooth out the surfaces. It would take a little math but thats all really.
Arima`
April 3rd, 2003, 16:37
Thanks for the information about the new geometry extracting function in the emulator. It's really helpful and it's great to see the modeling techniques of Nintendo =).
Question though.
I'd like to know how to perform a unique editing mesh group in 3dsMax and how to apply the model a smoothing group (I tried To give him a smoothing group but even if I render him, he still remains flatshaded).
At another puzzling glance, the model in the viewport appears smoothshaded but has some very strange colorings.
Hope you can help me resolve these problems.
Thanks,
Arima`
PS: Here is a screen of Link in max. See what I'm saying?
jvolel
April 3rd, 2003, 18:37
Originally posted by Chibi Nick
Yes they do... nemu's plug-in also has a "texture debugger" which you can use to rip the textures
but, these models aren't all that great, well they get the job done well on the n64, but they don't have all that clean of a mesh and they wouldn't be good for anything other than the games they were meant for... they're too low poly for any real use in a computer game... also the way link and goemon are done, they seperate all the parts and animate them that way... so the forearm and the upper arm are two different objects and such... and unless you have a game that animates that way, it'd be crappy...
link and the horse together are like 900+ polies... that's pretty darn low... not all that great of detail... especially when you can put models with 3000+ polies in a game..
anyways.. >.<
I see what your saying,.... well they won't be usefully for todays games like the unreal engine games (though I wanted to put conker and berry and a few characters from that game into ut2k3 as well as make a smash bros mod) they might be helpfull for older engines like maybe even the hl engine games or other games that use low poly models. Btw can you check how many polies the conker model is from conkers bad fur day?
Anton
April 3rd, 2003, 20:01
Here's what Milkshape3D says about Conker:
Arima`
April 3rd, 2003, 22:15
Originally posted by Arima`
Thanks for the information about the new geometry extracting function in the emulator. It's really helpful and it's great to see the modeling techniques of Nintendo =).
Question though.
I'd like to know how to perform a unique editing mesh group in 3dsMax and how to apply the model a smoothing group (I tried To give him a smoothing group but even if I render him, he still remains flatshaded).
At another puzzling glance, the model in the viewport appears smoothshaded but has some very strange colorings.
Hope you can help me resolve these problems.
Thanks,
Arima`
PS: Here is a screen of Link in max. See what I'm saying?
I finally figured out how to do... thank you anyway :satisfied
jvolel
April 4th, 2003, 02:53
Originally posted by Anton
Here's what Milkshape3D says about Conker:
you got it to show in milkshape 3d ?!?!?! how and with what plugin?? (if any)
Anton
April 4th, 2003, 10:55
Originally posted by jvolel
you got it to show in milkshape 3d ?!?!?! how and with what plugin?? (if any)
1. Imported conker's *.wrl model into 3dmax
2. Selected Conker's model
2. Exported conker's model to *.3ds file
3. Imported this *.3ds into Milkshape3d
quite easy :)
jvolel
April 4th, 2003, 22:05
I don't have 3dsmax ........... but! i have found a program that lets you convert 3d formats to almost any other 3d format :holiday:
this is the link to the program http://home.europa.com/~keithr/Crossroads/index.html
to bad I get an error message saying parse error line 5 when I open the wrl :getlost: :doh:
Chibi Nick
April 5th, 2003, 01:26
Originally posted by jvolel
I don't have 3dsmax ........... but! i have found a program that lets you convert 3d formats to almost any other 3d format :holiday:
this is the link to the program http://home.europa.com/~keithr/Crossroads/index.html
to bad I get an error message saying parse error line 5 when I open the wrl :getlost: :doh: the site says vrml V2.0 isn't supported... maybe that's what it is?
Anton
April 12th, 2003, 19:02
Originally posted by jvolel
I don't have 3dsmax ...........
Actually, you can d/l it somewere - just search a bit...
Or - buy a cracked pirated version :)
(I bought 3dmax for $2)
Also - look for a shareware program called "3D exploration"
(now it's name is "deep exploration") - it converts/renders/previews, etc lot of 3d formats.
but you need to buy it after 30 days or d/l a crack.
http://www.righthemisphere.com/products/dexp/downloads/deepexploration.exe
Search - and you will find anything....
Chibi Nick
April 13th, 2003, 01:20
Originally posted by Anton
Actually, you can d/l it somewere - just search a bit...
Or - buy a cracked pirated version :)
(I bought 3dmax for $2)
Also - look for a shareware program called "3D exploration"
(now it's name is "deep exploration") - it converts/renders/previews, etc lot of 3d formats.
but you need to buy it after 30 days or d/l a crack.
http://www.righthemisphere.com/products/dexp/downloads/deepexploration.exe
Search - and you will find anything.... Hey... keep it legal...
ra5555
April 13th, 2003, 14:59
Originally posted by Arima`
Thanks for the information about the new geometry extracting function in the emulator. It's really helpful and it's great to see the modeling techniques of Nintendo =).
Question though.
I'd like to know how to perform a unique editing mesh group in 3dsMax and how to apply the model a smoothing group (I tried To give him a smoothing group but even if I render him, he still remains flatshaded).
At another puzzling glance, the model in the viewport appears smoothshaded but has some very strange colorings.
Hope you can help me resolve these problems.
Thanks,
Arima`
PS: Here is a screen of Link in max. See what I'm saying?
Nice, how did you get such smoothing
cause this is the best result I was able to get after rendering:
ra5555
April 14th, 2003, 07:22
nevermind I worked out how to do smoothing..
looking better now.
Standard
May 25th, 2003, 10:59
does the UVW mapping/assignment export as well...or do we hav to remap them to enable us to use the textures included in the game itself....?
wonder why Mario's Head's textures extract with the geometry while most ingame models don't get that benefit...
tommy_boy283
August 17th, 2003, 13:47
Whoa, all of this is cool. I wish I had 3d Max so I could rip 3d Models from N64 games...
alexa999
August 17th, 2003, 16:31
Man, I really need 3D Max!
Guru64
September 6th, 2003, 10:11
Hi guys!
Thanks to Nemu64's plugin, me and my friend are trying to convert models to Warcraft III.
Too bad the models are very small, so we have to scale them.
We allready got Mario's Head in Wacraft III, but he is too small and he is completly red (teamcolor).
I will post pics soon.
midda_cliff
September 24th, 2003, 09:55
I've managed to import a model of Link on Epona into Maya, but I can't smooth it at all. Does anyone here know how to smooth these models in Maya???
robpearmain
October 15th, 2003, 17:01
How can I get the textures. I know using the texture debugging option trhey display in the main window but how can I dump all these to a directory.
Many thanks
Anton
October 15th, 2003, 19:39
midda_cliff :
smooth it in 3Dmax (see beginning of this topic)
& THEN export it to maya
(i guess it understands *.3ds format?)
midda_cliff
October 16th, 2003, 00:15
No, it doesn't understand .3DS format (there's a plugin that can do that though), but I've worked it out now anyways. Thanks for your help though.
Anton
October 16th, 2003, 11:30
Maybe there are other formats - lwo, obj, etc., which Max can export & Maya - import?
I think such giants in 3D editing like maya & max can understand each other somehow :)
midda_cliff
October 16th, 2003, 14:21
I've found a way to import .3ds into Maya. I convert the.3ds to .dxf with a program called Crossroads, and then import the .dxf into Maya. But, as I said, there is a plugin for Maya that allows it to import .3ds files, but I can only find the one for older versions of Maya. It doesn't matter now anyways, becuase I've found out how to smooth the models anyways...
Anton
October 16th, 2003, 14:41
Good luck then :)
Pogo
November 9th, 2003, 05:04
Hi
I use 3DS right, and I've just imported the Kokiri Forest which I extracted in Nemu64. The model is great, but I have two questions:
How do you get the textures out of Nemu?
How do you apply the textures correctly?
I've noticed that ladders, chains, and things like those, have textures which turn certain parts invisible, when the actual model is just a rectangle.
These also seem to a bit of a trouble in 3DS
Thanks for the time! :rolleyes:
Guru64
November 9th, 2003, 07:36
1. You can't get textures out of Nemu with the default plugin. But there is another plugin that extracts textures.(forgot it's name)
2. Dunno.
midda_cliff
November 9th, 2003, 07:37
Good question, I'd like to know that too (if it can be done).
Anton
November 10th, 2003, 10:59
Better to make textures from screenshots, because if extract them from rom - the quality is VERY poor.
As for ladders, chains etc - there are textures with alpha chanel, which means transparency.
Similar is done in quake3-engine's games textures.
TGA texture with alpha-channel + small script file
So it depends on for what you need models from zelda?
If for converting, say, kokiri forest to a quake3 map (this is what I started to do long time ago, but lost interest...) - there are no problem with textures+alpha:
Draw rectangle (brush) in Q3 editor -> assign special "no draw" texture to it, then select just one face of that rectangle and assign a TGA texture with alpha channel (which have a script file) to it.
Example of script file (this is mine, from unfinished Kokiri Forest for Quake3) - wood texture (used on those thin bridges over Saria house):
textures/kokiri/wood
{
qer_editorimage textures/kokiri/wood.tga
surfaceparm trans
surfaceparm alphashadow
cull none
nopicmip
{
map textures/kokiri/wood.tga
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
If you need just to recreate a model in good quality in 3dstudio - you definitely need to improve the model, add some geometry, etc. So you don't ever need alpha channels. Just build those ladders in 3D.
sytaylor
November 11th, 2003, 13:45
If someone could make a lil executablethat plays kokiri forrest rendered in 3d max that would be SO cool, in development the things learned would no doubt be useful for modders around the world.
What do people think? I think it could be a fun projects, start with just the geometry, and then spend a while texturing it?
Im such a geek!
Pogo
November 16th, 2003, 14:59
Im such a geek!
If you're implying that you are "geek" simply due to the fact you are experienced in computing and technology, you are mistaken. Knowledge like that can take you very far in the 21st century. I pitty those who think not.
sytaylor
November 16th, 2003, 20:00
..nah im implying that im a geek because i want to do something that does nothing to further humanity but simply provides that giddy kind of joy that only something thats never really done before can do.
(Damn if i could structure a sentance i'd be dangerous)
In other words, a win32 exe that had link running around hyrule field or something, would just strike me as cool.. quite like a lot of the quake re-texturing projects out there.
Pogo
November 17th, 2003, 00:21
How is that geekish? I always thought a geek was the dumber version of a nerd.
sytaylor
November 17th, 2003, 09:18
nah a geek is a more obsessed version of a nerd..
Pogo
November 17th, 2003, 12:42
Obsessed with what?
sytaylor
November 17th, 2003, 14:27
nerdy stuff.
Pogo
November 18th, 2003, 10:12
Oh.... like Star Wars and Star Trek?
Anyway, I think we've flattened this thread.
sytaylor
November 18th, 2003, 12:28
Yeah shame.. i want hjyrule field running in native windows machine code dammnit!
Neophyte
December 16th, 2003, 12:10
Here's what Milkshape3D says about Conker:
I hate to ressurrect dead threads but...
I don't know if you read my thread on the PJ64 board but I'm starting a remake of Conker's Bad Fur Day for the PC and I've run into some road blocks namely my inability to get my hands on the geometry of the multiplayer levels as well as the character and weapon models.
I've been tearing my hair out trying to get the geometry from the levels of Conker's Bad Fur Day but no matter what I do I always meet failure. Since you've managed to get the geo I thought you could maybe give me some pointers on what I'm doing wrong.
I've installed Nemu on to my system without any problems. Now, I try to load the ROM and I get 100% of it but then it freezes. It says that it has encountered an error and it has to close now. Now I know that it isn't the ROM because it loads just fine in PJ64. And I'm pretty sure that it isn't the video plug-in because I've tried every video plug-in that I have and I still get the same error. So do you know what I'm doing wrong? Is there some special step that I'm missing that needs to be done to set up Nemu properly? Is there a special plug-in that I'll need to use? What steps did you take to get the geo? Any help you can give me will be greatly appreciated.
Again, sorry to bring this thread up but I'm pretty desperate.
Anton
December 16th, 2003, 12:53
Well... actually I don't know how to solve your problem, sorry.
I only know that Conker works very bad in nemu.
Those model I ripped was from the beginning (conker with chainsaw). This game works really bad in nemu for me.
Neophyte
December 16th, 2003, 15:47
Well... actually I don't know how to solve your problem, sorry.
I only know that Conker works very bad in nemu.
Those model I ripped was from the beginning (conker with chainsaw). This game works really bad in nemu for me.
Oh. Well, that's okay. Thanks for responding though. I appreciate it.
Do you know anyone that can get the geo of the levels though?
Anton
December 16th, 2003, 17:16
No, sorry.
jessman1988
December 17th, 2003, 01:02
PLEASE help me! I've never done this before, and I don't see ANY dumping option in the video "section". Can you PLEASE tell me what version of NEMU, and WHAT tab, with WHAT plugin, EXACTLY?!?!? Please hep me out. I really wanna see this, but I don't know where to go!
Anton
December 17th, 2003, 10:08
Nemu 0.8
In video settings check "export VRML"
Current geometry starts dumping to c:/output.wrl
Uncheck "export VRML" to finish dumping.
sytaylor
January 5th, 2004, 17:14
*bumpety*
just intrigued to see what people may have done with this in the time since this thread was last written in..
screenshots?
Neophyte
January 11th, 2004, 09:33
*bumpety*
just intrigued to see what people may have done with this in the time since this thread was last written in..
screenshots?
Unfortuneately, nothing. I still can't get Nemu to run ANY of my ROMs so that is a dead end. 1964, won't dump either. And PJ64, the only emu that will actually run Conkers, doesn't dump geo.
After this thread, I got desperate and decided to try find a disassembler so I could disasm the ROM and slowly, ever so slowly, piece together their fileformat for their models and then extract them from the ROM.
Now this approach would probably take me months of bloody hard work but it is doable and if I kept at it long enough would gaurantee results.
Of coarse, life being as it is, I ran into yet another road block. All of the free disassemblers on the net that I could find, either didn't disasm r4300i cpus or disassembled it poorly, leaving out key N64 instructions.
The only disassembler that I could find that would work with this cpu and system type is of coarse, IDA. Interactive Disassembler. In case you don't know, IDA is the supreme god of disassemblers. It is the absolute best in the business and induces drool in disasm freeks the world over. Unfortunately, that kind of awesome power tends to come at a price. A hefty price.
Only the advanced version supports the r4300i and its price tag is $800. 800 friggin dollars. Thats well out of my price range.
I would love to get this thing off the ground and started but I just don't have any the models,textures, and , most importantly, levels to make any kind of start. I've just about given up on ever getting this thing started as it seems to me to be all but impossible.
Maybe if I was allowed to beta test the next Nemu(is there one?) I could maybe help the developers find out what the hell is wrong with my comp and why it won't run any ROMs, but as that seems unlikely it looks like I'll just have to wait for the next version of either Nemu or 1964 and hope that they will run Conkers bad fur day.
Of coarse, if someone else can get Nemu to run Conkers and dump the geo that would help me greatly but from what I've heard only PJ64 can really run Conkers all that well.
So, Geo dumping is a no go as is disasming it and doing it the hard way. So to sum up: I'm still dead in the water when it comes to making this sequal.
NeoNight
January 11th, 2004, 11:21
um ill see if I can dump some geo's using 1964 ill just have to mess with some save states. I.e. I load up the lvl with jabo 1.5 then I save state close the rom then switch to lemmys plugin.
edit: I got the IDA program I'll pm you about it.... or try to...
edit: nvm I had no luck either any time I try to load up a save stat using lemmey's plugin in 1964 conker freezes along with the emu.... :crazy:
Neophyte
January 12th, 2004, 08:47
edit: I got the IDA program I'll pm you about it.... or try to...
You do? Sweet! Do you have the advanced version? Try disassembling a ROM and see what happens. If you have the advanced version then you should probably get a screen similar to this.
http://www.datarescue.com/idabase/gallery/mips_nintendo_n64.htm
On another note, I've just recently found the source to Rice's Daedalus 5.3.1 and since that plug-in seems to run Conker's I might just take a stab at modifying it's source to export to .vrml or something though it would take me some time. I'm not very familar with C.
But it looks like I might actually get this project off the ground afterall. :)
P.S. I'd appreciate it if you would post back on whether you have IDA Pro or Regular. Although I may be able to mod Daedalus to dump the models, I'd still like to take a look at the disassembly of Conker's to find out how they accomplished some things.
One of my goals is to make the game feel like the original as much as possible. To do that I need to figuare out how the A.I. was implemented among other things. I have a few ideas that I've based on in-game observation but nothing beats actually being able to look at the code for myself and finding out for sure.
Oh, and if you do happen to have the advanced version of IDA, and it does disassemble Conker's, I'll post my email address. You can send me whatever text files it produces that way. Thanks. :)
sytaylor
January 12th, 2004, 09:42
/me watches this space
NeoNight
January 12th, 2004, 21:59
Ok I have the IDA Pro version and yeah it looks like that screen. Am trying to disassemble conker right now.
edit: Looks like I have an older version of IDA Pro its version 4.17 That and doesn't seem like I can disassemble conker. Well the rom anyway..... :doh:
oh the other had if you want to get the full version of 4.6 I can get you a huge discount (it'll drop the price down to about ~ 246.00 )
Neophyte
January 13th, 2004, 12:48
Hmmm. You must not have the advanced version then. :-(
Crap. Oh, well.
As for the discount, that's not necessary. Though I do appreciate the offer, I don't really need IDA a whole lot so spending a couple hundred on a program that I'm probably going to only use once isn't too great of an idea on my part.
Anyway, I should probably get around to checking out the source for Daedalus. I've got a lot of work ahead of me.
Oh, and if I have any success with dumping the geo, I'll post here to let you guys know. I'll probably even document the changes I made to Rice's plug-in to get it to dump geo. That way everyone can benifit from it.
See ya, and once again thanks for the offer.
Viper_Viper
April 5th, 2004, 22:05
Sup guys, I just started to do some of this suff and was wondering... no one clearly stated how to get textures other than taking screenshots. I whould like to know how to rip them even with low quality. Thanks alot
MasterPhW
May 16th, 2004, 18:30
One month later I discovered this thread but nobody had answered these guy before me...
Plz, don't let this great topic die! It would b so great 2 see some of our fav BigN models in a mod or something like this.
What's with the Rice Video Mod? Is it developping? Died? Plz, not!
Neophyte
May 17th, 2004, 08:49
What's with the Rice Video Mod? Is it developping? Died? Plz, not!
Actually, I haven't really touched the Rice Vid plug-in's source. A lot of different projects have come up that have prevented me from actually progressing on this little side project. I've talked with Rice and I know how to dump the model geometery as well as the textures. It's just a matter of finding the time and energy to figuare out the format in which it dumps them in that is the difficult part.
I''ve almost completed some of my current projects and might be able to schedule time to sort this whole thing out later on, but that probably won't be for another week or two.
Rest assured though, my Conker remake isn't dead. Just delayed.
Gorgy
May 18th, 2004, 18:56
I`m remaking Zelda: OOT, and obviously it isn`t dead either, but delayed as well as Neophyte`s project. The problem, as described in the "Nemu Rocks"-topic, keeps me on the level of development that I`m at right now.
If I find some people with skills, they can join the team and solve this problem as well.
Just to make sure: It ain`t dead, no way!
Neophyte
May 19th, 2004, 06:03
Update:
I can get Conker's geo now thanks to the unoffical release of the latest LemD3D8 plug-in. Looks like my Conker's remake is back on track. :)
NeoNight
May 19th, 2004, 08:37
yay!.... erm what latest unoffical release??????
Neophyte
May 19th, 2004, 18:50
I meant the plug-in that Federelli is distributing for Lemmy. Its in the thread titled "New LemD3D released by Lemmy". I figuared it was unoffical because as Federelli said, it was never meant to be a plug-in.
Federelli
May 19th, 2004, 19:18
Exactly, it was never even meant to be release as far as i know, but it's worth trying
KaokanDBZ
June 7th, 2004, 14:30
If you're willing to give it some time, exporting the geometry and textures of a N64 game can work out quite nicely. Check out this Malon I put together:
http://zeldapower.com/malon_textured.jpg
Well, it needs a little work, but it's pretty good, right? :P
As you can see, even though the textures are low res, they are still effective.
MonGo
July 3rd, 2004, 20:26
hey, howd you get those Textures to match up perfectly with the model..What plugin are you using???? please send me a link...
Whenever i export the models and stuff and open them in 3ds max 6 it just gives me the model but not the textures on it.. Please tell me how
KaokanDBZ
July 8th, 2004, 00:42
well, in this case I extracted the model and then the textures seperately, and readded them manually... but there is now a plugin that does it all for you.
You can get that plugin from this topic here:
http://www.emutalk.net/showthread.php?t=21092
psychotix
July 30th, 2004, 18:00
Couldn't all of this be used to help us make remakes of our beloved classic N64 titles...
such as Conker's Bad Fur Day.... or Goldeneye... Perfect Dark, Mario, Banjo, Zelda, etc?
Games could be easily made using N64 geometry (you just fill in the code to piece it all together) for PC or designed especially for a gamesystem such as Dreamcast or Xbox that is easy to program on. Think about it!
I know it's not the easiest thing to make games but this could help people make games more quickly and effieciently with characters, scenery and objects they love!
RiffRaff1138
August 18th, 2004, 18:30
I'm having no luck in trying to dump VRML. Or rather, it seems to be dumping fine, but I can't do anything with it. I don't have 3Dmax, and loading it into Crossorads causes an error.
If it's not too much trouble, could anyone that has a Majora's Mask ROM, rip the Majora Mask, convert it to a Milkshape-usable format, and send it to me? Please? I already have the textures, and can map them myself, but I need something to map them to.
NeoNight
August 19th, 2004, 03:17
you can download and use 3dsmax for free but for 30 days... i'd use that and convert everything into 3ds formats for use in milkshape.
RiffRaff1138
August 19th, 2004, 20:37
Alright, I've got the 3dsmax trial, but... I kinda deleted the game and VRML dump out of frustration last night. I re-downloaded the game from the same site as before, but for some reason it says there's an error opening it now.
So, now I just need a mask VRML dump...
NeoNight
August 20th, 2004, 07:13
Couldn't all of this be used to help us make remakes of our beloved classic N64 titles...
such as Conker's Bad Fur Day....
someone was trying to make a sort of unoffical sequal to conker I dunno if he is still working on it though.
Alright, I've got the 3dsmax trial, but... I kinda deleted the game and VRML dump out of frustration last night. I re-downloaded the game from the same site as before, but for some reason it says there's an error opening it now.
So, now I just need a mask VRML dump...
ill try to make one in a few just gotta get the game.....
Edit:
There ya go mask with textures already mapped in milkshape friendly and max format.
RiffRaff1138
August 20th, 2004, 15:22
Thankee-sai! Sorry I've been bothering you with such a minor thing, but sometimes my computer seems to be intent at preventing me from doing anything...
Edit:
NeoNight
August 26th, 2004, 06:48
lol thats crazy.. anyway if you want to get more textures and stuff i the future just use lemmy's latest D3d plugin (its at the top of the topic list for the nemu64 board)
whitemage
September 1st, 2005, 01:39
lol sry for majorly bumping topic :P
But i this nemu exporting thing is so awesome, heres what i made with it:
http://www.zeldarealm.com/whitemage_test/z1.PNG
http://www.zeldarealm.com/whitemage_test/z3.PNG
http://www.zeldarealm.com/whitemage_test/z6.PNG
http://www.zeldarealm.com/whitemage_test/terrainz3d.jpg
http://img152.imageshack.us/img152/4995/z1old9cz.jpg
Lol, its all running real-time in my fan-game. Ive even animated it with milkshape...but sadly i have no idea on how to texture the damn thing..
Unusual_Rex
September 18th, 2005, 00:24
Can you edit them and use them in the game?
Hosma293
September 18th, 2005, 00:37
No, you can only export. :(
You can use them in games but you can't make profit from the models or the games otherwise it becomes copyright infringement. Dunno if you can distribute them in mods though..
HeadHunter2
September 18th, 2005, 12:50
hey,
i want to rip the goldeneye levels.
I'm using 1964 with the texture dumper which needs on c a folder called vrml.
Since GE is loads not the hole level i need to dump parts.
for putting them together i've chosed 3ds Max.
My goal is to make fine quakemaps out of the vrml.
but i cant find a way to export the textureing list so i lose all my textures in the level.
And GE has damn small textures.....so retexturing is a hard work.
Unusual_Rex
September 18th, 2005, 19:53
No, you can only export. :(
You can use them in games but you can't make profit from the models or the games otherwise it becomes copyright infringement. Dunno if you can distribute them in mods though..
Oh man, thats like way to bad. :( I was finally hoping I could play a super realistic OoT.
Alaric
October 14th, 2005, 17:06
I've gotten Nemu to dump the geometry to the wrl file and I converted it over to a .ma file (I'm using Maya) ...and something really screwy happens. Whenever I load the ma file, all of the polygons look like they're reversed, so that the backside is visible and the frontside is culled. Does anyone know how to reverse this back to normal using Maya? (I have Maya 4.5)
Thanks
P.S. I tried to find the Crossroads conversion program that everyone posted about, but the links are all dead. I did, however find a very good program that does the same thing at http://www.micromouse.ca . The program is AccuTrans 3d.
DrunkenNinja
December 17th, 2005, 23:50
VRML but everytime i hit the extract VRML buton the video freezes and i can hear the audio as if the game was running fine (hear char running around when im moving) and when i uncheck it the video returns to normal. but even if i leve it checked for a long time i dont get any modles dumped into the VRML file i made. duno what to do.
EDIT: ok so turns out i had to download nemu again. but also noboddy evey SPECIFICLY sed how to get the textures, just what plugin to use. i have the plugin and it just ses stuff about the texture, nothing about exporting it.
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