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  1. #21
    Nintendo Zealot cooliscool's Avatar
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    Nice work Sarah.


  2. #22
    Emulator Developer ShizZy's Avatar
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    Very nice progress, please keep it up!
    ~****Zy

    6Bit.net Emulation & Gaming | Forums
    Gekko GameCube Emulator

  3. #23
    EmuTalk Member
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    yeah the exporter would be super sweet with textures and animations maybe in 3ds max 8

  4. #24
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    Nice, keep us upto date on this.

  5. #25
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    where did you even get all the metroid prime models from?

  6. #26
    EmuTalk Member SarahHarp's Avatar
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    From the Gamecube disc. I cannot give any other specifics because that would be against the rules. Sorry.

  7. #27
    EmuTalk Member BlueFalcon7's Avatar
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    are there textures in the CMDL files, or do they work like .3DS files, where the textures used are specifeid in the basic model file but are in seperate texture files, because there are TXTR files in the .pak. This whole thing may end up being like a spark edit for metroid prime, which was Nintendo's version of halo

  8. #28
    EmuTalk Member SarahHarp's Avatar
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    CMDL's do not hold the texture data, but hold the refrencing names to them. So, when I do eventually release the viewer, an individual must first decompress the cmdl they want to view, then decompress the txtr, as well as BTI dumping it, and finally DDS dumping it. It took quite the bit of time to do that for every single texture.. I may just make the viewer give a error message if it cannot find the dds, and the error message will consist of all the required textures needed to view the model.
    However I suppose I can just make a direct TXTR viewer... buuut I'm not in the mood for that quite yet (just got textures to work, though Samus uses multiple textures, I can only view one group at a time for now.) I'm currently working on making the header work for all files finally.

    You can see how the "red metal" texture group looks here: http://img95.imageshack.us/img95/5998/uvfixed9yy.png : )

  9. #29
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    FYI,

    Some of Metroid Prime's textures use single Mipmaps and to not extract properly using the current methods. The 8x8 pixel blocks look correct but the swizzling is not. There are quite a few of them.

    Thakis also mentioned that he found a few of the same single mipmap textures in Zelda:WW that had the same problem.
    Last edited by boxing; January 28th, 2006 at 07:59.

  10. #30
    EmuTalk Member SarahHarp's Avatar
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    Samus is now fully Textured (note that the green "lights" on her don't appear because I'm actually texturing her "phazon suit", and the red lights on that suit are controlled differntly)
    I also got the shine to work. I just need to properly overlay it onto the textured Samus, and then finish with the header and I'm done : )

    EDIT: I have pretty much finished the shine, and have overlayed it ontop her base textures: http://img75.imageshack.us/img75/3862/mpsamus8gv.png
    Last edited by SarahHarp; January 28th, 2006 at 12:59.

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