Page 5 of 23 FirstFirst ... 3456715 ... LastLast
Results 41 to 50 of 230
  1. #41
    EmuTalk Member SarahHarp's Avatar
    Join Date
    Dec 2005
    Location
    Canada
    Posts
    106
    ..Its called a rom. And many people have them. So many people will be able to use the viewer.
    Now, -do not- ask how to get roms, as that's against the rules, which I'm sure you've read ; )



    • Advertising

      advertising
      EmuTalk.net
      has no influence
      on the ads that
      are displayed
        
       

  2. #42
    EmuTalk Member
    Join Date
    May 2006
    Location
    CT
    Posts
    24
    So when will this be completed?

  3. #43
    EmuTalk Member SarahHarp's Avatar
    Join Date
    Dec 2005
    Location
    Canada
    Posts
    106
    I've been working on scenegraph information, among other things (animations, bones, skin weights). But I've decided that once I get the textures placed on the model in the proper order, then I'll release it : )

  4. #44
    EmuTalk Member
    Join Date
    May 2006
    Location
    CT
    Posts
    24
    Cool, do you know A time frame? I'm waiting for the release! Too bad I can't do this stuff

  5. #45
    EmuTalk Member BlueFalcon7's Avatar
    Join Date
    Oct 2005
    Location
    Detroit, MI, USA
    Posts
    747
    you should kind of update us on this, so we know how your doing, and so we know whats going on. Speaking of which, how is Jaharian doing on his model viewer?

  6. #46
    EmuTalk Member
    Join Date
    May 2006
    Location
    CT
    Posts
    24
    Can't wait! I just converted like 40 materials, now to apply them to the arm cannon, will a program like 3ds max be able to open the models? Also what .pak are these cmdl's in? I need the samus gun referance myself.
    Last edited by erix920; May 9th, 2006 at 00:10.

  7. #47
    EmuTalk Member SarahHarp's Avatar
    Join Date
    Dec 2005
    Location
    Canada
    Posts
    106
    Jaharian hasn't been on my msn since the last time I helped him (which was when he began his thread).. I'm going to presume he died <.<
    About the updates, I did have a few minor ones, but nothing overly noteworthy.
    I guess I could post a few screenshots (mainly screenshots I've taken to show Thakis a while back)

    BetaPhazon (No shaders used):
    http://img56.imageshack.us/img56/1340/betaphzn1da.png
    --(With Shaders)
    http://img56.imageshack.us/img56/5868/wthshaders9ly.png

    Enemy that was not included in game
    http://img203.imageshack.us/img203/6549/enemy0ny.png (Side)
    http://img203.imageshack.us/img203/327/enemy20qn.png (Top)
    http://img203.imageshack.us/img203/5195/enemy31dr.png (Front/Upsidedown)

    Beta Space Pirate
    http://img231.imageshack.us/img231/4840/betapir14vg.png

    There is only a slight amout of files that actually do not work yet, though I pretty sure it's a straight forward fix. Mostly the small CMDLs do not open. (Usally ones that are < 1K) Again its probably a straight forward fix, So I should get onto that.
    The viewer now opens models and loads the associated textures, however as I mentioned before, I just need to get the actualy placement of these textures on the proper groups. Recently though, it came to light that this might be stored in another file (CINF, holds joint information, and propably stores the scenegraph aswell). I guess I didn't tell you's that, but my viewer can view all the CINF files (just displays points wherever a bonen is.)

    Samus's joints
    http://img231.imageshack.us/img231/7...mjoints6al.png

    But yeah, Here's a picture of what completed models should look like:
    http://img434.imageshack.us/img434/1064/samus5lw.png

    However note that most of that stuff was hard-coded, which is how I got the texture placements and what not. The -only- thing lacking from that image is gloss map support. I'm not going to impliment this, unless someone wants to buy my a new video card that can handle extensive shader support : )
    Btw, gloss maps basicly limit the shaders, so when you Look at that samus picture, you'll notice that the shaders are applied to all the back connection material around her joints, and it also goes ontop of the black lines around her suit. This actually shouldn't happen (if you can rmember what she looks like in-game).

    And.. *thinks* yeah, that should be it for now. I hope this is a good enough update for you : )
    (I'm sorry though that it's been awhile, I didn't really have much new to show off, and no one had posted since febuary, so I thought the intrest had died down, as well as my jumping from project to project)

    CMDL's are found in mainly every pak. Paks are a vast collection of files that partain to certain worlds/systems. And no, nothing can open a CMDL file unless someone has written a viewer for them (which to my knowledge, only my viewer can do at the moment). You'll find samus's arm cannon in SamusGun.pak, as well as TestAnim.pak (You'll probly want the ones in TestAnim, as it has the "cut-scene" version, which varies from pwer beam, to phazon beam. Whereas the SamusGun.pak is the one used during actauly play time (that gun is more detailed, but also is missing alot of it's right side and front areas, due to never actually seeing that side in game).
    Last edited by SarahHarp; May 9th, 2006 at 00:28.

  8. #48
    EmuTalk Member BlueFalcon7's Avatar
    Join Date
    Oct 2005
    Location
    Detroit, MI, USA
    Posts
    747
    just a question with this CMDL viewer, how is it going to apply the textures if they are in a different file? is it going to open the .pak and be like a spark edit program, or is it going to look in the directory of the CMDL? And will the program have something to view just the textures, so I dont have to extract each texture?

  9. #49
    EmuTalk Member SarahHarp's Avatar
    Join Date
    Dec 2005
    Location
    Canada
    Posts
    106
    Uhh, I was really planning to incorperate a built in txtr viewer thing, because right now, the way I have my thing set up (completely organized everything, All cmdl's are inside a cmdl folder, all txtrs are in a txtr folder, etc). I have everything decompressed and organized and everything. But basicly, the program looks for the folder "txtr" in the directory of the current pak. I'm planning too add options for people that don't feel like spending the time organizing (such as having it just look for the texture in the current dumped pak)

    What is really going to be painful though, is loading everythign up in the end. Because the ANIC's file is where it all happens. It has references to a model file, its bones/scenegraph, and another file which I'm assuming to be skinweights, and having a bunch of animation files listed afterwards. So basicly, it'd come to the point where you'd have to click on the ANICs files in order to view everything properly.
    That is, unless I precode this all, so as long as you don't rename any of the files, I simply just let the program know what files it's already associated to (but that's -alot- more work for me, but I was considering something like that).
    Last edited by SarahHarp; May 9th, 2006 at 01:41.

  10. #50
    EmuTalk Member
    Join Date
    May 2006
    Location
    CT
    Posts
    24
    Well, this is why your here . Will it auto matically apply the .txtr's to then referance model? Or do you have to customly do it?
    I'm real cool... My website -> vamphost.com PM me about free hosting.

Page 5 of 23 FirstFirst ... 3456715 ... LastLast

Similar Threads

  1. Dolphin beta running Resident Evil 4, Metroid Prime 2
    By Martin in forum Emulation64.com News
    Replies: 3
    Last Post: August 14th, 2008, 14:40
  2. Metroid Prime?
    By captainrad in forum Dolphin
    Replies: 3
    Last Post: July 31st, 2004, 22:43
  3. Wow Metroid Prime sales!
    By tbag in forum Gaming
    Replies: 8
    Last Post: December 1st, 2002, 03:54
  4. Metroid Prime trailer music
    By NicePics in forum Talk of the Town
    Replies: 0
    Last Post: June 13th, 2002, 15:17
  5. comp list of the public beta
    By 3x3cUt0r in forum Apollo
    Replies: 10
    Last Post: December 24th, 2001, 19:57

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •