xdaniel Posted February 15, 2013 Author Share Posted February 15, 2013 Ahhh, it's not even broken, it's byteswapped. There's at least two different ways a N64 ROM can have its bytes ordered, and at least my own tools only work with big endian or "z64" ROMs - the ones where you can read the game's title at offset 0x20 -, because it's much more logical and easier to work with. There's tools that can convert between byte orderings, ex. "Tool64" or something like that, which you can try to use if you encounter such a ROM again. In fact, I should see about adding some kind of detection mechanism and maybe offer the user to convert the ROM to big endian for them... Link to comment Share on other sites More sharing options...
sairugoth Posted February 15, 2013 Share Posted February 15, 2013 Well, anyways thanks for looking that over for me. So thanks for all the help Xdan Link to comment Share on other sites More sharing options...
Twili Posted February 15, 2013 Share Posted February 15, 2013 I would test Sorata, but I don't have .NET Framework 4.0 installed, and can't free enough space to install it. May I have a build with 3.0 as the target? Link to comment Share on other sites More sharing options...
xdaniel Posted February 15, 2013 Author Share Posted February 15, 2013 I would test Sorata, but I don't have .NET Framework 4.0 installed, and can't free enough space to install it. May I have a build with 3.0 as the target? Couldn't you run ZSaten2, tho? That's also targeting 4.0 and even uses the same interpreter/rendering library Sorata uses. I could see about targeting 3.0 in general, tho, if I'm not using anything that's exclusive to 4.0... Link to comment Share on other sites More sharing options...
Three_Pendants Posted February 15, 2013 Share Posted February 15, 2013 You did select a specific room, right? Because actors don't, and aren't supposed to, show when all rooms are rendered at once. Then again, you must have selected a room because otherwise you couldn't scroll through the actors on the Room Actors tab... Uhm, so after selecting a room, the actor selection under Room Actors is set to "(None)" and no actor cubes show (at which point they should show). Once you scroll down to an actual actor, the cubes and the selected actor's axis marker render. Am I getting this right? Yep, you got it. Except the border around the boxes doesn't even show (that yellow light) it's just see through. Link to comment Share on other sites More sharing options...
xdaniel Posted February 17, 2013 Author Share Posted February 17, 2013 Hm, seems like I'm able to reproduce the "missing actor cubes" bug somewhat, on my mom's PC: She's currently limited to an on-board GeForce 6150 as her previous card died, so I'm guessing there's a problem with OpenGL in some way... curiously combiner emulation works fine, so I probably messed something up in the actor cube's GL display list. I'll double-check the actor cube code once I'm back home, maybe there's some stray fragment program stuff in there or something... Link to comment Share on other sites More sharing options...
Mallos31 Posted February 17, 2013 Share Posted February 17, 2013 I discovered that onboard GPUs actually emulate a lower version of OpenGL than they say they do. Like mine, it said it used 2.1, but when I was testing it, it would only work with code from OpenGL 1.1 or before. It wasn't just mine either. I tested it with a few friends' computers who used onboard. OpenGL just doesn't work correctly on them. And I have no idea why. Link to comment Share on other sites More sharing options...
Three_Pendants Posted February 17, 2013 Share Posted February 17, 2013 Thanks for looking into this Xdaniel. Hopefully you'll find a solution to it. Link to comment Share on other sites More sharing options...
Arcaith Posted February 19, 2013 Share Posted February 19, 2013 xdan, I love you so much for implementing the actor definitions idea Perfection Link to comment Share on other sites More sharing options...
Zeth Ryder Posted March 14, 2013 Share Posted March 14, 2013 Got to try this out, looking really good, though certain actors seem a bit off, like Adult ruto only renders as a head while young ruto is all messed up texture wise. Here's a few more bug reports! I just don't think this is right at all. Door_Shutter = Aria? Clicking this actor crashes the program entirely. After running Sorata for a while, it comes up with this memory issue. Redead and similar actors have matrices not rendering properly. Overall its been really nice to look around in, the ability to jump hierarchies in an actor file is really neat though I got a couple questions. Will you be adding multiple object support for certain actors such as en_hy(market npcs) and en_ko(kokiri)? Will you add an option to view objects in a file separately that don't have a hierarchy? Ex: like the object_spot06? which is just objects used in the map. Link to comment Share on other sites More sharing options...
xdaniel Posted March 14, 2013 Author Share Posted March 14, 2013 Had seen some of those errors before (Adult Ruto, the Redead problems), but not the others. I'll need to look into those. As for features, I'm planning to add whatever is needed for things to... look passable, I guess, "perfect" will be impossible I'm guessing Loading and rendering files separately is kinda already in, tho, in that you should be able to right-click a (display list-containing) in the filesystem list, load that to its RAM segment and let the program parse and render any display lists in it... although that appears to be broken in the last build I posted... Link to comment Share on other sites More sharing options...
NoSkinnedKoopa Posted March 15, 2013 Share Posted March 15, 2013 Hey guys, I am really interested in Zelda hacking, and I want to learn how to hack Oot/MM, I didn't know where else to post this, but I want to know what I need to hack and how to do it. Link to comment Share on other sites More sharing options...
giadrosich Posted March 15, 2013 Share Posted March 15, 2013 Hey guys, I am really interested in Zelda hacking, and I want to learn how to hack Oot/MM, I didn't know where else to post this, but I want to know what I need to hack and how to do it. Here's a beginner's guide for you. Link to comment Share on other sites More sharing options...
xdaniel Posted March 25, 2013 Author Share Posted March 25, 2013 Just a tiny note: I uploaded Model2N64 to my website, still the same build I had already linked to directly here, and I'm planning to put future releases of it, of Sorata, SharpBoy and anything else that might be useful/interesting/good there as well. Would be nice if, if you want to link any of the tools found there, you linked to the site instead of directly to the files, too Link to comment Share on other sites More sharing options...
Airikita Posted April 24, 2013 Share Posted April 24, 2013 Hi xdan... I seem to have forgotten how to get textures to work in OoT with your ObjToN64 converter... when I want the texture to show up I checked "texgen" on the materials, and I checked "Texured, solid" on the groups, yet the textures still don't show up properly in OoT, but instead come up as solid colors. Two of them are patterned and don't show up like normal. Problem: Texture on the black part has a white spot on it, but it doesn't show up. Also, the texture on the hand is a solid color too, and darker than the original. These are the settings I put on: Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 24, 2013 Share Posted April 24, 2013 I wish I could get model2n64 to work for me :/ it won't import textures. the only reason I'm not popping dlist ports out left and right is because I have to convert them with sharp ocarina, fix the combiner options, and reorder the instructions, and rescale everything. it's just too much of a hassle... Link to comment Share on other sites More sharing options...
Airikita Posted April 24, 2013 Share Posted April 24, 2013 Well the thing is I had it working a while ago, but now I forgot how... what would I set my combiner settings to? Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 24, 2013 Share Posted April 24, 2013 I usually just copy one of the FC instructions from one of link's display lists. if you don't, the combiner will mux the environment color which makes your model look ugly. I think the problem might be a missing .net runtime Link to comment Share on other sites More sharing options...
Airikita Posted April 24, 2013 Share Posted April 24, 2013 Here's a zip file of my files: http://temp-share.com/show/KdPf2a58h Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 24, 2013 Share Posted April 24, 2013 Then I don't know... Could you post the obj, mtl and textures in the program's thread? I'd take a look then. Same goes for any of your not correctly working models, SoD, if you want just tossed this together real quick in blender. face.png: dorkcube.mtl # Blender MTL File: 'None'# Material Count: 1newmtl Material.001Ns 92.156863Ka 0.000000 0.000000 0.000000Kd 0.512000 0.512000 0.512000Ks 0.500000 0.500000 0.500000Ni 1.000000d 1.000000illum 2map_Kd face.pngmap_d face.png dorkcube.obj # Blender v2.66 (sub 1) OBJ File: ''# www.blender.orgmtllib dorkcube.mtlv 100.000000 -99.999985 -100.000015v 100.000000 -100.000015 99.999985v -100.000000 -100.000015 99.999985v 100.000000 100.000015 -99.999886v -100.000000 100.000015 -99.999985v -100.000000 99.999985 100.000015v 99.999901 99.999985 100.000114v -100.000000 -99.999985 -100.000015vt 0.999900 0.999900vt 0.000100 0.999900vt 0.000100 0.000100vt 0.999900 0.999899vt 0.999900 0.000100vt 0.999899 0.000100vn 0.000000 -1.000000 -0.000000vn -0.000000 1.000000 0.000000vn 1.000000 -0.000000 0.000000vn 0.000000 -0.000001 1.000000vn -1.000000 -0.000000 0.000000vn 0.000000 0.000001 -1.000000vn -0.000000 -0.000000 1.000000vn 0.000000 0.000000 -1.000000g Cube_Cube_Material_Cube_Cube_Material_Material.001usemtl Material.001s offf 1/1/1 2/2/1 3/3/1f 4/4/2 5/2/2 6/3/2f 1/5/3 4/4/3 7/2/3f 2/5/4 7/1/4 3/3/4f 3/2/5 6/3/5 8/1/5f 4/5/6 1/1/6 8/2/6f 8/5/1 1/1/1 3/3/1f 7/6/2 4/4/2 6/3/2f 2/3/3 1/5/3 7/2/3f 7/1/7 6/2/7 3/3/7f 6/3/5 5/5/5 8/1/5f 5/3/8 4/5/8 8/2/8 what I see when I import it what it should look like: pc specs: ---------------------- Intel N5050 Dell Inspiron 64-bit Intel Duo Pentium @ 2.10Ghz Operating System: Windows 7 64-bit RAM: 4gb + 16gb paging file Misc: ---------------------- MS .NET FW 1.1 + 4 Client Profile + 4 Extended + 4 Multi-Targeting Pack SQL Server 2008 R2 Management Object SQL Server Compact 3.5 SP2 ENU SQL Server Compact 3.5 SP2 x64 ENU SQL Server System CLR Types MSVC# 2010 Express - ENU MSVC++ redist 2005 (x64) + 2008 (x86/x64 9.0.3...) + 2010 (x86/x64 10.0.40219) MSVS 2010 ADO.NET Entity FW MSVS 2010 Express Preqreq. x64 MS XNA FW Redist Link to comment Share on other sites More sharing options...
xdaniel Posted April 24, 2013 Author Share Posted April 24, 2013 ...close enough, yet not even the texture of the light source marker shows up for you. What video card do you have? Please say it's some integrated Intel HD thingy or similar, because then I'd have a likely reason for it not rendering correctly. But besides that, is the model converted correctly at least? Because if it isn't, the video card problem would be unlikely again... As for Airikita, I'm still looking into your model. It does look pretty strange, tho, as there's only two texture coordinates in the whole .obj file, and that faces only ever use the same texture coordinate for each vertex. In fact, I just got Milkshape 3D myself, created and exported a simple sphere with your BlackMarble.png as the texture, and there's a lot of texture coordinates in the file and it shows up correctly. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 24, 2013 Share Posted April 24, 2013 what video card do you have? I have an Intel HD2000 Sandy Bridge. But I don't think that's the problem because it was working for me before a long time ago. Can you try bundling it with the redistributable you're linking against? EDIT: yeah, it's not a graphics card issue Link to comment Share on other sites More sharing options...
Airikita Posted April 24, 2013 Share Posted April 24, 2013 You're probably not setting the flags for the materials correctly... uncheck cullface and lighting and check off texgen. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 24, 2013 Share Posted April 24, 2013 You're probably not setting the flags for the materials correctly... uncheck cullface and lighting and check off texgen. nope, look at the pic. the texture itself doesn't show up in the texture viewer list on the right Link to comment Share on other sites More sharing options...
xdaniel Posted April 24, 2013 Author Share Posted April 24, 2013 So the same version of Model2N64 that's now giving you problems has worked before? Hm, could you start VC# 2010 and give me the Framework version number from the About window, in the top right? It's "4.5.50709 SP1Rel" here; if you've got an older one, try installing the latest 4.5 Framework redistributable from the MS website. I just downloaded the setup from here and apparently already have this version installed, as it only allows gives me the option to repair or remove the Framework. Link to comment Share on other sites More sharing options...
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