SoulofDeity Posted April 24, 2013 Share Posted April 24, 2013 4.0.30319 RTMRel. I'm guessing I'm in need of MSVC# 2010 SP1... EDIT: Nope. I just finished installing 2010 SP1 and .NET 4.5.50709, still no textures. Link to comment Share on other sites More sharing options...
Airikita Posted April 25, 2013 Share Posted April 25, 2013 I have a new problem... I got the textures to work, but my models are still too dark: The glove is supposed to be white. I didn't want to show this, but I need answers and I can't figure out the problem. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 25, 2013 Share Posted April 25, 2013 change or add the following instruction to the start of your display list: FA 00 00 00 FF FF FF FF Link to comment Share on other sites More sharing options...
Airikita Posted April 25, 2013 Share Posted April 25, 2013 change or add the following instruction to the start of your display list: FA 00 00 00 FF FF FF FF They already have that set, that's the weird part. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 25, 2013 Share Posted April 25, 2013 They already have that set, that's the weird part. try changing or replacing the FC instruction with FC 12 7E 03 FF FF FD F8 it's probably a combiner issue Link to comment Share on other sites More sharing options...
Airikita Posted April 25, 2013 Share Posted April 25, 2013 try changing or replacing the FC instruction with FC 12 7E 03 FF FF FD F8 it's probably a combiner issue Nope. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 25, 2013 Share Posted April 25, 2013 Nope. try replacing the start of that with this E7 00 00 00 00 00 00 00 E3 00 10 01 00 00 00 00D7 00 00 02 07 D0 09 C4 FD 90 00 00 04 05 84 20F5 90 00 00 07 01 40 50 E6 00 00 00 00 00 00 00F3 00 00 00 07 0F F4 00 E7 00 00 00 00 00 00 00F5 80 04 00 00 01 40 50 F2 00 00 00 00 07 C0 7CFC 12 7E 03 FF FF FD F8 E2 00 00 1C C8 11 20 78D9 FF FF FF 00 0F 00 00 E7 00 00 00 00 00 00 00 Link to comment Share on other sites More sharing options...
Airikita Posted April 25, 2013 Share Posted April 25, 2013 Still looks the same as before... no difference. I copied and pasted the whole thing. Link to comment Share on other sites More sharing options...
SoulofDeity Posted April 25, 2013 Share Posted April 25, 2013 Still looks the same as before... no difference. I copied and pasted the whole thing. so it's not an instruction ordering problem either...that only leaves 1 problem. it's shading. you need to mux up an unlit combiner instruction. I have the doc for FC on my pc somewhere, I'll try to write you one right quick... EDIT: aight, here's what I came up with. FC 13 6C 26 FF DB 9F CF I can't guarantee it'll work, but the equation I used was color = (TEXEL0 - 0) * 1 + 0alpha = (1 - TEXEL0) * 1 + 0 the doc I posted is at http://glitchkill.proboards.com/index.cgi?board=ootmod&action=display&thread=5930 Link to comment Share on other sites More sharing options...
Airikita Posted April 25, 2013 Share Posted April 25, 2013 This works: FC 11 96 23 FF 2F FF FE Thanks Kaminotamashi. EDIT: So I've been playing around with the values starting from scratch, and I came up with this: I'd say Link has played with "Mario paint" XD Anywho, it's really funky and copies nearby textures in a messy way. If anyone wants to use it, here's the FC value: FC 11 76 03 FF FF FD F8 Link to comment Share on other sites More sharing options...
Airikita Posted April 27, 2013 Share Posted April 27, 2013 Is there any way to stop my model from glowing: There's no shading/light effects. I tried fixing the FC command, but nothing works! Here's the file: http://temp-share.com/show/3YgFtMdyx Someone needs to help me, this is not working for some reason. Link to comment Share on other sites More sharing options...
xdaniel Posted April 27, 2013 Author Share Posted April 27, 2013 Doesn't appear to be a Model2N64 problem as such, you didn't make Milkshape 3D generate vertex normals. Easiest but not a perfect fix: In Milkshape, go to menu "Face" then select "Smooth All", or just press Ctrl+M. See if that works well enough for you, otherwise you'll probably need to read up on how to do lighting, smooth shading, etc. in Milkshape, I don't really know either. Link to comment Share on other sites More sharing options...
Airikita Posted April 27, 2013 Share Posted April 27, 2013 Thanks for the tip. I did manage to fix it, although I didn't use Milkshape to fix it. I tried looking up how to fix it, but there wasn't much info on the problem. EDIT: also, how do I prevent a model from not being transparent inside? I want my next model to be opaque inside. Link to comment Share on other sites More sharing options...
xdaniel Posted April 27, 2013 Author Share Posted April 27, 2013 EDIT: also, how do I prevent a model from not being transparent inside? I want my next model to be opaque inside. If you mean what I think you do, disable backface culling - in Model2N64, right-click a group and disable CullBack from the Flags menu. Link to comment Share on other sites More sharing options...
Airikita Posted April 27, 2013 Share Posted April 27, 2013 If you mean what I think you do, disable backface culling - in Model2N64, right-click a group and disable CullBack from the Flags menu. I did so, but it does not seem to be working. EDIT: I probably did something to prevent it from working. I will try again. EDIT2: Nope, somehow it's not working. Link to comment Share on other sites More sharing options...
Airikita Posted April 30, 2013 Share Posted April 30, 2013 I don't know if it's the fact that it's a gi object, or that your converter is just not cooperating... I have been unable to get it to work for gi items for some things... (P.S. Clock has a texture, and I only converted one piece individually, not extra groups) Link to comment Share on other sites More sharing options...
Three_Pendants Posted April 30, 2013 Share Posted April 30, 2013 Wow, is that meant to represent the Zelda 1 Clock Item Airikita? That would be rather insane if such is the case. If it is also a clock as in... wake up call... that makes sense too. Link to comment Share on other sites More sharing options...
Airikita Posted April 30, 2013 Share Posted April 30, 2013 Sort of... it has a new effect that will be useful in a custom dungeon... I might have it used in a few dungeons, but for now I'm not sure. I could make it act as a clock from Zelda 1, but currently I am fustrated that the converter is not working correctly. Link to comment Share on other sites More sharing options...
xdaniel Posted June 13, 2013 Author Share Posted June 13, 2013 With Hylian Toolbox v1.7 now out... http://magicstone.de/dzd/random/model2n64cht-test4.rar It has a few bugs that'll need ironing out - like how the -nocull flag apparent doesn't work - but overall it's working very well. Model2N64-CHT v1 (Command line version for Hylian Toolbox)Written 2013 by xdaniel / http://magicstone.de/dzd/Arguments: -model <filename>: Model to convert -output <filename>: Output path of converted file -seg 0x<segment>: RAM segment for converted data -offset 0x<offset>: Base offset for converted data; prepended as paddingOptional arguments: -verbose: Print various status messages -dlout <filename>: Output path of list with DL addresses -ignorecolor: Forces converter to ignore material colors (Ka, Kd) -nocull: Disables backface culling -nolight: Disables lighting 1 Link to comment Share on other sites More sharing options...
Jason777 Posted June 13, 2013 Share Posted June 13, 2013 You and Flotonic collaborating will probably lead to some very interesting things Link to comment Share on other sites More sharing options...
Airikita Posted September 1, 2013 Share Posted September 1, 2013 I need to make this suggestion... Some objects use flat planes to render textures in a 2D illusion, such as the Hookshot pointer and Navi's orb.... both of them rotate to face the camera. I noticed in Navi's code that the display list doesn't point to the "white square" that's her orb in gameplay_keep, and none of the display lists loaded point to it. The address is 0x15790 in UoT, yet in gameplay_keep there is a pointer 04015780, which apparently references this model. It's possible I just overlooked something simple in the display list, but when I switched the hookshot pointer code to use a new pointer, the new pointer did not rotate properly to face the camera. It could just be part of the code, but is it possible the display list has something in it that might utilize a rotation Link to comment Share on other sites More sharing options...
xdaniel Posted September 1, 2013 Author Share Posted September 1, 2013 For one, 0x15780 appears to be the correct start address, as the last command right before that at 0x15778 is EndDL/0xDF. 0x15790 is likely yet another UoT bug; I vaguely seem to remember something regarding display list addresses being off by a bit... Secondly, the command at 0x15780 is Mtx/0xDA, which, in this case, loads a matrix from RAM segment 0x01 - the segment, and the matrix contained, very likely being set up at runtime by the game, and very likely what transforms the model to always face the screen. The next command after that is a DL/0xDE display list call to segment 0x08, which is also set up at runtime, so I have no idea what it contains; might be animation-related, might be something else, I don't know. A wild guess and not guaranteed to work, to make a different/custom model that replaces Navi's sphere also face the screen, would be to 1) leave the pointer to 0x15780 intact, 2) leave the Mtx command there intact, 3) overwrite the DL call at 0x15788 with one to the replacement model, and 4) overwrite the RDPPipeSync/0xE7 at 0x15790 with an EndDL. Again, a wild (but educated) guess, and probably not something I'm gonna try out myself (honestly too lazy). Link to comment Share on other sites More sharing options...
Airikita Posted September 1, 2013 Share Posted September 1, 2013 For one, 0x15780 appears to be the correct start address, as the last command right before that at 0x15778 is EndDL/0xDF. 0x15790 is likely yet another UoT bug; I vaguely seem to remember something regarding display list addresses being off by a bit...Secondly, the command at 0x15780 is Mtx/0xDA, which, in this case, loads a matrix from RAM segment 0x01 - the segment, and the matrix contained, very likely being set up at runtime by the game, and very likely what transforms the model to always face the screen. The next command after that is a DL/0xDE display list call to segment 0x08, which is also set up at runtime, so I have no idea what it contains; might be animation-related, might be something else, I don't know.A wild guess and not guaranteed to work, to make a different/custom model that replaces Navi's sphere also face the screen, would be to 1) leave the pointer to 0x15780 intact, 2) leave the Mtx command there intact, 3) overwrite the DL call at 0x15788 with one to the replacement model, and 4) overwrite the RDPPipeSync/0xE7 at 0x15790 with an EndDL. Again, a wild (but educated) guess, and probably not something I'm gonna try out myself (honestly too lazy). Actually I did a quick test with replacing the pointer to Navi's orb with the Heart Piece, and behold! It doesn't face the screen. Seems related to those attributes it originally points to. EDIT: I put a DE - DF pointer at 15790, and guess what? The heart piece now faces the screen! Those commands before E7 have something to do with it. Link to comment Share on other sites More sharing options...
xdaniel Posted September 1, 2013 Author Share Posted September 1, 2013 EDIT:I put a DE - DF pointer at 15790, and guess what? The heart piece now faces the screen! Those commands before E7 have something to do with it.Well, yes? As I was saying, at 0x15780 is a Mtx command. Matrices are what position stuff - everything, from the camera itself to tiny dust particles - in a three-dimensional space in games. I bet that command loads the matrix that transforms the following display list's / model's vertices so that the model faces the screen.It would be interesting to know what the DL call right after the Mtx command is responsible for, tho, like if that's still needed with, for example, the Heart Piece, or if that's specific to Navi's original model. Link to comment Share on other sites More sharing options...
Airikita Posted September 1, 2013 Share Posted September 1, 2013 The DE is calling inline to the actor, which in the actor file is JR RA at 0x0. I don't see the purpose in it on its own, unless it's used with other combinations. EDIT: I did a successful test with switching Navi, creating a separate list: https://www.the-gcn.com/topic/2618-singling-out-navi It's possible it's for Navi-only, but without it, it wouldn't work properly. EDIT 2: How to do transparent part again: 1 Link to comment Share on other sites More sharing options...
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