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04-27-24 01:35 AM |
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Main - Posts by Slacker |
Slacker |
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Normal user Level: 13 Posts: 21/29 EXP: 9764 Next: 503 Since: 08-13-13 Last post: 3464 days ago Last view: 1182 days ago |
Hi. Does anyone know what the functions of the following IDs are?
I am particularly interested in ViewGroupIDs since ViewGroupCtrlAreas are so prevalent. Thanks. |
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Normal user Level: 13 Posts: 22/29 EXP: 9764 Next: 503 Since: 08-13-13 Last post: 3464 days ago Last view: 1182 days ago |
Posted by NWPlayer123 Posted by Luigi Hmm, thanks. Alright, another question I've been wondering about: How might I go about changing music while playing in a galaxy? |
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Normal user Level: 13 Posts: 23/29 EXP: 9764 Next: 503 Since: 08-13-13 Last post: 3464 days ago Last view: 1182 days ago |
Posted by Luigi Don't wanna cut in on [user 550]'s question, but... I had looked at some of those objects before. Couldn't figure out how to get them to work. As a side note, I figured out some stuff for the unused BgmVolumeFadeArea object. Added to Object Database. Probably should have posted that in discoveries or something. Posted by SunakazeKun To not derail things. |
Slacker |
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Normal user Level: 13 Posts: 24/29 EXP: 9764 Next: 503 Since: 08-13-13 Last post: 3464 days ago Last view: 1182 days ago |
Quick question. Is there a way to get KCLCreator's functionality without going through the GUI?
As in can I use commandline arguments to generate basic collision without the GUI? |
Slacker |
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Normal user Level: 13 Posts: 25/29 EXP: 9764 Next: 503 Since: 08-13-13 Last post: 3464 days ago Last view: 1182 days ago |
Posted by cosmological cosmological is definitely a guy to talk to about this stuff since he's a Blender guy. Nice. I am just gonna put in some background here for information. To shade a model you will need to use obj2bdl version 0.4. Good ol' blank made this specifically for using vertex colors on 3D models. Vertex colors are what allow models to appear "shaded" in SMG. They go "ontop" of textures and change how textures are displayed. So "painting" something like grey "ontop" of your textures will make a texture look darker and consequently, more in shade. Unfortunately, blank's fix for vertex colors relies on a Blender script he wrote to output his "extended" .obj format. This filetype is like a normal .obj with vertex color data in it. obj2bdl v0.4 knows how to work with this extended format to put vertex colors on you models. Really, the takeaway here is that you need Blender to output this special format. So if you really want to work with Sketchup, (which I wouldn't advise since its kinda bad), you could output a format that does output vertex colors and can be read by Blender. Next from Blender you output the special format and move on with obj2bdl v0.4 to get "shaded" model .arc files. Done. I am not familair with Blender, so you're kinda on your own with that... I know .DAE's can (depending on the program) export vertex colors along with .FBX's. You will have that filetype yourself, so I'm not much help there. Does Sketchup even handle vertex colors? Of course, you could just learn Blender. However, Blender has a bit of an icky user interface that makes it a bit of a pain to learn. Since you are going to have work through Blender in either case here is what I know. I am using Blender 2.70a. When you open up Blender, you've got your main window where your 3D model is. Select the model you want to shade. At the bottom of this window more over to the left side, there is a button that says object mode. The above picture is how you get to this. Click that and go to Vertex Paint Mode. Now you can paint colors on to (shade your model). When you're done, head to File > Export > Extended Wavefront. This is blank's special filetype and you will need to have his script installed to have that option. Documentation for how to do that should be somewhere on this site. It's a somewhat difficult process. Expounding upon cosmological's tips, this is a geometry based process. What I mean is that to get more detail with shading, you will need more geometry (triangles/quads) to make more convincing gradations. I'm just kinda throwing words since it would be better to show you or something, but that would be difficult. Hope you can get up and running with this stuff. Good luck. |
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Normal user Level: 13 Posts: 26/29 EXP: 9764 Next: 503 Since: 08-13-13 Last post: 3464 days ago Last view: 1182 days ago |
Posted by Splitwirez Partially true. Yes, some versions don't, but some do. I am using v1.1.2 (The Whitehole "about" doesn't seem properly maintained), and v0.4 models work fine. Image from Whitehole version 1.1.2. Though having a lower version is a smart move. The version I am using does not support area selection and what not... So you may have to work with a version of Whitehole that doesn't show vertex color models to do more stuff for gameplay. I mention the workflow in a post about [url https://kuribo64.net/?page=thread&id=1681]water.[/url] |
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Normal user Level: 13 Posts: 27/29 EXP: 9764 Next: 503 Since: 08-13-13 Last post: 3464 days ago Last view: 1182 days ago |
Posted by Splitwirez Thanks. I did model those planets as a test for a script I was working on a while back. Wasn't aware that there even was a 1.3.1... Where'd you get that? Back on topic: I'd also like to add that I heard of some tool in Blender that calculates "dirt" with vertex colors for you. "Dirt" just means that corners where planes meet would be darker than flat expansive surfaces (if I remember correctly). I'm not sure where to find the tool/option so I'd suggest finding another Blender guy for that. I heard it got removed in later versions of Blender since modern games don't rely as much on vertex colors. The term ambient occlusion gets thrown around for more modern stuff. Not applicable to SMG. |
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Normal user Level: 13 Posts: 28/29 EXP: 9764 Next: 503 Since: 08-13-13 Last post: 3464 days ago Last view: 1182 days ago |
Posted by Splitwirez Well its a pain to test models in game. I have been meaning to write a tutorial detailing the full process but never got around to it. I still don't know a lot. But you have to model the thing. Export the model to .obj. Run obj2bdl on your output. Get the BDL. Run collision creator. Get the KCL/PA pair. Put em in a folder to pack. Pack them using RARCPack. Get a bad .Arc. Run Yaz0enc on the bad arc. Get a good, but derpy named arc. Rename the arc and then put it in ObjectData. What I wrote takes your obj and spits a usable arc into ObjectData while cleaning all the gross intermediary files. I'm lazy. Less hassle if you're testing over and over. Made that image from a test for the script with v0.4 models. So yea. It's just a "glue" script, I can't deal with the Model GUI stuff. Posted by Splitwirez Again I'm not sure about that...You would have to talk to a Blender user. I don't use Blender for any serious modelling. It's powerful, but I use other software so I wouldn't know. |
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Normal user Level: 13 Posts: 29/29 EXP: 9764 Next: 503 Since: 08-13-13 Last post: 3464 days ago Last view: 1182 days ago |
Posted by Splitwirez Yup. It's just tailored to my needs a bit more since my file system is a bit odd. Again, I'm lazy and I wanted files to just go where I needed them to go in one shot and clean up all the junk that's left behind. The tool I wrote also works with command line args rather than have Python prompt you, since I am an awful typist. Also, it was a learning exercise which will hopefully help my with my future stuff. Programming practice I guess. Funny thing was that the first iteration of the tool was a batch script which was painful. Posted by Stomatol Oh! Very helpful. It's in my version, but for reference what version of Blender are you using? |
Main - Posts by Slacker |
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