Author Topic: my first successful model conversion!  (Read 67058 times)

Hellbringer616

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Re: my first successful model conversion!
« Reply #75 on: 2009-07-21 21:41:09 »

Borde

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Re: my first successful model conversion!
« Reply #76 on: 2009-07-21 23:30:39 »
As far as I know, the only difference between a battle model and a field model is that the first one should have no normals information at all. Actually that makes a lot of sens, because it looks like the bike's minigame models have pre-cooked lighting applied to them (I feel stupid for missing that point). So I guess Nero solved the riddle  :wink:
Nice job, by the way.
« Last Edit: 2009-07-21 23:33:22 by Borde »

Aali

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Re: my first successful model conversion!
« Reply #77 on: 2009-07-21 23:43:23 »
Actually that makes very little sense, battle models (and parts of the bike game) are lit in software by the engine just like field models. Either way, I don't see how *not* supplying normals could possibly solve the problem, assuming the normals were good.

Borde

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Re: my first successful model conversion!
« Reply #78 on: 2009-07-21 23:57:25 »
Mmmm... right Aali, the original models do have normals. The mistery lives on.
Their RSB files also have strange references to MAT and GRP files that are nowhere to be seen. Shouldn't those fields point allways to the .p file?
« Last Edit: 2009-07-22 00:01:04 by Borde »

polaris_027

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Re: my first successful model conversion!
« Reply #79 on: 2009-07-22 03:48:39 »
nice work nero! i acknowledge you for solving the problem!

Aali

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Re: my first successful model conversion!
« Reply #80 on: 2009-07-22 03:57:11 »
Mmmm... right Aali, the original models do have normals. The mistery lives on.
Their RSB files also have strange references to MAT and GRP files that are nowhere to be seen. Shouldn't those fields point allways to the .p file?

As far as I know, only the PLY field matters, the others are just ignored in the PC version.

Nero

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Re: my first successful model conversion!
« Reply #81 on: 2009-07-22 04:19:36 »
Ok when I replaced the .p files I didn’t really bother to look at the RSB too. I noticed too now that they do have strange references to MAT and RGP files but since I didn’t make the original model I can’t really say why they were actually this way. Anyway I reedited now Clouds original RSBs and replace with them those that were in the model and everything seems to run fine in the game. The strange thing is that when I open the model in kimera some of the parts appear with no textures on them, while in the game they seem fine. I’ll email the model to polaris so if you can get it from him perhaps you can make out of something.
p.s. I only replaced Cloud’s RSBs so don’t be bothered to look at the bike
« Last Edit: 2009-07-22 04:44:45 by Nero »

polaris_027

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Re: my first successful model conversion!
« Reply #82 on: 2009-07-22 05:49:14 »
okay just sent the link to the files on their PMs.. :-D

polaris_027

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Re: my first successful model conversion!
« Reply #83 on: 2009-07-23 13:23:23 »
im triying to import a vincent model but pcreator/kimera just dont want me to.. :?


i separated the face and hair in 3dsmax cause they have different textures..
now i know in pcreator you can 'add group' to join two different meshes that have different textures (correct me if im wrong) and make it as one model file
i succeed in doing that but problem is when i load it in kimera..it messes up..here's a pic..


wtf??? :cry:
« Last Edit: 2009-07-23 13:25:01 by polaris_027 »

ultima espio

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Re: my first successful model conversion!
« Reply #84 on: 2009-07-23 13:34:43 »
Thats happened to me so many times....i really dont know what causes it :?

BlitzNCS

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Re: my first successful model conversion!
« Reply #85 on: 2009-07-23 13:43:34 »
Try un-ticking "render using D-lists"
that fixes a few glitches with battle models.

polaris_027

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Re: my first successful model conversion!
« Reply #86 on: 2009-07-24 10:56:09 »
nope..didnt fix..sigh..so @ ultima espio? how did you get around at that glitch?

ultima espio

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Re: my first successful model conversion!
« Reply #87 on: 2009-07-24 12:47:12 »
I had that problem about 2 mins after i posted yesterday, lol..

Well what i did was i opened the model that screwed up in Kimera v6, and saved it there. That fixed it for me.

polaris_027

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Re: my first successful model conversion!
« Reply #88 on: 2009-07-24 14:18:55 »
kimera v6? where you get that? an you send it to me please?

Borde

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Re: my first successful model conversion!
« Reply #89 on: 2009-07-24 14:37:18 »
Man... how I hoped not to see this again. This used to happen due to a very pesky bug on the groups handling. I thought it was done for good but... well, this seems to prove I was wrong. May I take a closer look to that model (befor it got screwed)?

polaris_027

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Re: my first successful model conversion!
« Reply #90 on: 2009-07-24 15:52:48 »
how? with a screen? or should i send the files to you?

Borde

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Re: my first successful model conversion!
« Reply #91 on: 2009-07-24 19:34:56 »
Files, please. I possible, of course.

Nero

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Re: my first successful model conversion!
« Reply #92 on: 2009-07-24 19:49:42 »
Hmm, never seen something like this before. Have you actually tried to put the model in the game? It might work right there, otherwise the problem will be with pcreator and not with kimera. And just to make sure, remove the tex files from the folder and reopen the model just to make sure it has nothing to do with the textures, thought I don’t think that the problem is there.
Oh and Borde, you’ve just reached 666 posts, you must make another one quickly, don’t stay on that number! :evil: :-D
Just kidding :wink:
« Last Edit: 2009-07-24 19:59:34 by Nero »

polaris_027

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Re: my first successful model conversion!
« Reply #93 on: 2009-07-25 11:54:16 »
borde i just sent you the links to my files..included are the two meshes wich are in .3ds format and the 8bit bmp files..umm just try to make them into one model file and then load it in kimera and see what happens..
and oh yeah nero's right..better post another one cause its a creepy number

@ nero nope havent tried that ingame..

obesebear

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Re: my first successful model conversion!
« Reply #94 on: 2009-07-25 21:44:23 »
Oh and Borde, you’ve just reached 666 posts, you must make another one quickly, don’t stay on that number! :evil:
Quote from: WIKIPEDIA
Most scholars contend that the number 666 is a code for the Roman Emperor Nero. [2][3][4][5][6][7]
ummmm....  :|

Nero

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Re: my first successful model conversion!
« Reply #95 on: 2009-07-25 22:24:07 »
Ummmm… That I didn’t know, thanks for bringing it to my attention obesebear. Hear Borde that’s my number give it back :evil:! Thought I picked the name from the “Devil May Cry” game. :? I guess Capcom inspired the name from the Roman Emperor. Hmmm, yes that makes sense
NERO

DMC Rules

Hellbringer616

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Re: my first successful model conversion!
« Reply #96 on: 2009-07-25 23:41:13 »
I second the awesomeness of DMC

Borde

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Re: my first successful model conversion!
« Reply #97 on: 2009-07-27 13:44:18 »
Mmmm... it certainly looking strange in kimera08, but not in the same way that image depcits. It looks fine on my WIP, though.

PD: Better now? :-P

Nero

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Re: my first successful model conversion!
« Reply #98 on: 2009-07-27 13:58:48 »
Mmmm... it certainly looking strange in kimera08, but not in the same way that image depcits. It looks fine on my WIP, though.

PD: Better now? :-P
667! phew! you made it just in time :-o:-D

polaris_027

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Re: my first successful model conversion!
« Reply #99 on: 2009-07-28 08:58:29 »
Mmmm... it certainly looking strange in kimera08, but not in the same way that image depcits. It looks fine on my WIP, though.

so are you saying that there's no problem when you load it by yourself? hmm..if that's the case then can you send me the the head model with the two meshes joined?