Members Über Winfrey Posted March 14 Members Posted March 14 13 hours ago, MilesMontana said: I see his eye surgery went well. Jokes aside, that looks really good! Nice to see the little tiny bit of reflection on his eyes. Indeed, I'm currently working on trying to get animations to work. I dumped nearly every function from the xbe and use that to reference the animation files, currently im the debug stage where it just prints everything out 1
Members MilesMontana Posted March 14 Members Posted March 14 1 hour ago, Über Winfrey said: Indeed, I'm currently working on trying to get animations to work. I dumped nearly every function from the xbe and use that to reference the animation files, currently im the debug stage where it just prints everything out Animations? Nice my dude. Good luck on getting them implementing fully and i'm sure you'll get it knowing your track record with this already has been pretty solid.
Members MilesMontana Posted March 14 Members Posted March 14 (edited) Hmm, don't know if the original mesh is meant to overlap like that. Messy ordeal to fix up and could be a dev thing, but not too sure where this came from. Multi version only since MultiFrontEnd never had this problem. Although, this doesn't really make a lot of sense in terms of how it's meant to be because it just looks ugly. Idk. Edited March 14 by MilesMontana
Members Über Winfrey Posted March 15 Members Posted March 15 (edited) 7 hours ago, MilesMontana said: Hmm, don't know if the original mesh is meant to overlap like that. Messy ordeal to fix up and could be a dev thing, but not too sure where this came from. Multi version only since MultiFrontEnd never had this problem. Although, this doesn't really make a lot of sense in terms of how it's meant to be because it just looks ugly. Idk. could just be different models packed at different times during developement, and some of them just have some quirks that aren't noticed while playing the game is that last image the body bending, or one of the limbs? Edited March 15 by Über Winfrey
Members MilesMontana Posted March 15 Members Posted March 15 2 minutes ago, Über Winfrey said: could just be different models packed at different times during developement, and some of them just have some quirks that aren't noticed while playing the game is that last image the body bending, or one of the limbs? It's the inner side of the trenchcoat belt. Tediz Sneeker WW2
Members Über Winfrey Posted March 23 Members Posted March 23 still working on things, the animation side isn't as cut and dry as everything else, I have to do deep debugging and watch tables and other things like that, so far I'm just logging everything 1
Members MilesMontana Posted March 24 Members Posted March 24 25 minutes ago, Über Winfrey said: still working on things, the animation side isn't as cut and dry as everything else, I have to do deep debugging and watch tables and other things like that, so far I'm just logging everything Well, nothing is quickly built and figured out first try, but I wish you luck on getting the animations to your liking! I've just been sitting around, re-modelling some of the stuff in my spare time. 1
Members Über Winfrey Posted March 27 Members Posted March 27 (edited) so I got most of the runtime stuff seemingly working, atleast the values are atleast matching the registers in game, still need to figure out bone assignment, and I maybe have to tinker with the skeleton orientation, because I don't have faith that the orientation that imports is correct, Edited March 27 by Über Winfrey 1
Members MilesMontana Posted March 28 Members Posted March 28 2 hours ago, Über Winfrey said: so I got most of the runtime stuff seemingly working, atleast the values are atleast matching the registers in game, still need to figure out bone assignment, and I maybe have to tinker with the skeleton orientation, because I don't have faith that the orientation that imports is correct, Impressive. All in the span of a few days, yeah? I admire the dedication.
Members Über Winfrey Posted March 29 Members Posted March 29 (edited) On 3/27/2026 at 8:42 PM, MilesMontana said: Impressive. All in the span of a few days, yeah? I admire the dedication. eh, not really that impressive, I had to use gpt for a lot of the coding. the script is maybe 50% me and 50% gpt fixing broken stuff., BUT I do know how to read the format. I've been working on this project for well over a year, I've learn so much about reverse engineering, and code structures due to this project. Its been fun, and also stressful in a lot of areas. Here is one of the journals where I originally was just writing down full debug processes Edited March 29 by Über Winfrey
Members MilesMontana Posted March 29 Members Posted March 29 2 hours ago, Über Winfrey said: eh, not really that impressive, I had to use gpt for a lot of the coding. the script is maybe 50% me and 50% gpt fixing broken stuff., BUT I do know how to read the format. I've been working on this project for well over a year, I've learn so much about reverse engineering, and code structures due to this project. Its been fun, and also stressful in a lot of areas. Here is one of the journals where I originally was just writing down full debug processes Still, damn. I can barely even comprehend it since i'm absolutely an idiot with this stuff. 1
imkyuuuuu Posted April 11 Posted April 11 Hello, thank a lot for the tutorial! Can anyone show me where / how to plug the lightmap in shader section of blender? I don't understand
Members MilesMontana Posted April 11 Members Posted April 11 1 hour ago, imkyuuuuu said: Hello, thank a lot for the tutorial! Can anyone show me where / how to plug the lightmap in shader section of blender? I don't understand Okay, so I see what you're doing wrong. First off, you want to separate the two image textures away from each other. Lemme give you a little example. This might not be 100% the way to do it compared to some others who might know, but it gets results for me at least. Just clean up a bit, put the diffuse into base color, alpha into IOR Level on specular and the Light Map into Emission, but connect a new UV Map, select the other option if there is one and connect it.
Members Über Winfrey Posted April 11 Members Posted April 11 so an update with the animations importing, I've scrapped the entire section and started from the beginning. Since I found where the game dispatches the animation clip to the animation player, I decided to build it all back function by function, by emulating each step in the animation clip processing, from table building to exact value matches. so far its turning out to be a lot easier after starting over. 1
Members MilesMontana Posted April 11 Members Posted April 11 9 minutes ago, Über Winfrey said: so an update with the animations importing, I've scrapped the entire section and started from the beginning. Since I found where the game dispatches the animation clip to the animation player, I decided to build it all back function by function, by emulating each step in the animation clip processing, from table building to exact value matches. so far its turning out to be a lot easier after starting over. Oof. At least it's going smoother and sometimes gotta restart from scratch. Did that a few time remaking the helmets since I got tired of the edge flow being so sloppy. 1
Members Über Winfrey Posted May 13 Members Posted May 13 just to update everyone, I've gotten close, I had to scrap what I was doing multiple time, and decided the only way to get the animation to properly import is if I mirrored the stack building exactly, which I've seemingly accomplished, now the new issue is, I need to fix the skeleton's orientation upon import, because even though the animation pose imports, Conker looks dead this animation is the stance clip, used for his idle animation as you can see, once I fix the bind pose on the imported models, it should allow for the animation to be positioned correctly 4
Members MilesMontana Posted May 14 Members Posted May 14 6 hours ago, Über Winfrey said: just to update everyone, I've gotten close, I had to scrap what I was doing multiple time, and decided the only way to get the animation to properly import is if I mirrored the stack building exactly, which I've seemingly accomplished, now the new issue is, I need to fix the skeleton's orientation upon import, because even though the animation pose imports, Conker looks dead this animation is the stance clip, used for his idle animation as you can see, once I fix the bind pose on the imported models, it should allow for the animation to be positioned correctly Nice to hear from you again. I can understand having to redo the process since it's a similar thing with making models because perfectionist, but the only thing there is your workflow here is going to be rinse and repeat with changes due to errors. Nevertheless, making some damn fine progress once again. Surely getting them reorientated shouldn't be the worst, right? Then again, been some time since I've looked at how that functions in terms of a script.
Members Über Winfrey Posted May 14 Members Posted May 14 I got the initial pose to show decent, still some areas where the rotation isn't exactly right, mostly the limbs, 3
MrBlue2838 Posted May 18 Posted May 18 you ever think that the live and uncut assets could be lingering in the files anywhere?
Members Über Winfrey Posted May 18 Members Posted May 18 15 hours ago, MrBlue2838 said: you ever think that the live and uncut assets could be lingering in the files anywhere? possibly only in the Demo, most of the files are the final version of the assets, the demo has an n64 model of the sergeant squirrel, and the prototype has video depicting original Tediz and squirrels, and the Bounty Hunter model that was scrapped before release, and not in the retail of the game, other than those everything is how it is seen in the game. that can always change.
Members MilesMontana Posted May 18 Members Posted May 18 Only thing I remember in the final was a mangled Tediz head with the Live and Uncut design in the Labs lavel.
Members Über Winfrey Posted May 22 Members Posted May 22 good news is I now got animation poses showing correctly Bad news, I need to fix the bind pose for the imported armature 3
dilkarn123 Posted May 25 Posted May 25 On 5/22/2026 at 4:06 AM, Über Winfrey said: good news is I now got animation poses showing correctly Bad news, I need to fix the bind pose for the imported armature Great stuff, man! Gauging by that image, you might not being doing god's work, but it's a damn service whatever it is. Figured I oughtta stop lurking for once and say congrats on everything else up to this point, for what it's worth! Really impressive seeing the progress, so thanks for that too. 2
Members Über Winfrey Posted May 27 Members Posted May 27 got the poses to actually work, the blocker was a stupid piece of debug code I didn't notice was causing the orientation to flip when baking to the skeleton 3
Members MilesMontana Posted May 28 Members Posted May 28 On 5/27/2026 at 8:51 AM, Über Winfrey said: got the poses to actually work, the blocker was a stupid piece of debug code I didn't notice was causing the orientation to flip when baking to the skeleton Congrats on making a breakthrough my dude. You've been really working hard on that and it finally started to pay off with results. Been still lurking around, seeing what comes and goes around here, but still impressed with your dedication and the end results of such. 2
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