Members MilesMontana Posted January 12 Members Posted January 12 Well now. Impressive. May I ask about some of the stuff that moves in the maps like let's say the main menu's bar counter and the door to the pub. Will those just have to be manually moved to their original locations in-game or is that going to be figured out how to get it positioned in there by default? Curious on that.
Members Über Winfrey Posted January 12 Members Posted January 12 1 hour ago, MilesMontana said: Well now. Impressive. May I ask about some of the stuff that moves in the maps like let's say the main menu's bar counter and the door to the pub. Will those just have to be manually moved to their original locations in-game or is that going to be figured out how to get it positioned in there by default? Curious on that. they should be, if they have a skeleton, they should be rigged, I know that the doors on the capsule thing in the Multiplayer room are weighted and have a skeleton
Members MilesMontana Posted January 13 Members Posted January 13 Noted. I'd most likely have to check again in the future.
Members Über Winfrey Posted January 14 Members Posted January 14 (edited) Looks like I got the problem mesh parts sorted for maps, but so far I've only tested it on the BankEDIT Ok, so far the maps seem to be loading correctly, which is good Edited January 14 by Über Winfrey
Members Über Winfrey Posted January 14 Members Posted January 14 I'm going to now work on adding support for the demo, and maybe some support for the stand alone models that are found in the prototype
Members Über Winfrey Posted January 15 Members Posted January 15 I got Demo Conker to load, but his textures don't import, so I'll have to fix that
Members MilesMontana Posted January 15 Members Posted January 15 (edited) Since you talked about the Bounty Hunter/Vendetta character before, ran into this while looking in the multiplayer folder. Interesting that it's there. "MPBountyHunterSniperRifle.rbm" is the name. Located on the 422nd result. Edited January 15 by MilesMontana
Members Über Winfrey Posted January 15 Members Posted January 15 5 minutes ago, MilesMontana said: Since you talked about the Bounty Hunter/Vendetta character before, ran into this while looking in the multiplayer folder. Interesting that it's there. "MPBountyHunterSniperRifle.rbm" is the name. Located on the 422nd result. its good to see the muzzle flashes are working now 1
Members MilesMontana Posted January 15 Members Posted January 15 Agreed. It's been interesting to see that. Thankfully the few models that have some oddities on UV scaling are easy to fix. Ran into that with Rodent and some of the vehicles, but not a big deal.
Members Über Winfrey Posted January 15 Members Posted January 15 Differences between Retail Conker and Demo Conker for one the UV channels for the eyes are in a different order, so Conker auto imports using the pupil UV channel as a base for the Demo, Retail uses the the Eye lid as the base UV Tail Hole is larger
Members MilesMontana Posted January 16 Members Posted January 16 Huh. Seen a few parts of the SHC grunts in the It's War maps that looked from the 64 game as well, but interesting that's here fully.
Members Über Winfrey Posted January 17 Members Posted January 17 Here's an updated Script What's new Added support for Demo assets Added support to import standalone model files from the prototype Fixed Map meshes RBMimport_noAnimation4.py 2
Members MilesMontana Posted January 17 Members Posted January 17 (edited) Maybe i'm missing something here, but is it meant to import like this? I've tried Preloading the SinglePlayer mapped file before this. and even restarted Blender to be sure. Some of the textures work fine, but a majority of them don't. Then again, could also be that I misinterpreted levels finally being able to be imported with correct textures vs just map fixes. If so, that's on me and my mistake. Edited January 17 by MilesMontana
Members Über Winfrey Posted January 17 Members Posted January 17 (edited) 1 hour ago, MilesMontana said: Maybe i'm missing something here, but is it meant to import like this? I've tried Preloading the SinglePlayer mapped file before this. and even restarted Blender to be sure. Some of the textures work fine, but a majority of them don't. Then again, could also be that I misinterpreted levels finally being able to be imported with correct textures vs just map fixes. If so, that's on me and my mistake. Textures are just layered, you'll have to separate the accordingly, and change the UV channel for the light map, which is the weird texture your seeing, plug the light maps into emission, I still need to work on the shader setup for the materials, I was just wanting to get the main things squared away first, I'll also try to fix the various UV scaling issues Edited January 17 by Über Winfrey
Members MilesMontana Posted January 17 Members Posted January 17 (edited) Ah, gotcha. Perhaps a txt file in the future for changelogs, any tidbits people should know before using this so people don't have to ask every time? I know I seem stupid at times asking about this junk, but I usually know some of the basics versus the more in-depth stuff like scripting and all that. I get how to use Blender, but it's just the confusion of what I was seeing that threw me off. Edited January 17 by MilesMontana
Members MilesMontana Posted January 17 Members Posted January 17 So, I don't think this was intended. Most of it goes back to only one material which is odd since there's a Future Door Texture and the rest is different bar materials that're gonna be needed. I did swap out UV Channels and the recommended thing you asked for.
fewerspeaser Posted January 17 Posted January 17 Hi there! I’ve been following this thread for a good while. 👋 Would it be possible to convert the Singleplayer levels into Multiplayer levels (and vice versa; Multiplayer to Singleplayer) now that the .rbm format has been cracked?
Members Über Winfrey Posted January 17 Members Posted January 17 4 hours ago, MilesMontana said: So, I don't think this was intended. Most of it goes back to only one material which is odd since there's a Future Door Texture and the rest is different bar materials that're gonna be needed. I did swap out UV Channels and the recommended thing you asked for. I'll look into it
Members Über Winfrey Posted January 17 Members Posted January 17 1 hour ago, fewerspeaser said: Hi there! I’ve been following this thread for a good while. 👋 Would it be possible to convert the Singleplayer levels into Multiplayer levels (and vice versa; Multiplayer to Singleplayer) now that the .rbm format has been cracked? Right now theres not any modding supported with this script, only importing them to blender 1
Members Über Winfrey Posted January 18 Members Posted January 18 11 hours ago, MilesMontana said: So, I don't think this was intended. Most of it goes back to only one material which is odd since there's a Future Door Texture and the rest is different bar materials that're gonna be needed. I did swap out UV Channels and the recommended thing you asked for. I looked at the file and thats the texture that is being pulled for that material, so I have no clue
Members MilesMontana Posted January 18 Members Posted January 18 20 minutes ago, Über Winfrey said: I looked at the file and thats the texture that is being pulled for that material, so I have no clue Unusual because last time I checked on the game itself, the whole place never had any of that. Walls were a white color, some wood materials for the beams, bar and all that good stuff, but never could remember the floor. Kinda unusual it's grabbing all that as one material when it's meant to be multiples.
Members Über Winfrey Posted January 18 Members Posted January 18 (edited) 1 hour ago, MilesMontana said: Unusual because last time I checked on the game itself, the whole place never had any of that. Walls were a white color, some wood materials for the beams, bar and all that good stuff, but never could remember the floor. Kinda unusual it's grabbing all that as one material when it's meant to be multiples. looking into it, there are a lot of materials missing from the meshes, which means the textures might be located elsewhere, I'll see whats going on EDIT I think I see what's going on, but I won't know for sure until I get a few tweaks in, the materials are pulling what its suppose to, but I think the missing textures are actually hidden inside the lightmaps sub textures I'll know for sure once I patch the code to allow for them to import correctly Edited January 18 by Über Winfrey
Members MilesMontana Posted January 18 Members Posted January 18 Hmm, noted. Kinda odd a bunch of those meshes went for one material when there's meant to be multiple, but I assume it's something to do with the way the file is set up versus the others? I never usually saw too many problems with the other maps, but that's the one that seems to fight the most.
Members Über Winfrey Posted January 18 Members Posted January 18 1 hour ago, MilesMontana said: Hmm, noted. Kinda odd a bunch of those meshes went for one material when there's meant to be multiple, but I assume it's something to do with the way the file is set up versus the others? I never usually saw too many problems with the other maps, but that's the one that seems to fight the most. Probably xbox limitations
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