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[OoT] Importing Hardware-Compatible Models?

Jiyaro
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Jiyaro
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Joined: November 16th, 2013, 11:45 pm

May 17th, 2014, 1:19 am #1

I'm greatly interested in starting my own ROM hack, or importing some test maps at the very least, but I absolutely cannot see the fun in doing so if I am unable to run it on an actual Nintendo 64. I was made aware by xdaniel in a prior thread of mine that SharpOcarina and HylianToolbox are incapable of producing hardware-compatible content, though a more recent build of Model2N64 can do so to an extent. The issue that arises with using the current build of Model2N64, however, is that it is not very useful for the importing of maps, though it can be used for object models. And so, this leads me to my question. Does anybody have an idea as to how I might be able to import maps in a way that would allow the use of the modified ROM with an EverDrive 64?
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xdaniel
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xdaniel
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Joined: March 23rd, 2013, 12:02 am

May 17th, 2014, 11:07 am #2

http://magicstone.de/dzd/random/Model2F3DEX2.rar - binary and source for a new converter that does produce AFAIK fully hardware-compatible display lists, as tested by HeavyZ on an Everdrive; check the source or dig around The GCN if you can't figure out how to make it work, even though it's relatively simple. I wanted to eventually expand this project into a map importer, but...

Well, I've pretty much left behind OoT/MM for reasons. Don't expect any updates on it or anything else OoT/MM-related from me - if anything, SceneNavi maintenance is the only thing I'm still willing to do.
Last edited by xdaniel on May 17th, 2014, 11:11 am, edited 1 time in total.
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Jiyaro
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Jiyaro
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Joined: November 16th, 2013, 11:45 pm

May 17th, 2014, 12:13 pm #3

xdaniel wrote:http://magicstone.de/dzd/random/Model2F3DEX2.rar - binary and source for a new converter that does produce AFAIK fully hardware-compatible display lists, as tested by HeavyZ on an Everdrive; check the source or dig around The GCN if you can't figure out how to make it work, even though it's relatively simple. I wanted to eventually expand this project into a map importer, but...

Well, I've pretty much left behind OoT/MM for reasons. Don't expect any updates on it or anything else OoT/MM-related from me - if anything, SceneNavi maintenance is the only thing I'm still willing to do.
Thank you very much for that link, xdaniel; it at least solves a portion of my problem, what with being more reliable than Model2N64. As for your absence in the development of OoT/MM hacking tools, that's rather unfortunate, but oh well. You've made enough contributions already, far more than I or many others will be making anytime soon, so I can't complain.

I'm away from my computer at the moment (posting this via a smart phone), so I can't check for myself, but is SharpOcarina also open source? Additionally, what language and libraries did you use to develop these tools? Hope you don't mind me asking.
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xdaniel
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xdaniel
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Joined: March 23rd, 2013, 12:02 am

May 17th, 2014, 1:34 pm #4

It's... complicated as to why I most likely won't return to OoT/MM anytime soon, if ever. It's multiple reasons, on their own relatively minor, culminating in enough "negativity" for me to just not wanting to bother anymore...

Yes, SO is open source as well: https://code.google.com/p/sharpocarina/ - it's quite a mess tho, so I really wouldn't recommend anyone directly basing anything off of it. It should make for interesting reading, but it's full of ugly kludges, bad programming practices, etc.

As for language, libraries, etc., most of my tools post-OZMAV2 - including all map/model converters - are written in C#, in Visual C# 2010 Express, using the .NET Framework 4.x, with the ones featuring 3D rendering using the OpenTK library for that (SceneNavi, SharpOcarina, SayakaGL, etc), and a few of the most recent ones (mainly SceneNavi) using Nini for application configuration storage.
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