my first successful model conversion!

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is there a way to extract a 3D map of the whole minigame. I'm intresed to see how that was put together.
 
@???? is that your cloud gbike models? or mine? the one with those messed up colors? and are you saying that i should use aali's version 6.7b?

@halkun: dont know..
 
can you view the models of minigame.lgp in biturn? if so what is the model file for the buildings/ backgrounds for the gbike game? i wanna remake em :P
Yes they are all in there.  The pieces of the road don't load with the textures in Biturn correctly though (I don't think)
is there a way to extract a 3D map of the whole minigame. I'm intresed to see how that was put together.
I don't think so.  It looks like it is constructed piece by piece as the game goes along.
 
There doesn't seems to be ay obvious problem with those model. Maybe loading again and again those big texture files could cause some problem, but i'd be very surprised if that was the case. It's a real mistery.
 
OK first hello to everyone since this is my first post on this forum.
@Polaris:
 I think I found a way to fix the texture problem in the bike game thought it seems that it works only with the Aali Custom graphics driver. It seems that the Aalis driver for some reason messes up the lightning on the textures so what you have to do is to export the models from the pcreator as battle models that does not support lightning then rename them as .p files (ex: abaa to abaa.p).  Now open them with kimera resize them and apply then back to the skeleton. If you want to I can Email you this model I reconverted to test it on your pc though the parts might not be placed very well :oops: (I’m still new working with kimera)
 Here’re some screenshots:
bike3.jpg

bike2.jpg

bike1.jpg
 
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hmm..okay i got it! ill try that and see if it works hehe..thanks for the info man..
 
So, the question is, what does pcreator do to battle models that it doesn't do with field models?
 
wow! ive been waiting for you to be on this thread AALI!
cause you know..having problems with your graphics drriver as you can see..hehe..hmm as nero said it would have done something to the lighting of the models..apart from that it just saves the model in '.p' and '.tex' in field files..thats what i know..
 
If you upload both the working and broken versions of the model I can tell you what's going on.
 
@Polaris:
I’ve just sent it to your email. Let me know if you got it…
 :lol:
 
Where did you find Kadaj’s bike?
Is it from jedi Knight?
Could you possibly send them to me? :-D
Btw I think it would look even better if you could replace the bike drivers with Soldiers 2rd or 3rd class from cc
cc.jpg

Or at least i think they are 2nd class Soldiers :|
 
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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.
 
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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.
 
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?
 
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