Author Topic: 2012/10/26 - Obj to Blb Converter  (Read 119115 times)

Although now I'm trying to port The Gray Man because the slope brick texture would work great on him.
oh my god yes

let's hope that one will work

Well, I could find textures and sounds, but figuring out the models is proving to be... difficult. The textures are mainly menus and level-specific. If I'm really missing anything cross-level, it'd be in ZDUMMY.STR... But PSX STR files are movies... So... Well, I can't get the str files open, although I've found screenshots of it working with LSD so it's a problem with Windows 7 or something.

In relation to the topic: Anyone think that model would work correctly being converted? It'd probably need some adjustment, but besides that...?
« Last Edit: October 28, 2012, 05:42:16 PM by MegaScientifical »

Badspot
wy u no release source


OMG OMG OMG I LOVE YOU YES

Well, I couldn't find a model of The Gray Man, even after working with the actual game files for hours. I got textures and audio. I couldn't get video to work, and no information on models. Damn... It would have made the perfect BLB.

Well, I could find textures and sounds, but figuring out the models is proving to be... difficult. The textures are mainly menus and level-specific. If I'm really missing anything cross-level, it'd be in ZDUMMY.STR... But PSX STR files are movies... So... Well, I can't get the str files open, although I've found screenshots of it working with LSD so it's a problem with Windows 7 or something.

In relation to the topic: Anyone think that model would work correctly being converted? It'd probably need some adjustment, but besides that...?
ZDUMMY is something to fill up the rest of the space on the disc so the actual game data would be close to the center of the disc, thus making loading time faster.

so does the whole
Code: [Select]
uuuu
X--X
X--X
d--d
stuff not work with bricks made through the converter?
Because I tried using that to define where other bricks can and cannot be placed, but all it did was forget up the brick.

so does the whole
Code: [Select]
uuuu
X--X
X--X
d--d
stuff not work with bricks made through the converter?
Because I tried using that to define where other bricks can and cannot be placed, but all it did was forget up the brick.
same here.

There should be an example.obj in the OP so we know the correct scale and such. All it'd need to be is a simple block.

How does BOUNDS work and where I add BOUNDS in blb file or what? I really need to know.

So the collision boxes (as with other things) are defined in the model by naming specific shapes then?

The scale is still off, but I managed to fix the orientation, bounds (duplicating the model into itself and naming the duplicate "BOUNDS"), etc. It actually looks pretty... LSD-esque in itself, even being a Legend of Zelda model. I like it.

« Last Edit: October 29, 2012, 04:01:53 AM by MegaScientifical »

What would even be the purpose of that? haha.

What would even be the purpose of that? haha.

Statue prop maybe. It looks really cool btw Mega.