Author Topic: Sonic Z-Treme  (Read 24334 times)

20EnderDude20

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Re: Sonic Z-Treme
« Reply #270 on: July 21, 2018, 09:18:03 pm »
I forgot to add an option to render only within the window screen.

Aka masking ;)

XL2

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Re: Sonic Z-Treme
« Reply #271 on: July 21, 2018, 09:21:18 pm »
There is an hardware feature, called windows, where it doesn't draw to one part of the screen.
That's what Lobotomy did with their slavedriver games to have little overdraw.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #272 on: July 21, 2018, 09:38:18 pm »
Also, some faces in multiplayer actually pop in and out of rendering, even though it seems it's well within the radius of rendering for at least one player.

XL2

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Re: Sonic Z-Treme
« Reply #273 on: July 21, 2018, 09:40:18 pm »
That seems like a z sort issue.
There is no z buffer on the Saturn, so that happens all the time.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #274 on: July 22, 2018, 12:52:56 am »
Anyways, can I make the animations for Tails? I have a Sonic R Tails rig in Blender. Would that be sufficient?

XL2

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Re: Sonic Z-Treme
« Reply #275 on: July 22, 2018, 01:17:10 am »
If you can find a way to reduce the number of vertices under 200 and use as few textured quads as possible (I would suggest to not use any textures on the tails), sure!
You can find my model converter in another post and play with it to understand how it all works.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #276 on: July 22, 2018, 08:58:13 pm »
I present to you... the animation!  ;D

I just did a lot of limited dissolves in Blender, and some manual tweaking, and surely enough, I got the vertex count under 200!

XL2

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Re: Sonic Z-Treme
« Reply #277 on: July 22, 2018, 09:12:19 pm »
Nice!
I am not in front of my pc for the next week or so, so I won't be able to test it.
Did you try it within an emulator?

20EnderDude20

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Re: Sonic Z-Treme
« Reply #278 on: July 22, 2018, 11:00:52 pm »
It seems that I have to fix the textured polys; they aren't displaying. Oh well! Back to the drawing board!

20EnderDude20

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Re: Sonic Z-Treme
« Reply #279 on: July 23, 2018, 01:02:22 am »
I've assigned the textured polygons in 32x32 blocks, and after all of the compiling and everything, any emulator stops responding. No debug message... nothing. I set all of the .tga files to have RLE compression, and to have the origin be at the bottom left. Is this an issue with the model? Oh, and here's a tree of the input folder:

:
Code: [Select]
    CHEST.tga
    CHEST_2.tga
    C_BLACK.tga
    C_ORANGE.tga
    C_RED.tga
    C_WHITE.tga
    EYE 4.tga
    EYE.tga
    EYE_2.tga
    EYE_3.tga
    tails chest.png
    tails eye.png
    tails.obj
    tails_000001.mtl
    tails_000001.obj
    tails_000002.mtl
    tails_000002.obj
    tails_000003.mtl
    tails_000003.obj
    tails_000004.mtl
    tails_000004.obj
    tails_000005.mtl
    tails_000005.obj
    tails_000006.mtl
    tails_000006.obj
    tails_000007.mtl
    tails_000007.obj
    tails_000008.mtl
    tails_000008.obj
    tails_000009.mtl
    tails_000009.obj
    tails_000010.mtl
    tails_000010.obj
    tails_000011.mtl
    tails_000011.obj
    tails_000012.mtl
    tails_000012.obj
    tails_000013.mtl
    tails_000013.obj
    tails_000014.mtl
    tails_000014.obj
    tails_000015.mtl
    tails_000015.obj
    tails_000016.mtl
    tails_000016.obj
    tails_000017.mtl
    tails_000017.obj
    tails_000018.mtl
    tails_000018.obj
    tails_000019.mtl
    tails_000019.obj
    tails_000020.mtl
    tails_000020.obj
    tails_000021.mtl
    tails_000021.obj
    tails_000022.mtl
    tails_000022.obj
    tails_000023.mtl
    tails_000023.obj
    tails_000024.mtl
    tails_000024.obj
    tails_000025.mtl
    tails_000025.obj
    tails_000026.mtl
    tails_000026.obj

And this is what one of the .mtl files say:
:
Code: [Select]
# Blender MTL File: 'tails walk fix.blend'
# Material Count: 10

newmtl CHEST
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.124741 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails chest.png

newmtl CHEST_2
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.124741 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails chest.png

newmtl C_BLACK
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.000000 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0

newmtl C_ORANGE
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.124741 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0

newmtl C_RED
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.000000 0.001040
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0

newmtl C_WHITE
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0

newmtl EYE
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails eye.png

newmtl EYE_2
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.124741 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails eye.png

newmtl EYE_3
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails eye.png

newmtl EYE_4
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails eye.png


I don't really understand what I'm doing wrong here...

Thanks!

XL2

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Re: Sonic Z-Treme
« Reply #280 on: July 23, 2018, 01:09:10 am »
My converter doesn't read RLE compression, so I guess that's your issue.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #281 on: July 23, 2018, 01:16:19 am »
I just discovered that wasn't the main issue... It's probably the map_kd flag for the materials, because I can't think of anything else wrong at the moment...

XL2

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Re: Sonic Z-Treme
« Reply #282 on: July 23, 2018, 01:18:42 am »
It doesn't even read the mtl file.
Read every post in the other topic about the converter, I think it was all explained there.

ponut64

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Re: Sonic Z-Treme
« Reply #283 on: July 23, 2018, 01:48:25 am »
In essence, in Blender, yes you do export the file with materials. No, the converter does not read the MTL file.
The material name must match the material in Blender.
Another thing I found is the conversion process can be sensitive to file names. make sure they are short and make sure the starting OBJ file name matches the folder name.
Crashing with no error message may indicate you're trying to display an animated model before it is fully loaded, but what do I know?
« Last Edit: July 23, 2018, 01:50:37 am by ponut64 »

20EnderDude20

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Re: Sonic Z-Treme
« Reply #284 on: July 23, 2018, 01:49:27 am »
Turns out the crash was because texture EYE_4 wasn't found because I forgot to put the underscore! The textures... were... well... let's just say tails looks absolutely hilarious...

 

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