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Current tools:
Outdated tools - these are here in case you need them, but for the most part there are better ones available now:
Original post:
- Prime World Editor (Aruki): Level editor that supports the Metroid Prime trilogy and Donkey Kong Country Returns. Check the thread for the most up-to-date info.
- URDE/PathShagged/HECL (Antidote/jackoalan): Collection of tools by Antidote and jackoalan that export a lot of the game's data to more common formats. Supports extraction of levels and rigged/animated character models, among other things. Its end goal is to reimplement the original game's engine as closely as possible. This is the best tool to use for extracting models/animations/etc from the game so far.
- PakTool (Aruki): Can extract files from paks, as well as rebuild paks that can be used ingame. Extracted files are automatically decompressed and repacked files can be recompressed. Is capable of decompressing/recompressing MREA files as well as Tropical Freeze's formats with compressed data. Can also dump out a list of files contained in the pak. Fully supports the Prime trilogy and Donkey Kong Country Returns, and can extract and decompress files from Tropical Freeze.
- Audacity GameCube ADPCM (jackoalan): Audacity fork that supports importing and exporting almost every standalone audio format from every Retro game. Doesn't support AGSC, ADP, or RSF yet.
- STRG Editor (Aruki): Reads/writes STRG files (string tables) from both Prime 1 and Echoes, in all seven languages supported by the games. Does not support Corruption or DKCR.
Outdated tools - these are here in case you need them, but for the most part there are better ones available now:
- CMDL Maxscript (Aruki): Imports CMDLs from Metroid Prime 1/2 into 3DS Max. Also handles CMPR TXTR conversion. Other texture formats are unsupported. You should probably use HECL instead.
- MREA Maxscript (Aruki): Imports MREAs from Metroid Prime 1 into 3DS Max. Comes with the same TXTR functionality as the CMDL script. You should probably use HECL instead.
- Prime Audio Decoder (Aruki): Extracts and decodes music and sound effects, and converts them to wav. Compatible with AGSC, CSMP, and DSP (Prime 1 only). You should probably use jackoalan's Audacity branch instead unless you're interested in ripping AGSC files.
Original post:
This board is much more active than the hacks and fangames board, so.
I've been doing some research on various file formats in Prime recently and written a couple tools to parse some of them. I would really love to be able to pull everything together well enough to be able to write a comprehensive viewer/editor, but I'm new to programming so I'm not totally sure how far I'll be able to get with this.
So what I've managed so far is:
- I've made my own tool to dump, decompress, and repack .pak files.
- I wrote some Maxscripts (3DS Max scripts) that can import geometry from CMDL and MREA files. There's still a couple important pieces of the format I'm missing so it's not super reliable and most non-trivial models crash it, but I've made good progress on it.
- Those scripts can also convert TXTR files to DDS.
Here's Furnace in 3DS Max, one of the only decently large rooms I've managed to load 100% correctly so far:
Miles has figured out a lot of stuff related to the object layout data in MREA files, as well as MLVL (contains metadata that defines a bunch of stuff related to how areas load - like which files to load for each room or which model to load as the skybox). He did this:
So yep, fun stuff. Getting somewhere with all this. The main goal at the moment is to write a viewer, then an editor, for MREA files and their associated object layout data.
I've been doing some research on various file formats in Prime recently and written a couple tools to parse some of them. I would really love to be able to pull everything together well enough to be able to write a comprehensive viewer/editor, but I'm new to programming so I'm not totally sure how far I'll be able to get with this.
So what I've managed so far is:
- I've made my own tool to dump, decompress, and repack .pak files.
- I wrote some Maxscripts (3DS Max scripts) that can import geometry from CMDL and MREA files. There's still a couple important pieces of the format I'm missing so it's not super reliable and most non-trivial models crash it, but I've made good progress on it.
- Those scripts can also convert TXTR files to DDS.
Here's Furnace in 3DS Max, one of the only decently large rooms I've managed to load 100% correctly so far:
Miles has figured out a lot of stuff related to the object layout data in MREA files, as well as MLVL (contains metadata that defines a bunch of stuff related to how areas load - like which files to load for each room or which model to load as the skybox). He did this:
So yep, fun stuff. Getting somewhere with all this. The main goal at the moment is to write a viewer, then an editor, for MREA files and their associated object layout data.
Thread title: