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Aruki: 2014-08-25 04:55:56 am
Aruki: 2014-08-25 04:52:50 am
Aruki: 2014-08-25 04:49:42 am
Aruki: 2014-08-25 04:48:36 am
Aruki: 2014-08-25 04:44:39 am
Aruki: 2014-08-25 04:43:55 am
I recommend you use my tool PakTool over mpakdump, which you can find linked in the first post. The reason is because mpakdump dumps filenames incorrectly - it doesn't include leading zeros and for some reason appends the compression flag to the beginning of the filename. (I still haven't figured out why - it has nothing to do with the file ID.) PakTool's also got two other pretty big advantages in that A. it automatically decompresses any compressed files in the pak, while mpakdump dumps them still compressed and requires you to use mdecomp to decompress them (which further screws up the filenames and makes them even worse to work with), and B. has repacking functionality.

With PakTool just make sure zlib1.dll is in the same directory as the executable (assuing you're dumping paks from MP1) and then you can either simply drag and drop a pak onto the program, or you can run it from the command line: PakTool -x [pak]

The easiest way to run it from the command line is to shift + right click the folder containing the program, and click "Open command window here", then type the command up there^ into the window.

Welcome to m2k2 by the way! Don't worry about being a bother; half the reason I'm doing all this is because I wanna see a hacking/modding scene for this game, so I'm happy to help out anyone who's interested in this stuff.
Edit history:
Sunbutt: 2014-08-25 05:24:28 am
That worked much better. Thank you. Not sure where to start now though. 

I did some digging and it seems that the .agsc files in Audiogrp are still being messed with, and sounds are actually the thing that got me here (I was trying to get the actual sounds from MP2 for a long-lost attempt at a fan game). I'm thinking of opening Audacity and seeing if I can get anything out of them - though I doubt it since I'm pretty late here.


In the meantime... http://www.metroid-database.com/forum/viewtopic.php?f=4&t=5973 has caught my attention a few days ago. Dates shows it has been abandoned, and I was thinking of completely restarting it.

Edit: Currently I only have the Echoes .gcm, but I'm going to set MP1 and Corruption for download.
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Aruki: 2014-08-25 05:27:19 am
There was some discussion on the AGSC format a few pages back if you wanna go back and read; we've determined a couple fairly basic things about the format but we haven't been able to get non-distorted sounds out of them yet. If you wanna try your hand at it, go for it.
Edit history:
Sunbutt: 2014-08-25 08:26:36 am
I've been playing with it. I'm staying at 22050 Hz since that's already been figured out, and trying mixes of various encoding and byte orders (I doubt byte order has something to do with it, especially since these aren't .wavs - doesn't hurt though).

Also, what's the initial program used to open/edit the .cmdl files? I'd like to export them to something like .nif or .3ds (or anything that's a little more common than .cmdl), if it can be done.
At the moment, just hex editors. I have a maxscript that can import CMDLs from Prime 1/2 into 3DS Max, but I haven't released it and it's a bit messy. I guess I could try to clean it up a bit if you want it.
Site kept giving me 'Bad Gateway message. :/

That'd be absolutely great. Do you have plans to release it in the near future?
Thats because m2k2 was down for maintenance.
Sure, lemme clean up the code a bit and I'll post it.
Edit history:
Aruki: 2014-08-26 11:23:36 pm
Aruki: 2014-08-26 10:33:06 pm
Alright, here you go. This script should be able to import any model from Prime 1 and 2 into 3DS Max. Just make sure that all three MS files are in the same directory, then run cmdl.ms. It'll also take care of texture conversion, although it only supports one texture format, CMPR - the vast majority of textures in the game are that format so it shouldn't really cause that many issues, but you might occasionally run into an unsupported format and the script'll refuse to convert it.

Lemme know if you have any issues with it.

edit: some minor fixes - download here
I'll have to wait to get that. My service provider has a limited bandwidth (10 GB), and the program is 4.5 gigs.

$460 every 4 months is kinda costly, but it looks handy for other projects as well so I should be able to get it within a week.
If you're a student, you can get a free 3-year non-commercial license for it. http://www.autodesk.com/education/free-software/all
Hmm... I might be doing Full Sail classes online sometime in the near future, so maybe that's an option. I'll have to ask.

I'm rather impatient though, so if the time doesn't come soon I'll end up blowing the money. .-.

Call me a noob, but how do you run the cmdl.ms? (I'm guessing something in Command Prompt.)
Edit history:
Aruki: 2014-08-27 01:10:03 am
Nah, it's in 3DS Max. Maxscript --> Run Script.

So unrelatedly, I had a bit of a breakthrough on the material format recently...



It's pretty exciting to me honestly, a lot of things look extremely good now; even things that looked like absolute garbage before like Omega Pirate. :P Still working out some kinks and when I do I'll post a few more pictures and an in-depth explanation of what I've figured out about the format.
That a beautiful sample, even without the visor and the face layer. The gloss and shading looks closer to the game than most other models you see floating around.

I'm guessing 3DS Max can export the models to something more common. I've already converted many of the textures and am a bit familiar with breaking apart models into sections (i.e. replace the right arm with a mirrored left arm), so if 3DS offers that, I got (almost) everything I need to do something big. Still having no luck with sounds.
Edit history:
Aruki: 2014-08-27 01:32:27 am
Aruki: 2014-08-27 01:29:54 am
Yeah. I haven't implemented alpha support yet, and there's some issues with terrain - lightmaps aren't working at the moment, so next task is to figure out why.

Max can export to prolly any format you want. If it's not one of the ones it exports to out of the box (3DS, FBX, DAE, and OBJ, among a bunch of others), you can probably find a plugin, or if all else fails you can find/write a Maxscript to do it.

edit: Oh hey since I see reka is here right now, you were right - there's two Light Suit models, one without the chest lights. Didn't realize before. :P

edit 2:

I find the models much more interesting, but I'm sure people would like to see terrain as well. That might eventually lead to completely redesigning - or possibly implementing - new cells or entire sections. It'd be interesting to see a dark world of the entire MP1 game. Forgive me if this has already been done - I saw the editor that was made several pages back, and I don't know if it can do that.

The model format I need specifically is .nif, so if it supports that, the projects I have in mind are good. If not, there are most likely converters.
Edit history:
Aruki: 2014-08-27 01:41:55 am
I assume you want this http://niftools.sourceforge.net/wiki/3ds_Max

edit: hmm not sure actually, sounds like this isn't compatible with the most recent version and I don't think Autodesk is offering versions earlier than 2012 to students anymore.
Perfect. Thank you. I got Maya and Blender already, so the final piece is 3DS.

And it even has a Fallout guide for plebs like me! Rolling Eyes
Edit history:
Aruki: 2014-08-27 01:49:05 am
So I'm not really familiar with nif so I'm not sure, but it looks like the version they have for 3DS Max only works up to 2012. So I guess you should be fine, assuming you either pay for it (in which case I believe you get access to every version? not sure), or download the student thing before next year, which is when they'll likely stop offering 2012 for students.

Anyway, shoot me a PM if you have any other questions about Max, since we're starting to get a bit off-topic here.
Hopefully I can get in before then. If not I'll have to find a (legal) way to get '12.

And yes, apologies for that.

Have you tried pulling the /cmdls from MP3, or will they not work?
MP3's material format is completely different, so it definitely won't work.
Got terrain fixed!



I've definitely come a long way since the first Furnace screenshot I posted. Next up is alpha support...
Phenomenal job, Paraxade!  I'm absolutely loving the progress so far, keep up the great work!

Just curious, are there binaries available of Antidote's tools?  I tried compiling them myself but I couldn't get it to work in QT.
Edit history:
Antidote: 2014-08-28 09:02:42 pm
Quote from Paraxade:
I recommend you use my tool PakTool over mpakdump, which you can find linked in the first post. The reason is because mpakdump dumps filenames incorrectly - it doesn't include leading zeros and for some reason appends the compression flag to the beginning of the filename. (I still haven't figured out why - it has nothing to do with the file ID.) PakTool's also got two other pretty big advantages in that A. it automatically decompresses any compressed files in the pak, while mpakdump dumps them still compressed and requires you to use mdecomp to decompress them (which further screws up the filenames and makes them even worse to work with), and B. has repacking functionality.

With PakTool just make sure zlib1.dll is in the same directory as the executable (assuing you're dumping paks from MP1) and then you can either simply drag and drop a pak onto the program, or you can run it from the command line: PakTool -x [pak]

The easiest way to run it from the command line is to shift + right click the folder containing the program, and click "Open command window here", then type the command up there^ into the window.

Welcome to m2k2 by the way! Don't worry about being a bother; half the reason I'm doing all this is because I wanna see a hacking/modding scene for this game, so I'm happy to help out anyone who's interested in this stuff.


mpakdump does correctly pad the names, you must have an older version, the reason it prepends the compression flag is so they're easily identifiable. Don't spread misinformation parax.
Edit history:
Aruki: 2014-08-29 05:26:47 am
Aruki: 2014-08-29 05:26:37 am
Aruki: 2014-08-28 09:10:48 pm
My mistake for that then, sorry. As far as the compression flag is concerned though, it's still far far preferable to just decompress the files in the first place so you don't even need to worry about whether a file is compressed or not, and get nice consistent filenames. The compression is part of the pak format, and it's completely unrelated to CMDL/TXTR/whatever else.

Personally any tool I make is going to be expecting the correct 8-character file ID with no compression flag at the beginning, so they won't work with mpakdump'd files... and I don't think it's really reasonable to have to worry about some value being appended to the filename that has nothing to do with said filename either