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Which CMDLs did you try?
Uhhh. Actually, I probably updated the other maxscript files as well at some point. Try replacing all of them here and see if it works then.
attachment:
Yeah that works, thanks. Yay!
Oh man, thank you. This is incredibly awesome.
Metroid Wiki


Whoo! :D
Metroid Wiki
^ Are the MP2 and MP3 files available as well perchance? :)
Edit history:
Aruki: 2014-11-27 01:07:12 am
One other little thing I've found from the disassembly is that the 0x5 value at the beginning of paks is indeed a version number; not sure if the 0x3 is part of it... as far as I can tell, the game reads that first value as a long, then checks whether the bottom half is equal to 5. If it's not, it prints a "bad version number" message to the debug console. I don't think it does anything with the second value (the one that's always 0). Also, the bottom bit on the CMDL flag value - still no idea what the purpose of this is, because the game seems to ignore it entirely. It only checks the second and third bits. (And it does check individual bits, so yay, I'm right about it being bit flags!)

I'm still doing a lot of work on my editor, but unfortunately it's mostly backend stuff right now so I don't have a whole lot to show at the moment. :/ Writing this has basically been a process of write something -> yay, it works! -> learn of a better way to do it -> change everything. Which is a little frustrating because it means things are going slow, but it's also nice because it's helping me get better at this, and I think the code ends up improving a lot overall every time. On this particular iteration I'm using some of the code from the disassembly for reference to structure things more closely to the way the game actually does them. Also changing some things up so I can add proper MLVL/pak support.
If you can read MLVLs, could you figure out what those weird "Torobyte" sounds were used for? I noticed that they were referenced in the MLVL for Chozo Ruins.
I noticed that as well, but AFAIK it just sets a list of AGSC files that can be used by that world. I'm not sure how the game actually accesses sounds from AGSC files just yet.
@embry, not atm
Metroid Wiki
^ Roger that, thanks.
Metroid Wiki
@Antidote: Just fyi, I noticed a lot of data missing from the XMLs in the dropbox link, mostly from the Metroid3.pak so far. For example, two strings mentioning "radion" and globs of strings surrounding them are missing. So if you're ever going to use those files in the future be aware that they're incomplete.
Thanks for pointing that out, I wasn't aware of that.
Edit history:
flarespire: 2014-11-30 11:35:01 am
flarespire: 2014-11-30 10:09:25 am
flarespire: 2014-11-30 09:12:23 am
ok so whenever I try to use the cmdl maxscript, it fails to import because of this error:

This happens on any version of 3ds max I have installed (3ds max 9, 2010, 2012 & 2014), I am running windows 7 x64
Can anyone be of any help here, I really wanna get a close look at some of the games models.
Edit history:
Aruki: 2014-11-30 12:40:25 pm
That sounds like the filestream is invalid for some reason? What did you use to unpack the paks, and which CMDL are you trying to open? Also, if you pull up the listener (F11), how far does it get before that error pops up?  (in fact, just paste the entire log from the listener, if you can!)
I cant remember what I used to unpack the Paks, I most likely used the Pak plugin for Noesis to extract em.
Here is what the listener is saying:
Code:
-- Error occurred in ReadBELong(); filename: F:\cmdl\scriptheader.ms; position: 529; line: 15
--  Frame:
--   fstream: <BinStream:F:\metroid prime hacking\Prime 2 PAKs\Metroid1.pak_dir\1_cdf1c541.CMDL>
--   long: undefined
--   called in s loop; filename: F:\cmdl\cmdl.ms; position: 1969; line: 42
--  Frame:
--   s: 57726
--   called in anonymous codeblock; filename: F:\cmdl\cmdl.ms; position: 2018; line: 44
--  Frame:
--   magic: 357504
--   material_offset_array: undefined
--   model_format: -1380270592
--   mtl_count: undefined
--   f: <BinStream:F:\metroid prime hacking\Prime 2 PAKs\Metroid1.pak_dir\1_cdf1c541.CMDL>
--   section_count: 1049026295
--   mesh_nrm_array: undefined
--   material_section_count: 1072069246
--   prim_vertpos_array: undefined
--   mesh_uv_array: undefined
--   mtl_array_start: undefined
--   prim_vertnrm_array: undefined
--   mesh_face_array: undefined
--   section_size: #(1292049229, 88324, 1074135428, -1064370176, 2099968, 1635778721, 6293760, 257490947, 1560282190, 50487451, 50372768, 218107981, 613636, 374145583, 1560282461, 22695425, 601885952, 123535386, 1291979857, 84172034, ...)
--   prim_vertuv_array: undefined
--   mesh_vertex_array: undefined
--   mesh_mat_array: undefined
--   u_array: undefined
--   prim_mat_array: undefined
--   v_array: undefined
--   current_section: undefined
--   num_uvs: undefined
--   current_offset: undefined
--   num_verts: undefined
--   cmdlmesh: undefined
--   next_offset: undefined
--   tex_fileID_array: undefined
--   num_submeshes: undefined
--   tex_array: undefined
--   material_array: undefined
--   vertex_array: undefined
--   dir: "F:\metroid prime hacking\Prime 2 PAKs\Metroid1.pak_dir\"
--   version: 430774750
--   vertex_attrib_flag_array: undefined
--   MM: undefined
--   texturecount: undefined
--   submesh_offset_array: undefined
-- Error occurred during fileIn in #F:\cmdl\scriptheader.ms; line number: 15
>> MAXScript FileIn Exception:
-- Unable to convert: undefined to type: Integer64 <<

and the CMDL I was trying to import was 1_cdf1c541.CMDL from Metroid1.pak from Metroid Prime 2.
Okay, so that's about what I suspected was the problem. You're trying to import a compressed file. Use PakTool to unpack the paks; it'll decompress them all for you. Then try it again.
Edit history:
flarespire: 2014-11-30 01:02:31 pm
ah im such an idiot, I completely forgot about the compression thing :L
Thank for the help Paraxade!
I've been watching this thread like a hawk ever since I found it. I'm really excited about this project. Paraxade, keep it up. You are part of what makes the Internet so great. I look forward to your first release.
Does anyone happen to have a list of the prime 2 CMDL files and what they are? Im looking for Quadraxis's models files and apparantly the game stores him in more than one CMDL, so far ive only been able to find the main core of his body and his feet which were in one CMDL file and I am unable to find the other parts.
Edit history:
Bearborg: 2014-12-01 12:22:59 pm
Head: 9d78566e.CMDL
Head casing: 22b3293d.CMDL
Body and feet (with leg connectors): 7fe1bf4b.CMDL
Body and feet (without leg connectors): aa11b212.CMDL
Destroyed body with legs: 321fc085.CMDL
Leg connector: a6622a48.CMDL
Leg (with casing): c794cbdb.CMDL
Leg (without casing): 7270b861.CMDL

As for a list, Paraxade was working on this one, but he didn't get very far. I was supposed to help out, but I kind of forgot about it...
Thank you so much! also I stumbled across this whilst searching for the Quadraxis models yesterday, I wonder what its intended purpose was:
What's the filename? I can check what other files reference it.
Gimme some time to find it again, I neglected to save a .max file of it when I was doing my search for Quadraxis.
MP2 also a bit MP1 speedrunning
that's the spider ball model from mp1.