Jump to content

All my products and services are free. All my costs are met by donations I receive from my users. If you enjoy using any of my products, please donate to support me. My bare hosting costs are currently not met so please consider becoming a contibuting member by either clicking this text or the Patreon link on the right.

Patreon

If neither of those of work for you, you can donate any amount by clicking here.

headkaze

Elite Member
  • Posts

    5120
  • Joined

  • Last visited

  • Days Won

    37

Everything posted by headkaze

  1. Uninstall ffdshow and install the Vista Codec Pack. It's the only codec pack you should need and has been proven to work with GameEx.
  2. Good to see you around here Flash.. where the hell have you been anyway?
  3. I think some models need to be tilted in GameEx. Tom could modify the world matrix slightly to do that in code but I don't think the cabs will look any good tilted. Here's an idea Tom, for models we could have an associated .ini file that has some settings such as "Tilt=True/False" and "AutoCentre=True/False". The Tilt setting could tilt the world matrix slightly for models that need tilting. The AutoCentre could skip the code that moves the point of origin to centre. Good for cabs already set to centre so it would be faster to load.
  4. I have contacted the author (Gozer) of the 3d arcade models and he said it was okay for me to post part of his e-mail to share how the cabs got made He also mentioned he likes the GameEx project and that he has 26 new models measured and ready to be modelled.
  5. Partly why it took so long to convert them all was removing the glass for some cabs and fixing missing textures. If you find any I've messed up feel free to export them again. Just remember you will need to explode the cab first and then fix any textures, remove any glass and then export. I deleted the simpsons and blitz99 models because some panels failed to export correctly. To fix a texture do the following: 1. Load the model 2. Select Plugins->Bomb All 3. Select the arrow selection tool 4. Right click on the face with the missing texture and select "Entity Info" 5. A dialog will open with the front and back faces. Select the front face and then select the texture from the list 6. You may need to position the texture correctly. To do that right click on the face and select Texture->Position. Using the mouse you can drag it into place. 7. Select Plugins->Zbyl's X Exporter... to export to an .x file.
  6. Actually my bandwidth is unlimited. I had to move hosts the day we released Warhawk DS as it went down for going over it's quota in a few hours! But yeah I have no problem you hosting it.
  7. It did become quite a painful experience especially towards the end when my hand started cramping up Well I'm sure the GameEx community will appreciate it too and I personally love seeing the 3d models and hope we get a stack more done. Oh and I contacted Gozer (author of the 3d cabs) and welcomed him to come and say hello. I also mentioned I could organize him a free license if he showed up (which I'm sure you'll be happy to honour?).
  8. You can download the Gozer 3d models painstakenly converted to X files from here. Thanks to Draco for help in naming them.
  9. Where did some of these profiles come from? Some of them don't even exist in my GameEx install. Most of those must be from somewhere else and not part of the Emulator project especially those that say "+ Loader" as none of them used loaders. I personally checked through all of them although it looks like I may have missed a couple. But I certainly don't know where most of the ones you listed are from. Tempest do you have the latest xml from the project? I've since updated this PC and I can't find it. We really should keep that thing going, so perhaps we can get some other members to help out and update the profiles and add any new emulators.
  10. When is the download service going to be integrated into GameEx so it will download assets automatically as you use GameEx? That would be sweeeeet.
  11. Well I have finished converting the cabs. Unfortunately I had to do most of them manually because many of the textures were screwed up when "exploding" the models. Let's just say I've spent waaaaay too many hours on this Anyway I've updated the scripts again, and now the ZbylsXExporter doesn't auto explode and it defaults to save to a sub folder. This is to do conversions manually, so you will also need the "bomb" script to explode the model then fix any screwed up textures, and then export to X. You only need to explode the more complex models, I did not need to explode any of the console models for example. As for pinning and merging this topic. I don't think it warrants pinning really and I'd rather not merge with the other topic because I want this to be dedicated to my conversion work and requests from people to convert stuff. That is why I started a new thread in the first place. Anyway I am uploading the cabs now... stay tuned!
  12. Quick update.. the last batch failed since there were quite a number of models with missing textures. After examining the plugin for a while I realized it was infact working perfectly except that the models themselves had poly's grouped off and the exporter could only examine the groups. So what I had to do was expand the scripts to "explode" the models a few times before exporting. That seemed to sort out the models I looked at (although there was still a problem with starwars but I managed to fix that one manually). So anyway I'm running another batch this time exploding each model 4 times and then exporting. Hopefully this time we will have better luck. I have uploaded the new scripts to the first post including a separate plugin for exploding models (called bomb.rb). Please note that I had to make the batch exporter save each .skp file back out after exploding otherwise it would prompt to save after each model.
  13. Okay have them renamed now. We have 211 MAME cabs and 62 misc cabs. I guess I could convert the misc cabs later and have them as a supplimentry pack. Since some of them are generic cabs Tom could have them display as defaults if the real cab is missing. We can also use the pinball cab to display for pinball games. Running the MAME batch off now... Fingers crossed all goes well!
  14. Thanks again Draco. So are we ready to convert then? I will knock up a little utility to rename the models here and then start a bulk conversion. Unfortunately the star wars cab does concern me. There may be others it has trouble converting. I am really busy at the moment to go through and check out the script. What I may do is just convert them all and then we can go through and check them all together. If there are any ones that need fixing I can attempt to fix them later or try a different plugin.
  15. Thanks Draco. I will have a look at that issue with the star wars cab. Hopefully it's something in the exporter I can fix.
  16. I think the easiest way would be to import list.txt into Excel and use the second column to enter the MAME name. Along with the Arcade Cabs collection by Gozer use MAWS to find the ROM name. For example the "Altered Beast arcade game" filename is alteredA.skp. A search on MAWS for "Altered Beast" I can see the ROM name is "altbeast". If you click on a clone you will see a 'parent' entry. It would probably be best to use the parent ROM name for most cases. Later on I will go through and rename all the files and then batch convert them.
  17. 273 models to be precise. I've downloaded them all but I don't think they follow the MAME naming convention which is a PITA. I have create a ruby script that will go through an entire directory of skp models and convert them to x. But we really need the models renamed first. Attached is a list of the models. If someone can go through and find the correct MAME names and list them next to these I can rename them and then convert them in bulk. Anyone? EDIT: I've uploaded my BatchXExporter ruby script to the first post for converting a directory of skp files in bulk. list.txt
  18. Here are some models converted using SketchUp and the ZbylsXExporter plugin for Google's SketchUp. You can see what they look like using mview. I've also added a ruby script I modified called BatchXExporter (copy to Google SketchUp plugins folder) which can convert a directory of models. Open the file in a text editor and change the "Output_path" value to the folder containing the skp files (don't forget to have a '/' character at the end of the path) Amiga CD32 Atari 2600 Coleco Vision Commodore 64 Commodore Amiga Commodore PET Fairchild Channel F Magnavox Odyssey Mattel Intellivision Nintendo GameBoy Nintendo GameBoy SP Nintendo GameCube Nintendo N64 Nintendo NES Nintendo SNES Pinball Sega Dreamcast Sega Genesis Sega Master System Sony Playstation 2 If you find a missing or better quality model on 3d Warehouse convert it and upload or post a link here and I'll convert it. I will update this post when I add more. Download console 3d models Download Gozer's 3d arcade cab models mview.zip bomb.zip ZbylsXExporter.zip BatchXExporter.zip
  19. headkaze

    .X files

    So far this is the best plugin (attached). I had to modify it a bit to export the texture coordinates correctly but so far it works well. NOTE: This is the best plugin for exporting from SketchUp ZbylsXExporter.zip
  20. headkaze

    .X files

    Here is an x file exporter plugin for SketchUp (PS it worked on a model that the plugin Tom posted couldn't) http://www.3drad.com/Google-SketchUp-To-DirectX-XNA-Exporter-Plug-in.htm
  21. headkaze

    .X files

    There is a Mesh.Save() method so Tom might be able to do the pre-processing, save it out as an .x again and mark it as optimized. Next time it will not need to loop through the vertices. I still think there will be a delay though as it is a large file.
  22. "vmame -cc" is something you need to type from the command line.
  23. Found this today You can download the video from http://rapidshare.com/files/417300530/IntroVideoGame.mpg.html
  24. Never thought of my head as being level and pretty
  25. Perhaps it is time to add an Off Topic forum? I'm sure there would be alot more chat from the regulars if there was. Tom?
×
×
  • Create New...