TODO & Known Issues:
- The new in-game Power Suit model has slight seams in between the inner shoulders/booster parts and the chest.
The new in-game Power Suit model is reusing polygons from the original "Varia" model alongside the new Power Suit parts. The problem rises from trying to merge or import polygons from the (255) Power Suit into the original (0) Varia Suit model, which depending on the parts, causes crashes with the game loading the new model (even with the parts properly weighted and with proper bone names).
All that's needed to get rid of the seams is to properly import Samus' abdomen polygon from the Power Suit model into the in-game 0 model to fix this, since right now the abdomen polygon is that from the Varia model. There's one attempt where I managed to make it work, but the environment shine doesn't work for any of the parts from the chest and arms. Enabling the environment shine for any of the parts causes a crash in-game.
This issue with the Power Suit model has now been fixed thanks to a lot of debugging and testing between Blender tests and BrawlCrate.
I had issue with some polygons having their environment shine being turned off when importing certain parts, but today I was able to properly import the torso polygon (polygon6) properly with the size and shape of the unused Power Suit model by using Blender's Snapping tool, and basically importing the original Varia Suit torso polygon and setting the snap points of it to the vertices of the original Power Suit model, so the shape of it matched, and thanks to this, I was able to fix the seams (seen through parts) showing through between the Booster and the Torso, and also fix the seams between the Shoulder Pads/Arms and the Torso.
This effectively takes care of the one of the last stretched goals I wanted to achieve, which was to properly make a Power Suit model for both in-game and cutscenes!
And now...
I think it's safe to say that this project has achieved a v1.0 status!
I'm really happy that this has been possible, it has been a long time coming and I'm really happy with the outcome of how it all started, all the research gone into it, all the people that helped with debugging, testing and giving suggestions, and of course, I'm really happy with the end result.
And better yet, all of the features can be made into a standalone ISO for people to play on their real Wii!
Simply make a new ISO in Dolphin with the things you like from project, and enjoy!
I really hope that this helps people enjoy Other M a lot more with all the new textures, new models, new graphics, new audio and video edits to give more focus, continuity and better pacing to the story, and of course, all of the new features, like the 3rd person missiles and skippable cutscenes finally being possible without relying on Gecko codes, all of that while in-game.
I also really hope that this project ends up revitalizing Metroid: Other M, and that it helps to bring this game out of its black sheep status, as it is legitimately a really fun game, and with the new 3rd person missiles, it's even MORE fun, since it removes a lot of the nuances of going into 1st person constantly.
All in all, I think this will be it for the project for a while, unless someone helps out to figure out the out-of-sync subtitles for dm52to56 and dm33to36, and the issue with the Varia Suit still loading in certain in-game cutscenes to swap it for the new Gravity one. These two issues I haven't figured out, as I think they're all related to the game.rel file, which seems to have some custom code for what to do in certain occassions, and it seems like this one handles both the subtitle timings and what models load for certain cutscenes.
Anyway, enjoy everyone!
![big grin :D :D](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)