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11-20-17 12:27:00 PM

Jul - SM64 Hacking - SM64 Level Importer Thread (Skelux Branch) New poll - New thread - New reply
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Celux

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Posted on 06-09-13 12:29:47 AM (last edited by Celux at 01-29-15 03:46:48 PM) Link | Quote
My branch of Frauber's importer. Below is a video of the application and a list of all noteworthy changes. Among these, the most significant are scrolling textures, a greatly improved MusicXML importer which rarely requires any MIDI editing for a good result, support of up to 70 sequences, removal of many bugs, and improved interface.

Download 1.9.2S




Changes in 1.9.2S:
*Increased 3D draw distance, no clipping in large levels
*Significant improvements to tweak syntax, you may need to manually update old tweaks
*Collision types work when importing without textures
*Enabled importing of alpha textures in custom importer
*Added three new water types
*Tweaks for changing cap music also fix the music in their corresponding level
*Tweak for changing ROM internal name
*Custom importer allows more space for title screen importing
*Fixed miscalculation causing custom BG to overwrite other levels
*Fixed miscalculation of bank 0x0E size
*Fixed slight misalignment of texture mapping
*Fixed collision not being centered in custom importer
*Fixed model offset position in custom importer
*Fixed incorrectly labeled music sequences
*Fixed mislabeled instruments and collision types
*Fixed bug in maximum size for custom importer
*DMA copy code at 0x101B84 is not rewritten every import
*Four new tweaks by Kaze
*Improved efficiency of display list conversion
*Further improvements to interface

Changes in 1.9.1S:
*Allowed importing of a separate model for collision
*Added the option to apply a tweak automatically after importing
*Increased RCVI hack from 3x to 4x regular
*Reversed a change in display list conversion which would increase size
*Six new tweaks created by Kaze
*Minor changes to interface

Changes in 1.9S:
*Added custom model importer and various presets
*Added tweak manager and various tweak files
*A basic hex editor is included in the miscellaneous tab
*Flawless obliteration of all stretched textures
*Removed polygon limit, though results may be unstable
*Skipping of opening has been moved in to the tweak manager
*Star requirement editing has been added to the tweak manager
*Can disable messages displayed after collecting certain amounts of stars
*Fixed loading of settings in 'Level Settings' tab
*Fixed collision parameter descriptions
*Updated collision type descriptions
*Fixed music silence bug which was incorrectly fixed in earlier versions
*Added palm tree to default geometry layouts
*Fixed conflicting model ID on TTM and RR 0x0E object banks
*Changed default import level to Bob-Omb's Battlefield
*Added option not to center the model
*Removed texture scale setting
*Minor interface improvements
*Improved efficiency of display list conversion

Changes in 1.8.1S:
*GUI background fixed for widescreen displays
*Error handling for write-protected MTL file
*Handling of various minor errors
*Explanations of scrolling textures when labels are clicked
*Mist and toxic haze is displayed correctly
*Multiple water boxes display correctly
*Added option to create invisible water boxes
*Added texture scale option for water boxes

Changes in 1.8S:
[Model Conversion]
*Scrolling textures have been added to the Special Material tab
*Death floor extends beyond original boundaries
*Fog works on alpha textures
*Experimental transperency option
*Most stretched textures are corrected automatically
*Vertices exceeding the maximum range are corrected
*Added texture scale option
*Shading options are numeric
[Music]
*Supports up to 70 music sequences
*Descriptions of each instrument set added
*Music XML Converter incorporated into program
*High notes are shifted down octaves until valid
*Chords are imported almost perfectly
*Added Vibrato setting for each channel
*Can select the percussion channel from instruments list
*Selected instrument set is saved to file and recalled when importing
*Channels 10 to 15 are working
*Working pitch and transposing options
*Fixed music volume problem with certain sequences
*XML containing notes of 1/128 length or less import correctly
[Interface]
*Improved aesthetics
*Simplified directory structure
*Last directory for each dialog is saved
[Memory Banks]
*Bank 0x0E objects are working in levels of any size
*Overriding music size restrictions should not interfere with maximum level size
[Misc]
*New Easter Eggs added
*Added option to enable extended boundaries
*Added a PPF applier to the Misc Settings tab
*SM64 ROM will be automatically patched if not prepared for importer
*An incorrectly prepared ROM can be opened but importing is disabled
*CRC is automatically corrected
*Added an incomplete text editor
*Fixed bug causing trajectory to occasionally read incorrectly
*Added option to disable level intros
*Added option to enable widescreen improvements
*Main patch file does not alter credits
*Included many sample sequences

Changes in 1.7S:
*Support for up to 20,000 polygons
*Roms are extended to 64mb
*Option to enable VC hack to solve lag
*Normals are imported into the level (sketchup pro exporter needed)
*Level models are perfectly centered
*Increased water box, death height limits
*Automatic correction of Mario shadow size (TT64 shrinks it)
*Various less noticeable changes

Any feedback or suggestions will be considered.
DarkSpacer
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Posted on 06-16-13 08:07:48 PM (last edited by DarkSpacer at 06-16-13 08:09:42 PM) Link | Quote
...found a bug already. Nothing major, but if you go to the music tab there's no box asking you to load a ROM first, then when you go to any other tab other than the import tab, it shows the warning, then it bumps you back to the music tab.

I'm not really sure what happened to messain/frauber/whatever, and I'm not sure why you're making mods of his tool...but okay.

More power to you I guess.

EDIT: If you're not sure why I'm not sure...think if I started making modifications to it...
ottokas
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Posted on 06-21-13 08:19:17 AM (last edited by ottokas at 06-21-13 11:20:08 AM) Link | Quote
Time for helpdesk!

First of all, thanks for this awesome new version.

So what i wanna do is to have invisible geometry in mario. What i did is imported simple cube (made in sketchup of course) without any textures. The cube was textured with roms original textures from haunted house. Is there a way to do it properly, like editing material file or sth? One way to solve it is to export textured and collision model separately, but it would be too complicated i guess...

Edit: after infinite trouble with alpha textures i managed to create sloped cubes, where mario can hold on a ledge. Note the shading.

Celux

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Posted on 06-21-13 10:58:05 PM Link | Quote
Originally posted by ottokas
Time for helpdesk!

First of all, thanks for this awesome new version.

So what i wanna do is to have invisible geometry in mario. What i did is imported simple cube (made in sketchup of course) without any textures. The cube was textured with roms original textures from haunted house. Is there a way to do it properly, like editing material file or sth? One way to solve it is to export textured and collision model separately, but it would be too complicated i guess...

Edit: after infinite trouble with alpha textures i managed to create sloped cubes, where mario can hold on a ledge. Note the shading.


Create a PNG with a fully transparent alpha layer. Gimp or photoshop can do this.
Koruten
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Posted on 06-22-13 12:53:26 AM (last edited by Koruten at 06-22-13 11:30:51 AM) Link | Quote
When I patch the rom with the boundary hack, I can't open it in Toads Tool. Is there a way to fix this? Toad's Tool says it is not a valid rom.
Celux

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Posted on 06-23-13 10:09:27 PM Link | Quote
Originally posted by Koruten
When I patch the rom with the boundary hack, I can't open it in Toads Tool. Is there a way to fix this? Toad's Tool says it is not a valid rom.


Go into advanced settings and enable the checksum skip.
Koruten
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Posted on 06-25-13 01:09:39 AM (last edited by Koruten at 06-25-13 01:11:03 AM) Link | Quote
Thanks. Another problem I seem to be having is with the custom music slots being used in the levels. If you have the game make a sound whilst the level is playing a track from the custom music slot (Zooming In for example, or reading a sign) Causes the music to become mute even after the sound is finished (or when you zoom back out) and will play again when the track starts over from the loop.
Celux

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Posted on 06-26-13 03:26:34 AM (last edited by Celux at 06-26-13 03:26:42 AM) Link | Quote
Originally posted by Koruten
Thanks. Another problem I seem to be having is with the custom music slots being used in the levels. If you have the game make a sound whilst the level is playing a track from the custom music slot (Zooming In for example, or reading a sign) Causes the music to become mute even after the sound is finished (or when you zoom back out) and will play again when the track starts over from the loop.


Huh, I thought I already incorporated the fix for that. I'll have to revisit it for 1.8.2 or 1.9.
Here's the old version of the code to fix that problem, since I know for sure it works:

0x8626C:
JAL $0029B08C
LB R14, $0E94 (R14)
ADDIU R1, R0, $0003
BEQ R0, R0, $0008637C

0x5608C:
ADDIU R29, R29, $FFE8
SW R31, $0014 (R29)
JAL $0029BF00
NOP
LW R31, $0014 (R29)
JR R31
ADDIU R29, R29, $0018

0x56F00:
//START
ADDIU R29, R29, $FFE8
SW R31, $0014 (R29)

//END IF VOLUME IS ON FULL
LUI R17, $8022
LH R17, $2630 (R17)
ADDIU R18, R0, $3F0D
SUB R18, R17, R18
BGEZ R18, END

//END IF IN LOOK-AROUND VIEW
LUI R17, $8022
LB R17, $261A (R17)
ADDIU R18, R0, $0004
BEQ R17, R18, END

//RESET VOLUME
LUI R17, $8022
ORI R17, R17, $2630
LUI R18, $3F10
ORI R18, R18, $4285
SW R18, $0000 (R17)

//END
LW R31, $0014 (R29)
JR R31
ADDIU R29, R29, $0018
Kenshi
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Posted on 12-20-13 09:45:15 PM Link | Quote
Forum ate my post -.-

Essentially, I attempt to import my model using the importer, preview works fine but when I go in-game my model does NOT show up. I can confirm it saves other things to my rom correctly like starting level and skip intros etc. but model importing isn't working for me. I don't think I'm over the polygon limit so I'm not sure what else could be wrong.
Celux

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Posted on 12-23-13 10:53:13 PM Link | Quote
Does it give you any error messages? Also, could you paste the log file into a spoiler?
Kenshi
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Posted on 12-23-13 11:16:05 PM (last edited by Kenshi at 12-23-13 11:23:48 PM) Link | Quote
Originally posted by Celux
Does it give you any error messages? Also, could you paste the log file into a spoiler?


Talks about texture sizes not being mapped properly but besides that no. I'll do that right now, gonna redo it so I can get the error. Also I don't know the code for a spoiler on here.

When I do a regular import first it says

"The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail"

[Environment]
Convert path = \\psf\Home\Desktop\Windows 7 Desktop\SM64 Level Importer 1.8.1S\Data\cvt.exe
[Import Parameters]
ObjFile = C:\Airport.obj
Scaling = 500.000000
Level = 5
Weather = 0
Background = 4
Create Death at Bottom plane = 0
Restore Level Flag = 0
Bank 0x0C = 0
Bank 0x0D = 0
Bank 0x0E = 0
Music = 0
Terrain = 0
Death Height = -8192
Enable Fog = 0
Fog Preset = 0 (0x1900e800)
Fog Red = 0x00
Fog Green = 0x00
Fog Blue = 0x00
Custom Background = 0
Background image = nocustombg
Offset Model = 0 ( X = 0, Y = 0, Z = 0)
Water = 0
FlipTextures = 0
SwapXZ = 0
[Material]
Material Library = Airport.mtl
Material #1 = m0
Texture File = Airport/m0.jpg
[BMP conversion]
ShellExecute = "\\psf\Home\Desktop\Windows 7 Desktop\SM64 Level Importer 1.8.1S\Data\cvt.exe" "Airport/m0.jpg" "BMP3:Airport/m0.jpg.bmp"


If I try to disable it reading the .mtl file it tells me this:

"Level successfully imported (Replacing Bob-omb Battlefield)

Warning: Some textures in your level were bigger than the N64 texture cache size (4k) [32x64 at most] and have been resized to fit. Recommended texture size is 32x32.

Warning: Your obj file doesn't contain texture coordinates, textures won't be mapped correctly. Re-check your obj exporter settings.

Warning: Some textures from your material couldn't be found.

But upon going into the game no changes. If you know the spoiler code tell me and I can fix the post after.

Also the log for the second one is the following:

[Environment]
Convert path = \\psf\Home\Desktop\Windows 7 Desktop\SM64 Level Importer 1.8.1S\Data\cvt.exe
[Import Parameters]
ObjFile = C:\Airport.obj
Scaling = 500.000000
Level = 5
Weather = 0
Background = 4
Create Death at Bottom plane = 0
Restore Level Flag = 0
Bank 0x0C = 0
Bank 0x0D = 0
Bank 0x0E = 0
Music = 0
Terrain = 0
NoMtl = 1 (Textures from the game will be used)
Death Height = -8192
Enable Fog = 0
Fog Preset = 0 (0x1900e800)
Fog Red = 0x00
Fog Green = 0x00
Fog Blue = 0x00
Custom Background = 0
Background image = nocustombg
Offset Model = 0 ( X = 0, Y = 0, Z = 0)
Water = 0
FlipTextures = 0
SwapXZ = 0
[Material]
Material Library = Airport.mtl
Material 1 = m0 @ 0x09005800
Material 2 = BackColor @ 0x09009800
Material 3 = m23 @ 0x09006000
Material 4 = m1 @ 0x09003800
Material 5 = m3 @ 0x09002000
Material 6 = m4 @ 0x09001800
Material 7 = m5 @ 0x09005000
Material 8 = m7 @ 0x09004800
Material 9 = m24 @ 0x09003000
Material 10 = m10 @ 0x09008800
Material 11 = m11 @ 0x09009000
Material 12 = m13 @ 0x0900a000
Material 13 = m14 @ 0x09005000
Material 14 = m16 @ 0x09001000
Material 15 = m17 @ 0x09007000
Material 16 = m18 @ 0x09000800
Material 17 = m19 @ 0x09005800
Material 18 = m20 @ 0x09009800
Material 19 = m21 @ 0x09006000
[ObjFile]
Average X = -742277.526855
Average Y = 14035.948753
Average Z = -98247.497559
[ObjFile]
Vertex Count = 6378
Face Count = 21326
Material Count = 19
Celux

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Posted on 12-24-13 04:32:49 AM Link | Quote
Your log files seem to be lacking the polygon data offsets and such, it could be a permissions error if you are not running the program as an administrator, or if the rom is already open for read/write access.

What are you using to export obj models? The exporter in sketchup pro 8 is most recommended.
If you are using an old rom, trying opening a fresh 8MB U SM64 rom, importer 1.8+ will automatically patch everything.
1.9 is being released shortly, you can also try your luck with that. If the issues persist, we can investigate a possible solution for 1.9.1.

[ spoiler ][ /spoiler ]
without spaces.
Kenshi
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Posted on 12-24-13 12:19:04 PM Link | Quote
Originally posted by Celux
Your log files seem to be lacking the polygon data offsets and such, it could be a permissions error if you are not running the program as an administrator, or if the rom is already open for read/write access.

What are you using to export obj models? The exporter in sketchup pro 8 is most recommended.
If you are using an old rom, trying opening a fresh 8MB U SM64 rom, importer 1.8+ will automatically patch everything.
1.9 is being released shortly, you can also try your luck with that. If the issues persist, we can investigate a possible solution for 1.9.1.

[ spoiler ][ /spoiler ]
without spaces.


The original model is a .3ds and I exported it with sketch up 2013. Could I try PM'ing you the original model and maybe see of it works on your end?
Celux

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Posted on 12-24-13 04:25:22 PM Link | Quote
Originally posted by Kenshi
Originally posted by Celux
Your log files seem to be lacking the polygon data offsets and such, it could be a permissions error if you are not running the program as an administrator, or if the rom is already open for read/write access.

What are you using to export obj models? The exporter in sketchup pro 8 is most recommended.
If you are using an old rom, trying opening a fresh 8MB U SM64 rom, importer 1.8+ will automatically patch everything.
1.9 is being released shortly, you can also try your luck with that. If the issues persist, we can investigate a possible solution for 1.9.1.

[ spoiler ][ /spoiler ]
without spaces.


The original model is a .3ds and I exported it with sketch up 2013. Could I try PM'ing you the original model and maybe see of it works on your end?


Yes, send me the obj, mtl and materials folder and I'll take a look at it.
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Posted on 01-01-14 06:43:45 PM Link | Quote
I have a ROM with 49 kb-Size, but I need a ROM with 64kb. What should I do?

I had searching for a newer version of PPF-O-MATIC, but there isn't one.
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Posted on 01-02-14 01:46:54 PM Link | Quote
I have a bug to report for the latest version:







Using the new v1.9S of the ObjImporter on a rom previously used with v1.8.1S destroys proper Koopa behavior, for all sub types of Koopas (KTQ, normal sized, &c). I noticed that after I used the rom with the new v1.9, and after the v1.9 of the utility automatically patched collision improvements, Koopas borked. Basically, it appears as if v1.9 patched over the previous v1.8 collision patch, causing... problems. Luckily, I have made a backup before using v1.9, so I didn't lose anything. However, for those other hackers who made the same mistake without a backup... ouch .

Could this be fixed? Or is there a way to prevent the v1.9 version from automatically applying the collision improvements?
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Posted on 01-02-14 04:13:17 PM Link | Quote
Originally posted by Tamkis
Or is there a way to prevent the v1.9 version from automatically applying the collision improvements?

you could create a ppf patch from the "destroyed" rom to the "healthy" rom. after finishing the hack in the "destroyed" one, patch the patch to it.
Celux

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Posted on 01-02-14 11:03:08 PM (last edited by Celux at 01-02-14 11:04:15 PM) Link | Quote
Originally posted by Tamkis
I have a bug to report for the latest version:

snip

Using the new v1.9S of the ObjImporter on a rom previously used with v1.8.1S destroys proper Koopa behavior, for all sub types of Koopas (KTQ, normal sized, &c). I noticed that after I used the rom with the new v1.9, and after the v1.9 of the utility automatically patched collision improvements, Koopas borked. Basically, it appears as if v1.9 patched over the previous v1.8 collision patch, causing... problems. Luckily, I have made a backup before using v1.9, so I didn't lose anything. However, for those other hackers who made the same mistake without a backup... ouch .

Could this be fixed? Or is there a way to prevent the v1.9 version from automatically applying the collision improvements?


Sounds like a strange problem, I had better get on to fixing that as soon as possible. Don't worry, I can easily detect errors in a ROM and automatically fix them upon being opened. I was also hoping to have 48MB rom level scripts automatically ported to 64MB as of 1.9.1, but if there are other more urgent changes it will have to wait for 1.9.2.
Tamkis
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Posted on 01-03-14 04:57:24 PM Link | Quote
Originally posted by Celux
Originally posted by Tamkis
I have a bug to report for the latest version:

snip

Using the new v1.9S of the ObjImporter on a rom previously used with v1.8.1S destroys proper Koopa behavior, for all sub types of Koopas (KTQ, normal sized, &c). I noticed that after I used the rom with the new v1.9, and after the v1.9 of the utility automatically patched collision improvements, Koopas borked. Basically, it appears as if v1.9 patched over the previous v1.8 collision patch, causing... problems. Luckily, I have made a backup before using v1.9, so I didn't lose anything. However, for those other hackers who made the same mistake without a backup... ouch .

Could this be fixed? Or is there a way to prevent the v1.9 version from automatically applying the collision improvements?


Sounds like a strange problem, I had better get on to fixing that as soon as possible. Don't worry, I can easily detect errors in a ROM and automatically fix them upon being opened. I was also hoping to have 48MB rom level scripts automatically ported to 64MB as of 1.9.1, but if there are other more urgent changes it will have to wait for 1.9.2.


The weird part was yesterday night, after importing an updated Sketchup drawing of an older level into the rom, the Koopa problems disappeared... Whether my issue was a bug or a fluke, IDK
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Posted on 02-20-14 12:38:46 AM (last edited by Cackletta at 02-20-14 12:40:00 AM) Link | Quote
I'm guessing the version of the importer that will break the texture filter will be ....version 2.5? I'd really like to see 64x64 textures in sm64!
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Jul - SM64 Hacking - SM64 Level Importer Thread (Skelux Branch) New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

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