| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 208/621 EXP: 1135495 For next: 21624 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 19 20 21 22 23 24 25 26 27 28 | Next newer thread | Next older thread |
| Polygon model importer, how soon do you want it? | |||
| Please vote or be transformed into Walluigi! | |||
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11.4%, 14 votes | ||
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56.9%, 70 votes | ||
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| Multi-voting is disabled. 123 users have voted. | |||
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 208/621 EXP: 1135495 For next: 21624 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Well you might as well release what you have now, then keep working on it. That way you'll satisfy the people who really want it now and those who want to wait for some more complex functionality can just not download it or something. ____________________ =================== [Posted by NightKev] |
| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 1581/12211 EXP: 99234817 For next: 638754 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
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Originally posted by NightKev I reckon this is the way to go. BTW VL-Tone, it is fantastic that you got model importation working! |
zelda rocks![]() Level: 11 Posts: 7/18 EXP: 5598 For next: 387 Since: 08-05-07 Since last post: 13.0 years Last activity: 11.6 years |
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| I remember that the Zelda64 model extractor uses the .OBJ format, this means you could potentially import ocarina of time into mario 64!!! Also, you could make the .obj file from scratch, meaning you could potentially modify the levels to your hearts content, right? |
| messiaen Catgirl Level: 68 Posts: 168/1085 EXP: 2594019 For next: 134781 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| I would say take your time to implement things correctly, as these are crucial decisions to the future of TT64. I'm curious about the output generated by the importer, how is the generated data organized? How can much can be done about textures with manual editing? Also, could you explain more this: "- Multiple objects import, though I'm not sure if they would be imported as individual, moveable objects, or simply added to the level geometry." What do you mean by "movable objects" ? If you are thinking of a modular approach with new objects/behaviors like I've been experimenting with, I really wouldn't recommend it. The game can't handle it properly when you try to insert more complex models, which leads to slowdown and sometimes unpredictable bugs. But if you are thinking something like a "internal" TT64 format which will be then translated to the final polygon/collision data, then this could lead to more flexibility. Regardings the interface for the importer, perhaps in the future you could couple it with a "bank selector", as you already have all objects/banks sorted in the SM64GeoLayoutPtrs.txt file. Something like a "Create New Level" feature, in which you select the level to replace and start with just the shared banks loaded. Keep us updated on your progress and problems/questions you may be facing! |
| rstewart215804 User Crazed Mario 64 Hacker!!! Level: 11 ![]() Posts: 12/18 EXP: 5578 For next: 407 Since: 09-13-07 Since last post: 13.2 years Last activity: 11.7 years |
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Wavefront obj files. Nice choice. I myself use them for collision. The file format is quite similar to that of SM64 collision geometry. Lets see I had some code somewhere to load it into Director. A yes here it is…
Its works somewhat but I will fix it later. Anyways, great job on it so far. If you need any help VL-Tone, just PM me. Have Director 11 as well and would be happy to try ease the workload. ____________________ Just you wait until next time. Until then, keep that Control Stick smokin’! Buwaa ha ha! |
| Mega Mario XD 80 ![]() ![]() ![]() ![]() Level: 22 ![]() Posts: 81/81 EXP: 53039 For next: 5311 Since: 10-26-07 From: Australia Since last post: 13.8 years Last activity: 13.8 years |
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| This is awesome. Keep up the good work. |
| AlexAR Member Level: 39 ![]() Posts: 49/306 EXP: 388169 For next: 16602 Since: 11-30-07 Since last post: 9.0 years Last activity: 9.0 years |
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| This is beyond extraordinary VL-Tone, truly. I have so many questions about this, but it's probably better if I just keep my ignorant mouth shut. But, I have to ask one thing. Did you make those 3d models, simply "import" them into the game via whatever method, and those models "worked" perfectly? As in, did you have to worry about adding collision to em. I see in your screenshot, Mario is clearly standing on it. Do slopes act like slopes? Steep walls act like walls? If I designed a simple small 3d landscape with a hill, square box and floating platform, would it all act right without me having to explicitly tell the game how Mario should interact with each land feature? |
| Boing 450 ![]() ![]() ![]() ![]() ![]() Level: 46 Posts: 73/458 EXP: 709664 For next: 2110 Since: 12-16-07 From: Michigan, US Since last post: 11.1 years Last activity: 11.1 years |
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| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 209/621 EXP: 1135495 For next: 21624 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| I have a question VL-Tone. Will the version of Toad's Tool 64 with model importation support hardware accelaration on Vista? |
| Plareon User Level: 13 ![]() Posts: 24/24 EXP: 8576 For next: 1691 Since: 09-28-07 From: North America Since last post: 13.8 years Last activity: 13.8 years |
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| I... I... I am speechless. VL-Tone! You have probably reached the limit of hacking so high that Nintendo didn't even consider when they made Mario 64 for ANYONE to be able to do this! If Nintendo sees this, or if they already saw it, they'll be like, "Twelve years ago we made a great game. We thought it was impossible to go this far. We were wrong..." You rock! (I guess I wasn't THAT speechless after all...) ____________________ If I had a cookie, I'd eat it. But I don't. I guess this hat will have to do. |
RomanianGirl![]() Level: 16 ![]() Posts: 13/42 EXP: 19620 For next: 636 Since: 01-31-08 From: Canada Since last post: 12.9 years Last activity: 12.9 years |
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| This is very awesome! A part of me wants this immediately, but it is definitely better if you took the time to make sure everything is alright. Great job! Do 3D programs offer the option to save as .obj? I have worked with Maya before, but I didn't explore the save options. I apologize if this question is useless, but I would like to know. Thank you! |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 211/621 EXP: 1135495 For next: 21624 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 175/1085 EXP: 2594019 For next: 134781 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| I have a suggestion to make the level terrain/collision data a bit more modular, so that TT64 could handle level meshes (object groups in the original .obj file) in its interface. The 0x15 call display list command already can give a modular aspect to each object group in the .obj file. What about if you separated each object group in the main 0x40 collision vertex list by a fake (pseudo) vertice? Or even two, one at the beggining and one at the end of each object. These fake vertices could contain pointers to the respective 0x15 Geo Layout command and also to the respective triangle group in the collision data (I'm supposing each object has its own triangle command). With this data, it would be easier to make TT64 move/rotate/scale/delete object groups. If this doesn't sounds good, then ignore it, it's just a idea I had earlier on . |
| Raccoon Sam Member free speech disabled Level: 32 Posts: 65/187 EXP: 187675 For next: 18767 Since: 07-25-07 From: Somewhat Since last post: 4.4 years Last activity: 1.0 years |
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| OBJ? Awright! To me, 3DS is nothing more than triangulation issues. Anyone who wants to try their best with 3D modeling, below are some Free 3D modelers that support exporting to OBJ. -Metasequoia -Blender -Sketchup |
| Stevoisiak Member Level: 38 Posts: 98/283 EXP: 345473 For next: 24974 Since: 11-22-07 From: New York, Long Island Since last post: 12.3 years Last activity: 5.6 years |
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| I say for now just release a small seperate app for the importer. (Like you did with the text editor) |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 212/621 EXP: 1135495 For next: 21624 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Stevoisiak Member Level: 38 Posts: 99/283 EXP: 345473 For next: 24974 Since: 11-22-07 From: New York, Long Island Since last post: 12.3 years Last activity: 5.6 years |
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Originally posted by VL-Tone Yeah, I was thinking that would be a good idea. For now though, maybe TT can just check if there are any model errors and if so, regenerate the file. Or just have a question on startup asking to remake it. |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 19 20 21 22 23 24 25 26 27 28 | Next newer thread | Next older thread |
| Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) | - - ![]() |
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