Register - Login
Views: 95751395
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
11-13-18 11:31:55 PM

Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) New poll - New thread - Thread closed
Pages: 1 2 3 4 5 6 7 8 9 10 ... 19 20 21 22 23 24 25 26 27 28Next newer thread | Next older thread
Polygon model importer, how soon do you want it?
Please vote or be transformed into Walluigi!
Now! Even if it means it will be buggy and limited to a single untextured model!
 
11.4%, 14 votes
I could wait a month for more features and textured model import.
 
22.8%, 28 votes
I want all the features you can cram in, even if it means waiting indefinitely!
 
56.9%, 70 votes
You shouldn't have announced anything and released it when ready!
 
4.1%, 5 votes
Me don't care!
 
4.9%, 6 votes
Multi-voting is disabled. 123 users have voted.

VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 383/621
EXP: 994174
For next: 19764

Since: 07-27-07

From: Montreal, Canada

Since last post: 1.0 years
Last activity: 31 days

Posted on 02-12-09 12:19:56 AM (last edited by VL-Tone at 02-15-09 09:18 PM) Link
Originally posted by wwwarea
Pretty cool. Oh btw, is the polygon importer like a thing that can edit the ground like you can move it and solid ground too?


The importer won't work with existing levels, you won't be able to edit them more than you can edit them now.

TT64 will import a 3d .OBJ file and create a brand new level from it which replaces Bob-omb's battlefield completely. The solidity (collision) map will be generated automatically. Editing/creating the ground/terrain will be done in any 3d program that supports exporting to the .OBJ format, not inside TT64 itself. Once imported you'll be able to use TT64 to place existing game objects inside this new level.

Note: this post happens to fall on a new thread page, so for those who missed it, I just announced on the page before that TT64 0.6 will be released April 1st 2009. http://jul.rustedlogic.net/thread.php?pid=74880&r=1#74880 (arghh I should've posted a new thread after all...)
wwwarea
Member
Level: 20


Posts: 28/74
EXP: 38972
For next: 3467

Since: 08-09-08


Since last post: 6.0 years
Last activity: 5.0 years

Posted on 02-12-09 12:24:25 AM Link
Oh, I think I see. Hmm, more later, Is there going to be a way to import stuff to all the levels?
Stevoisiak
Member
Level: 36


Posts: 219/283
EXP: 301443
For next: 6667

Since: 11-22-07

From: New York, Long Island

Since last post: 8.0 years
Last activity: 2.0 years

Posted on 02-12-09 03:25:21 PM Link
Originally posted by VL-Tone
Note: this post happens to fall on a new thread page, so for those who missed it, I just announced on the page before that TT64 6.0 will be released April 1st 2009. http://jul.rustedlogic.net/thread.php?pid=74880&r=1#74880 (arghh I should've posted a new thread after all...)



Why not edit the first post of the thread? Also, YAY IMPORTER!
thatisnotedible

Level: 9


Posts: 1/13
EXP: 2798
For next: 364

Since: 02-08-09


Since last post: 9.0 years
Last activity: 6.0 years

Posted on 02-13-09 05:59:04 PM Link
Is it just me, or is it kind of suspicious......April 1st?
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 185


Posts: 2024/12211
EXP: 86944415
For next: 815320

Since: 07-03-07

From: 52-2-88-7

Since last post: 3.0 years
Last activity: 3.0 years

Posted on 02-13-09 08:27:43 PM Link
Originally posted by VL-Tone
So, I hereby officially announce that Toad's Tool 64 version 6.0b should be released April 1st 2009 (and it won't be an April fool, trust me!)

Originally posted by thatisnotedible
Is it just me, or is it kind of suspicious......April 1st?


Way to not read.

Also, first post edited.
RDX

Level: 31


Posts: 2/198
EXP: 166229
For next: 19134

Since: 02-14-09


Since last post: 7.0 years
Last activity: 7.0 years

Posted on 02-14-09 06:02:46 AM Link
Wow, this is really cool...
But, I have a couple of questions. One, obvious, one not so obvious.

1. Since this is an object importer, we would be making objects in programs such as blend3r, correct?

2. You say that we can only add 3d objects to custom levels, and that the new version will automatically replace Bob-Omb Battlefield with...Flatworld Battlefield, I'm assuming. Would there be any way to replace all of the levels with Flatworld Battlefield, so that every level can be customized?
Stevoisiak
Member
Level: 36


Posts: 220/283
EXP: 301443
For next: 6667

Since: 11-22-07

From: New York, Long Island

Since last post: 8.0 years
Last activity: 2.0 years

Posted on 02-14-09 03:42:28 PM Link
Originally posted by RDX
Wow, this is really cool...
But, I have a couple of questions. One, obvious, one not so obvious.

1. Since this is an object importer, we would be making objects in programs such as blend3r, correct?

2. You say that we can only add 3d objects to custom levels, and that the new version will automatically replace Bob-Omb Battlefield with...Flatworld Battlefield, I'm assuming. Would there be any way to replace all of the levels with Flatworld Battlefield, so that every level can be customized?

1. Yes. Blender, Wings 3D, or any other 3D program.
2. Only 2 flatworld templates have been made so far. Bomb-Omb Battlefield by VL-Tone, and Lethal Lava Land by Frauber. Programing a flatworld isn't an automatic thing, and since Lethal Flatland isn't officially supported by Toads Tool yet, I'd assume that it won't be compatable with it... Yet.
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 384/621
EXP: 994174
For next: 19764

Since: 07-27-07

From: Montreal, Canada

Since last post: 1.0 years
Last activity: 31 days

Posted on 02-14-09 05:02:20 PM (last edited by VL-Tone at 02-15-09 09:17 PM) Link
Some additional notes:

Every 3d program that can export to .OBJ (and I'd say that at least 80% can) should be able to produce an output that TT64 0.6 can import. That's in theory, in practice will see. It'll be more tricky with TT64 0.7 since it will have to deal with textures and "groups" and different programs can have a different way to handle these.

For sure, TT64 0.6 won't be able to import/replace multiple levels. Probably 0.7 will support it. Note that messiaen (aka Frauber) tried to replace a few other levels with flatworld and ran into some problems, as there are some hard coded things in some levels that depend on specific objects/geometry to be present.
messiaen
Catgirl
Level: 65


Posts: 476/1085
EXP: 2263564
For next: 72064

Since: 11-20-07


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 02-14-09 08:01:39 PM Link
The "Lava" Flatworld is a hacky version of Lethal Lava Land, it isn't a script created from scratch like Flatworld Battlefield. Eventually I'm sure we can make a proper version of it.

As VL-Tone has said, there are lots of hardcoded stuff for each level, the most noticeable being specific camera positions. I guess it would be safe to replace a few specific levels if VL-Tone feels like having this option in 6.0. Some troublesome levels are Wet-Dry World (very distant Camera), the Cap levels (the Cap/starting music is hardcoded), Inside Castle (many events plus specific camera positions) and Bowser Levels, Cool Cool Mountain/Snow Man's Land (snow is produced when climbing trees for instance).

Some enemies will also behave differently according to the level (ie, Piranha Plants). While most stuff is hardcoded based on the level ID (I'm not sure how this is assigned), some depend on the value found at the list VL-Tone posted in the Checksum thread.
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 388/621
EXP: 994174
For next: 19764

Since: 07-27-07

From: Montreal, Canada

Since last post: 1.0 years
Last activity: 31 days

Posted on 02-14-09 10:24:57 PM (last edited by VL-Tone at 02-14-09 10:26 PM) Link
I just tested replacing flatworld with every single levels, to see what problems there could be. I only tested with a completely empty level so what I noted are camera issues.


Some levels like the Haunted House, Wet Dry Land and Hazy Maze Cave produce very unmanageable and extreme/suden camera moves and behaviors.

Most levels though seem to all use some similar camera mode, where the camera always points to the same direction, except when you rotate it manually (around Mario) using the C-buttons. The main problem with levels using this mode is that they all feature at least one camera "attractor" which will force the camera to rotate toward a point when it gets close to it. It can get annoying as Mario will begin to run around in circles if you keep holding the same direction. Note: Bob Omb's battlefield, which the current version of flatworld replaces, also has this problem.

I only found 2 levels that have a suitable camera mode, where the camera automatically (and not too quickly) will always rotate to get behind Mario, including when he stands still. I think it's the best camera mode since it can suit itself to most levels we could create, as it doesn't depend on hard-coded camera attractors to rotate the camera.

The only problem is: the two levels are Castle Grounds and Snow Man's land.

There are many reasons why we can't use Castle Grounds: there's no star selection screen when starting, the pause function gives you a list of levels and stars with no way of changing the camera to Lakitu-stop mode, and no way to exit the level using pause. And let's not forget the intro and ending scenes happening there, which would crash if there was no Princess or Lakitu model available.

That leaves us with Snowman's land. The problem with this one is that like messiaen said, climbing trees produces snow. I think that may be fixeable by changing the snow producing model and/or behavior with the leaves producing one. I haven't tested it, but it's also possible that falling from a great height would cause Mario to plunk into the ground (like he does in snow) but that may be only happening because of a special collision floor and/or a 0x31 terrain setting found only in the original level.

Maybe we could try to find a way to set the default camera mode of all other levels to the Snowman's land mode. Remember the camera mode list I found in the checksum area? The solution may lie there
messiaen
Catgirl
Level: 65


Posts: 477/1085
EXP: 2263564
For next: 72064

Since: 11-20-07


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 02-15-09 07:14:29 AM Link
There is something else that is hardcoded in the Castle Grounds level: the initial Mario position. It just ignores the Mario Start Warp when you first start the game. I have patched some Gameshark Codes to skip Lakitu/Princess Peach initial cutscenes, so that the Castle Grounds can be replaced, but I haven't got around what determines this initial Mario position. Also, if you change the "Castle Grounds" value from that Checksum list, you can have a act selector in there, but it'll use another level text/save/EEPROM data.

By the way, to get rid of act selectors in the "team hack" I was initially just replacing values from the Checksum list, until I realized these were not just act selectors but led to another specific characteristics (I will post more about it on the Checksum thread later). In the end, I did a simple ASM patch to get rid of the act selector (except for two levels that I wanted it on).
FieryIce

Luigi
不知道该写什么
Level: 114


Posts: 28/4118
EXP: 15895193
For next: 414374

Since: 12-17-08


Since last post: 28 days
Last activity: 1 day

Posted on 02-15-09 09:41:11 AM Link
This is starting to look better and better, and the Tubular Spiral Slide looks amazing. Naturally I assume there will be one, what is the size limit for the polygon importer? Because that slide is huge.

You've done a great job with this!
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 390/621
EXP: 994174
For next: 19764

Since: 07-27-07

From: Montreal, Canada

Since last post: 1.0 years
Last activity: 31 days

Posted on 02-15-09 04:14:02 PM (last edited by VL-Tone at 02-15-09 09:15 PM) Link
Originally posted by messiaen
By the way, to get rid of act selectors in the "team hack" I was initially just replacing values from the Checksum list, until I realized these were not just act selectors but led to another specific characteristics (I will post more about it on the Checksum thread later). In the end, I did a simple ASM patch to get rid of the act selector (except for two levels that I wanted it on).


I checked, and the camera mode is not linked to the list in the checksum area, there's definitely another list somewhere that defines other characteristics of levels (it's probably not that far from the first one.)

Originally posted by FieryIce
This is starting to look better and better, and the Tubular Spiral Slide looks amazing. Naturally I assume there will be one, what is the size limit for the polygon importer? Because that slide is huge.

You've done a great job with this!


The limit would be around 1000 vertices and 2000 triangles, which gives you an .OBJ file of about 160k. But it's hard to predict accurately, because the resulting size of the level in the ROM can vary even with the same number of vertices/triangles, depending on the order of the data and how much the vertices are re-used by triangles within a 16 vertices range.

The tubular spiral is actually "only" 800 vertices/1500 triangles, there would be still some room for other stuff.

For version 0.7, I'll work with messiaen to make it possible to use the extended RAM for imported levels, which should enable much bigger levels.
The Ultimate Koopa
Member
Level: 21


Posts: 55/77
EXP: 43103
For next: 6840

Since: 09-23-07

From: England

Since last post: 6.0 years
Last activity: 6.0 years

Posted on 02-15-09 08:58:39 PM Link
Um... how did we jump from version 0.5.994b to version 6.0?

That means erm... we jumped about just over 5.4 versions (lulz?) Yeah, I know, VL_Tone, I already said it on YouTube, but some people'll probably think wait, there's a version 6? Where's versions 1-5?
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 394/621
EXP: 994174
For next: 19764

Since: 07-27-07

From: Montreal, Canada

Since last post: 1.0 years
Last activity: 31 days

Posted on 02-15-09 09:17:17 PM Link
Originally posted by The Ultimate Koopa
Um... how did we jump from version 0.5.994b to version 6.0?

That means erm... we jumped about just over 5.4 versions (lulz?) Yeah, I know, VL_Tone, I already said it on YouTube, but some people'll probably think wait, there's a version 6? Where's versions 1-5?


Yeah, somewhere along the way I forgot about the "0." in the versions numbers, I'll try to fix that in whatever comments contains "6.0" and "7.0" instead of 0.6 and 0.7.
The Ultimate Koopa
Member
Level: 21


Posts: 56/77
EXP: 43103
For next: 6840

Since: 09-23-07

From: England

Since last post: 6.0 years
Last activity: 6.0 years

Posted on 02-16-09 09:19:35 AM Link
Yeah it kind of makes sense now, seeing as the last was 0.5.994b IIRC.
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 185


Posts: 2070/12211
EXP: 86944415
For next: 815320

Since: 07-03-07

From: 52-2-88-7

Since last post: 3.0 years
Last activity: 3.0 years

Posted on 02-16-09 04:00:49 PM Link
Of course, the confusion in the title of this topic was my mistake, but that's been fixed by now.
FieryIce

Luigi
不知道该写什么
Level: 114


Posts: 30/4118
EXP: 15895193
For next: 414374

Since: 12-17-08


Since last post: 28 days
Last activity: 1 day

Posted on 02-16-09 05:28:52 PM Link
Originally posted by VL-Tone
Originally posted by FieryIce
This is starting to look better and better, and the Tubular Spiral Slide looks amazing. Naturally I assume there will be one, what is the size limit for the polygon importer? Because that slide is huge.

You've done a great job with this!


The limit would be around 1000 vertices and 2000 triangles, which gives you an .OBJ file of about 160k. But it's hard to predict accurately, because the resulting size of the level in the ROM can vary even with the same number of vertices/triangles, depending on the order of the data and how much the vertices are re-used by triangles within a 16 vertices range.

The tubular spiral is actually "only" 800 vertices/1500 triangles, there would be still some room for other stuff.

For version 0.7, I'll work with messiaen to make it possible to use the extended RAM for imported levels, which should enable much bigger levels.


That's awesome! I can already imagine all sorts of levels that would be possible with this tool. Keep up the astounding progress!
Kenshi
Member
Level: 20


Posts: 39/75
EXP: 41474
For next: 965

Since: 09-15-07

From: NY

Since last post: 3.0 years
Last activity: 2.0 years

Posted on 02-17-09 02:39:29 AM Link
I am not requesting this but just wondering, the release that is coming out on 4/1 is going to have a model importer to replace flatworld level or model import to put into the level like your tubular spiral slide in your youtube video? Either way good work take your time and most importantly have fun with it.
Bob-omb8194
Still Explodin'
Level: 77


Posts: 1/1654
EXP: 4010309
For next: 180820

Since: 02-19-09

From: NC, US

Since last post: 7.0 years
Last activity: 7.0 years

Posted on 02-19-09 05:48:26 PM Link
Hi, I am new to the forums, but anyway, I have 2 questions about the new Toad's Tool coming up.

1. Will it have new textures you can import/export? (like the HUD, sky, ect.)

2. Will it still have the Luigi easter egg availabe?
Pages: 1 2 3 4 5 6 7 8 9 10 ... 19 20 21 22 23 24 25 26 27 28Next newer thread | Next older thread
Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) New poll - New thread - Thread closed




Rusted Logic

Acmlmboard - commit 220d144 [2018-11-04]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

39 database queries, 8 query cache hits.
Query execution time: 0.259990 seconds
Script execution time: 0.029706 seconds
Total render time: 0.289696 seconds