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| Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 23 24 25 26 27 28 29 30 31 ... 68 69 70 71 72 73 74 75 76 77 | Next newer thread | Next older thread |
| messiaen Catgirl Level: 61 Posts: 688/1085 EXP: 1795133 For next: 81463 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by TheSuperyoshi Texture coordinates doesn't work very well. If you send me your .obj file it I can give a look and see what's going on. |
| TheSuperyoshi Member Level: 18 ![]() Posts: 6/74 EXP: 27062 For next: 2835 Since: 11-05-09 From: Germany Since last post: 1683 days Last activity: 1682 days |
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Day 1
-------------------- http://www.mediafire.com/download.php?mhtktjmztqd I oriented myself on Gecko's Level (from the original topic), where the whole stuff was just "1 Mat 1" (first meterial), and so did I just set it to that. I thought everything would be grass afterwards, like when I imported Gecko's level, but I get randomly colored things. -------------------- Working on: - a Mario 64 Machinima Tutorial - my Mario Fangame "Super Mario Galaxy: A Blue Star Adventure |
| messiaen Catgirl Level: 61 Posts: 689/1085 EXP: 1795133 For next: 81463 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Your file doesn't contain texture mapping/normal information. You'll have to recheck your Blender export settings, make sure to toggle texture coordinates (mapping)/normals when exporting to .obj and it should work (but textures may look badly scaled). If you have any more problems, you can post at the "experimental obj importer" thread. |
| pogman Random nobody Level: 2 Posts: 1/1 EXP: 42 For next: 4 Since: 11-15-09 Since last post: 1796 days Last activity: 1796 days |
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| Um... how do you change what the signposts say? When I try, it just reverts back to usual. |
| TheSuperyoshi Member Level: 18 ![]() Posts: 12/74 EXP: 27062 For next: 2835 Since: 11-05-09 From: Germany Since last post: 1683 days Last activity: 1682 days |
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Day 11
-------------------- Originally posted by pogman are you using Toad's Tool? You must use the Text Program. It's on the Toads Tool Site somewhere. -------------------- Working on: - a Mario 64 Machinima Tutorial - my Mario Fangame "Super Mario Galaxy: A Blue Star Adventure" |
| Eedan User Level: 8 Posts: 2/12 EXP: 1759 For next: 428 Since: 11-21-09 Since last post: 1671 days Last activity: 1620 days |
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| Well, I was playing with toad's tool and it's real fun But lately i've been playing my n64 roms on my wii (wii64 homebrew) and the extended sm64 rom crashes when i enter a level. But the original works fine, is there a way i could recompress the rom so that i could play my hacked version? |
| messiaen Catgirl Level: 61 Posts: 694/1085 EXP: 1795133 For next: 81463 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Check if you have the latest version of Wii64. I know this emulator can play the "Missing Stars" hack, so it will support your extended ROM. Also, next versions of Toad's Tool/ROM Extender will extend the ROM in a different way which will ensure compatiblity with more emulators as well as with real N64 hardware. |
| VideoGuy Member Level: 19 Posts: 64/84 EXP: 34307 For next: 1470 Since: 05-10-09 Since last post: 1624 days Last activity: 875 days |
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| This isn't technically a help question, but I wasn't sure where else to post this. http://kotaku.com/5412516/mario-64-used-to-have-multiplayer Mario 64 had multiplayer? Knowing how Nintendo is with beta stuff, could this code still be in the ROM? Obviously we're quite a long way away from decoding it, but wild speculation is always nice. ![]() |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 3809/12194 EXP: 69490521 For next: 1407346 Since: 07-03-07 From: 52-2-88-7 Since last post: 1 hour Last activity: 29 min. |
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| VL-Tone Member Super Mario 64 forum moderator Level: 48 Posts: 554/620 EXP: 793013 For next: 30530 Since: 07-27-07 From: Montreal, Canada Since last post: 197 days Last activity: 3 hours |
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| Neoshaman Random nobody Level: 4 Posts: 3/3 EXP: 219 For next: 60 Since: 12-03-09 Since last post: 1778 days Last activity: 1450 days |
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| Hello everybody I've download the toadstool editor to learn how M64 works internally. I'm also haunting the forums to seek valuable information. But i'm confuse about one things: How does the grab ledge in mario works? I want to replicate a test level seen in mario 64 DS only with mario N64 moveset to learn making 3D platformer. I have somme sucess with any basic move but the edge grab seems different... not so basic! The things is that everything in mario 64 seems systemic, not tagged or scripted. This is handy as tagging cost ressource on a project workflow (especially if i want to do one man made personal project). There is that tests where you import geometry directly from a modeler (blender) into the game and it is instantly useable as a collision mesh with grab enable! No tagging, no preprocessing. THIS confuse me as grab edge are generally tagged in a long process during level design! How does the collision system handle grab edge (roughly) what are the condition where mario can grab an edge? thank you for any guess/answer PS: originally i have made an thread for the question, sorry about that, after having read the Rules/faq BEFORE posting, i didn't see any evidence of that. |
| Breegullbeak Member Level: 24 Posts: 56/135 EXP: 69422 For next: 8703 Since: 06-06-09 Since last post: 1083 days Last activity: 792 days |
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Originally posted by Tek metroid We have a questions thread for this. Click "Ok". It should then open up your emulator if you have set Roms to be open by your emulator. Then just open the rom through "file/open" and play. |
| Tek metroid Level: 9 ![]() Posts: 6/16 EXP: 2693 For next: 469 Since: 12-11-09 Since last post: 1762 days Last activity: 1753 days |
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Originally posted by Breegullbeak yay! Now it works thanks for helping me out. =) (I can't stress this out enough. Please but "PLEASE" pardon my english. Thank you for not arguing about my last mishap.) |
| Breegullbeak Member Level: 24 Posts: 59/135 EXP: 69422 For next: 8703 Since: 06-06-09 Since last post: 1083 days Last activity: 792 days |
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| I thought I had figured out how to finally get the Coins to no screw up when I impoted them, I did later, so thats not the question. I found the L cap texture you made for Luigi by importing a TIFF greyscale file into the coins slots. It was greyscale and it worked as a coin perfectly. I then put the same TIFF file in to the cap logo's spot and it added the colors. So it got me wondering if it would be possible to add more textures to the game then there are currently? It could put Toad's Tool Up against the Rice Video Plugin. It could make reused textures like the hills outside the castle and the handrails to the castle a thing of the past. |
| VL-Tone Member Super Mario 64 forum moderator Level: 48 Posts: 555/620 EXP: 793013 For next: 30530 Since: 07-27-07 From: Montreal, Canada Since last post: 197 days Last activity: 3 hours |
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| GHBAimen Random nobody Level: 3 Posts: 2/2 EXP: 118 For next: 10 Since: 12-27-09 Since last post: 1754 days Last activity: 1754 days |
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| Hi! I've all the files in the same folder! import_obj.ppf obj_import.txt d [folder] d.skp d.obj obj_import.exe supermario.z64 d.skb d.mtl But when I try to import the .obj to SM64, it says: "Microsoft Windows XP [Version 5.1.2600] (C) Copyright 1985-2001 Microsoft Corporation C:\Documents and Settings\Aimen>"C:\Documents and Settings\Aimen\Mina dokument\o bj\obj_import.exe" obj_import d.obj supermario.z64 300 Error reading file d.obj C:\Documents and Settings\Aimen>" And the ROM is patched! What's wrong? /GHBAimen |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 257/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1206 days Last activity: 857 days |
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| probably your file is corrupted or is not in OBJ file format. |
| Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 1187/3166 EXP: 9141828 For next: 175497 Since: 08-02-07 From: Pororoca Since last post: 5 days Last activity: 9 min. |
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Originally posted by GHBAimenIf you don't specify the full path for all of the files, command prompt assumes everything is in the working directory. Your working directory is C:\Documents and Settings\Aimen\ but all of your files are in C:\Documents and Settings\Aimen\Mina dokument\obj\ Use the cd command to change directories. Example: C:\Documents and Settings\Aimen>cd "Mina dokument\obj"Now if you enter your command, it should work: C:\Documents and Settings\Aimen\Mina dokument\obj>obj_import.exe obj_import d.obj supermario.z64 300 -------------------- |
| Breegullbeak Member Level: 24 Posts: 64/135 EXP: 69422 For next: 8703 Since: 06-06-09 Since last post: 1083 days Last activity: 792 days |
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| http://www.youtube.com/watch?v=fBUTBTAr9ww This video helped me. I assume you to already have a model, so just skip to 4:43. |
| Breegullbeak Member Level: 24 Posts: 65/135 EXP: 69422 For next: 8703 Since: 06-06-09 Since last post: 1083 days Last activity: 792 days |
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Originally posted by Yoshi Party Weather is currently not changeable. The snow is one of the many unchangeable textures in the current version of Toad's Tool. If you want to find out how to, I'm afraid that you'll have to search the script banks and such to find what your looking for. |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 23 24 25 26 27 28 29 30 31 ... 68 69 70 71 72 73 74 75 76 77 | Next newer thread | Next older thread |
| Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking | - - ![]() |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.143126 seconds |
| Script execution time: | 0.098947 seconds |
| Total render time: | 0.242073 seconds |