![]() Register - Login | |||||
|
Main
- Memberlist
- Active users
- Calendar
- Wiki
- IRC Chat
- Online users Ranks - Rules/FAQ - JCS - Stats - Color Chart - Smilies |
|
| | |||
| Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking |
- - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 | Add to favorites | Next newer thread | Next older thread |
|
Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 7/1410 EXP: 543293 For next: 21753 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 48 min. |
|
Thanks guys
This may be stretching it a bit, but if I was to (somehow) find a model of Princess Toadstool from SM64, open it in Blender, retexture it there, then overwrite (somehow) the real Princess Toadstool, would it work? Also, how does TT64 read .mtl files? If it does, does that create extra textures, or can I choose to overwrite the original texture. If I can overwrite, all things with that texture will remain the same and then my Blender level with use those textures If not, then I'd have multiple copies of one texture, which would just be annoying. |
|
Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 116/226 EXP: 114136 For next: 2023 Since: 08-05-07 Since last post: 12 days Last activity: 7 hours |
|
| Not sure what you mean by the first Princess Toadstool, but if you were to overwrite the "real" Princess Toadstool, her behaviour would not work properly with the new imported model.
TT64 doesn't read the .mtl files, the wavefront importer does and then inserts the .obj + .mtl into the ROM. I think the textures are seperate from the original texture list, and are stored elsewhere in the ROM. So, yes you'd have more copies of the same texture, but you wouldn't notice it a bit. That also means that if you want to change the textures in the already imported model you'd have to assign diffrent textures in blender and then re-import it. |
|
Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 11/1410 EXP: 543293 For next: 21753 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 48 min. |
|
| Ah, ok. What I meant by the 'real' Princess Toadstool was the one that ships with the game. My plan was to take the model, recolour it so it looks like Daisy, then overwrite the real Princess Toadstool, the one that ships with the game.
Blast! Foiled again! |
|
Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 119/226 EXP: 114136 For next: 2023 Since: 08-05-07 Since last post: 12 days Last activity: 7 hours |
|
| Well, you can just re-texture her from TT64. Peach's textures is in the texture editor somewhere, just search around a bit.
When you find them, export them, recolour them, and import them again. No need to over-complicate things ![]() |
|
Friedslick6 Level: 12 ![]() Posts: 15/44 EXP: 7450 For next: 471 Since: 11-24-08 From: Australia Since last post: 2 days Last activity: 9 hours |
|
| Though, the polygon colours of her hair would still need changing if you were to remake Daisy. Wasn't VL-Tone going to add support for recolouring polygons? In the mean time, there's a gameshark code here that allows you to modify Peach's hair in the (U) version of SM64. You could modify the colour code to your liking and then patch it to SM64 using this guide. |
|
messiaen Member Level: 50 Posts: 870/930 EXP: 906346 For next: 40971 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
|
| People always overlook this part:
Warning: this conversion will only work for RAM addresses which range from 0x80246000 to about 0x80333000 So, you can't patch that hair modifier code using this method. Instead, one should use the more traditional method, that is, using a hex editor to search where/if those RAM values are found in the ROM and them modify them. |
|
Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 14/1410 EXP: 543293 For next: 21753 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 48 min. |
|
| Well, may as well forget about it then.
Plus: New hack! Super Luigi 64 is just too boring and obvious. So, I'm going to remake each world (excluding the castle areas) with my own models! Does anyone know if you are allowed to have more than 120 stars? I'm thinking of adding a few new things. |
|
Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 121/226 EXP: 114136 For next: 2023 Since: 08-05-07 Since last post: 12 days Last activity: 7 hours |
|
| Every bonus level (such as The Secret Aquarium, Princess' secret slide + bowser levels and other similar levels) can contain 6 stars like the original levels.
This means around 50 unused stars can be used leading to a total of 170 stars available. I've heard that somewhere. |
|
Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 21/1410 EXP: 543293 For next: 21753 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 48 min. |
|
| Ah, interesting. I probably won't USE 170 stars, but I will add in some extras.
Now, if only there was a way to make new areas, not just levels... |
|
Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 22/1410 EXP: 543293 For next: 21753 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 48 min. |
|
| Is there an existing list of Star #? While messing around in TT64, I realised that I had to change the Star # to stop it from greying out. If I had a list of Star #, I could change it accordingly. Eventually, it'll get to the point where I'll collect a star from a level and it'll come up with 'One of the Castle's Secret Stars'. I'd like to avoid that, if possible.
EDIT: Just remember, how do you change the name of a star and a level? Is that in Text Wrangler? Because I've yet to download it. |
|
Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 122/226 EXP: 114136 For next: 2023 Since: 08-05-07 Since last post: 12 days Last activity: 7 hours |
|
Yep, with textwrangler you can change the act names and level names and dialogs
Now for the rest of your post... If the "the" in your post meant the object list: it's greying out because the objects isn't in an act yet. I activate the objects for all acts, and then i reduce the number of acts they'll be in if I want. As for star #... can you explain further? Is it the act numbers or the number of stars in each level or what it is? Also, unfortunately, all the 50 unused stars will be classified as "secret stars". Sometime, somewhere, someone maybe can fix that problem but it isn't me thats for sure Maybe you could just change the "You got one of the castle's secret stars!" message in textwrangler to something like "You got a star!" |
|
Breegullbeak Member Level: 19 Posts: 119/128 EXP: 30963 For next: 4814 Since: 06-06-09 Since last post: 56 days Last activity: 10 hours |
|
| By using a game shark code for 170 stars, I now have 180 stars. 75 secret stars. 7 stars on the 15 courses. |
|
Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 123/226 EXP: 114136 For next: 2023 Since: 08-05-07 Since last post: 12 days Last activity: 7 hours |
|
| Yeah, now I remember. Well then, 180 is max.
BTW somewhere I saw a code that made you star count go up to 255! That was just for show though, it wasn't real. Too bad ![]() |
|
Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 27/1410 EXP: 543293 For next: 21753 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 48 min. |
|
Originally posted by Me-me By star number, I mean:
Highlighted in red for you
Keeping 0 in that box comes up with King Bob-Omb when you collect the star, putting 1 in that box comes up with 'Footrace with Koopa the Quick' when you collect the star, and so on. |
|
TheMojopo Random nobody Level: 1 Posts: 1/1 EXP: 10 For next: 1 Since: 05-29-10 Since last post: 100 days Last activity: 100 days |
|
| first post!
how do you edit the level layout? |
|
Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 124/226 EXP: 114136 For next: 2023 Since: 08-05-07 Since last post: 12 days Last activity: 7 hours |
|
| Well, there isn't an existing star list but it's easy, it goes like this:
Star 0 = Act 1 Star 1 = Act 2 Star 2 = Act 3 Star 3 = Act 4 Star 4 = Act 5 Star 5 = Act 6 (You knew this already, but it was to clear things up.) If you go even further, like Star 6 = Act 7, that star won't be in the act select screen + that star will be reduced of the next level: I.e. Making Bob-omb's Battlefield have 7 stars render the first star in Whomp's Fortress unusable (not unusable, but It'll be counted as collected if you clear the new 7th star in BOB.) That 7th star and further more stars from that point'll be counted as the castle's secret stars whether you want it or not
EDIT: Sorry TheMojopo, almost missed you
Welcome to this forum and as for changing the level layout, it has been explained a lot already so I suggest looking around a bit, but this time I'll answer it directly: It can be done with messiaen's wavefront importer and a 3D model creator (I recommend Blender). |
|
Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 31/1410 EXP: 543293 For next: 21753 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 48 min. |
|
| So I could technically make a super level which has every single star?
...tempting... |
|
Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 126/226 EXP: 114136 For next: 2023 Since: 08-05-07 Since last post: 12 days Last activity: 7 hours |
|
| Yep. You could make a level with a max of 99 stars (excluding one object of 100 for mario start object).
The game'd lag a lot and the level itself with no enemies and coins would be quite boring in my opinion
Still... cool... I haven't thought much about it... |
|
Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 33/1410 EXP: 543293 For next: 21753 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 48 min. |
|
| 154 stars.
You're given the Mario Warp and 154 extra items. |
|
Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 41/1410 EXP: 543293 For next: 21753 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 48 min. |
|
| I've just had a brainstorm.
I want to create a special type of coin. It will be a green coin. I will hide one in each level in a certain act. When the player picks up the green coin, he gets a star. Several questions: 1) How would I create this new object? 2) How would I assign it the green colour? 3) How would I assign it the coin animation? 4) Is there a way to colour the act star green without colouring any of the others? It'd be better than going over every pixel of land in every act. 5) How would I increase the amount of stars the doors/cannon need? Adding in more stars increases the completion rate. Hope you guys can help! This would be a great way to put some use in the extra stars. |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 | Add to favorites | Next newer thread | Next older thread |
| Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking |
- - ![]() |