Register - Login
Views: 83893198
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
07-28-17 07:43:52 AM

Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78Next older thread
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 182


Posts: 10787/12211
EXP: 81834193
For next: 1070442

Since: 07-03-07
From: 52-2-88-7

Since last post: 2.0 years
Last activity: 2.0 years

Posted on 01-15-12 04:58:39 PM Link | Quote
He lost interest in SM64 hacking, but, contrary to your statement, it is still available for download and still perfectly useful. It just won't be updated.
Lukeme99
Random nobody
Level: 5


Posts: 2/4
EXP: 359
For next: 170

Since: 01-15-12
From: Possibly developing the next TT64 0_0

Since last post: 5.0 years
Last activity: 5.0 years

Posted on 01-16-12 02:49:50 PM Link | Quote
Originally posted by Metal_Man88
He lost interest in SM64 hacking, but, contrary to your statement, it is still available for download and still perfectly useful. It just won't be updated.


-__- Wow, really, well....

Ok god **** it, I will do it, yep, when I am more advanced at C++ I will ask the "lord creator" for the source files then.... **sniff** I will continue your hope and develop Toad's Tool 64X v0.6a (or whatever), the X is my signature for edited and modded software that developers don't develop anymore etc, so I continue the development.... Really, this community needs to have a copy and paste func on TT64, because I hate the limitations of only the amount originally in level.

You may have hope in me....


Thanks. No forget that 'Thanks', you should be THANKING me! For taking on this burden.....

L99
Vinnyboiler
Catgirl
Level: 62


Posts: 879/1028
EXP: 1950133
For next: 34553

Since: 12-27-07
From: London, England

Since last post: 22 days
Last activity: 20 days

Posted on 01-16-12 03:08:12 PM Link | Quote
VL-Tone hasn't and wont release his source code, as for all intents and proposes his program is pretty much complete. Everyone else managed to save him to trouble and released programs that run alongside PJ64 which pretty much makes completes any SM64 modding program.

And plus, if you want Copy/pasting in a SM64 editor so bad, go make one yourself. There is enough SM64 docs nowadays to cover all the basics.
Lukeme99
Random nobody
Level: 5


Posts: 3/4
EXP: 359
For next: 170

Since: 01-15-12
From: Possibly developing the next TT64 0_0

Since last post: 5.0 years
Last activity: 5.0 years

Posted on 01-16-12 03:49:10 PM Link | Quote
Originally posted by vinnyboiler
VL-Tone hasn't and wont release his source code, as for all intents and proposes his program is pretty much complete. Everyone else managed to save him to trouble and released programs that run alongside PJ64 which pretty much makes completes any SM64 modding program.

And plus, if you want Copy/pasting in a SM64 editor so bad, go make one yourself. There is enough SM64 docs nowadays to cover all the basics.


An even better idea, I will work from scratch!
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 182


Posts: 10788/12211
EXP: 81834193
For next: 1070442

Since: 07-03-07
From: 52-2-88-7

Since last post: 2.0 years
Last activity: 2.0 years

Posted on 01-16-12 04:44:21 PM Link | Quote
It's all in good to be gung-ho about this, Lukeme, but in the end it comes down to whether you know enough of programming to have even a remote chance of releasing anything.

Most of the big names skipped the pre-release "I WILL DO IT" and instead just made the tool they had in mind.
Lukeme99
Random nobody
Level: 5


Posts: 4/4
EXP: 359
For next: 170

Since: 01-15-12
From: Possibly developing the next TT64 0_0

Since last post: 5.0 years
Last activity: 5.0 years

Posted on 01-17-12 01:51:35 PM Link | Quote
Originally posted by Metal_Man88
It's all in good to be gung-ho about this, Lukeme, but in the end it comes down to whether you know enough of programming to have even a remote chance of releasing anything.

Most of the big names skipped the pre-release "I WILL DO IT" and instead just made the tool they had in mind.


Well, I will try an exe decompile of TT64 which might help, and I will have a look at all the hacking docs out their, and might even try a non-release merge of two tools, one which deals with the model groups and the copy and paste aspect and the other will be the one and only TT.

I have the influence that if I start from scratch I will be using hex values to translate to origins of objects on a 3D view pane, and just hex, hex, hex for everything, (is that not wrong?)

Thanks for feedback and advice etc,
L99
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 182


Posts: 10792/12211
EXP: 81834193
For next: 1070442

Since: 07-03-07
From: 52-2-88-7

Since last post: 2.0 years
Last activity: 2.0 years

Posted on 01-17-12 02:46:39 PM Link | Quote
Part of the issue with TT64 was it was made in some bizarre system of programming which started out when we had little understanding of SM64. Trying to reverse engineer it is going to take you more time than just making it from scratch.

Unless there's something I'm missing, you only know enough to make wild decisions without knowing the implications of them. Programming a software tool that comprehensively edits SM64 is not something you can just summon from thin air. It will require hundreds of hours of programming to get right. TT64 had the benefit of years of updates and even then it was crippled from the platform it was developed from and limited knowledge of SM64.

By reverse engineering it you would just recreate the same situation which caused VL_Tone to stop developing it--the way that TT64 sort of painted into a corner and left him stuck/having great difficulty just adding new features other people casually made small standalone apps for.
LucarioIsMyPokemon
User
Level: 10


Posts: 18/18
EXP: 3453
For next: 961

Since: 12-21-11
From: USA (Wisconsin)

Since last post: 5.0 years
Last activity: 5.0 years

Posted on 01-18-12 09:16:42 PM Link | Quote
Question!... actualy multiple... lol... so 1. how do you edit the title screen, 2. how do you edit the HUD, 3. how do you edit in game models, 4.how do you add more objects, and 5. how do you find hidden textures? (like the sky or the hud or title screen textures?)
ShenoxVII

(in all seriousness, you're a prick)
Level: 22


Posts: 68/111
EXP: 58281
For next: 69

Since: 10-09-10


Since last post: 4.0 years
Last activity: 4.0 years

Posted on 01-20-12 05:03:47 PM Link | Quote
Originally posted by LucarioIsMyPokemon
Question!... actualy multiple... lol... so 1. how do you edit the title screen, 2. how do you edit the HUD, 3. how do you edit in game models, 4.how do you add more objects, and 5. how do you find hidden textures? (like the sky or the hud or title screen textures?)


1. Read frauber notes, I think he posted a offset and range on editing title screen on here, also his importer might now have the ability to import custom title models, not sure or not.

2. Get Rice Video plugin, or Glide64, dump the textures, then find the hud textures.

3. Not sure, I know its somewhere on here though

4. Download toad tools 64, then youtube it, there is a tutorial for it, you got to press CTRL or ALT and hold them then click the empty object, grey text and add it. I'm not too sure how it works, I haven't been in sm64 hacking in a long time.

5. Once again, Rice video or glide64 gfx plugin, dump textures, find textures, edit textures.
Meltfire
User
Level: 11


Posts: 20/23
EXP: 5390
For next: 595

Since: 01-12-11


Since last post: 5.0 years
Last activity: 4.0 years

Posted on 01-29-12 06:59:32 AM (last edited by Meltfire at 01-29-12 07:18 AM) Link | Quote
Hi everyone I have a problem I been trying to figure out. I'm using TT64 and I trying know how can I start the wing cap level without Mario wearing the wing cap on? I'm trying to change the the wing cap level into a secondary hub area. I try differnt warps setting with TT64 but it doesn't help.

A quick reply would be nice I have to stop my current progress because of this.
thanks for you help.
UED
User
Level: 9


Posts: 9/15
EXP: 2756
For next: 406

Since: 05-29-11


Since last post: 4.0 years
Last activity: 1.0 years

Posted on 02-04-12 07:18:31 AM Link | Quote
I want to release soon a Demo of my hack Super Banjo-Kazooie 64). Do you know, how to protect my ROM against opening in Toads Tool?
For example: The creator of SM64 Star Road did protect anyhow.
I hope, you know it.
NLTM
Random nobody
Level: 2


Posts: 1/1
EXP: 44
For next: 2

Since: 02-12-12


Since last post: 5.0 years
Last activity: 5.0 years

Posted on 02-12-12 04:08:56 PM Link | Quote
I hope this is a simple enough question with a simple enough answer.

I see that the collision maps and the level geometry are different. This is great, because what I'm trying to do is delete all the level geometry, and see if I can play Mario 64 without any of the level geometry being visible. Think Sonic the Floathog but with Mario 64.

Problem: I don't know what the hell I'm doing.

Just a small pointer on how to select - and then delete - world geometry would be aces, and I'd love you forever.

Thanks!
messiaen
Catgirl
Level: 64


Posts: 1056/1085
EXP: 2125716
For next: 88381

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 02-12-12 05:04:49 PM (last edited by messiaen at 02-12-12 05:07 PM) Link | Quote
Originally posted by UED
I want to release soon a Demo of my hack Super Banjo-Kazooie 64). Do you know, how to protect my ROM against opening in Toads Tool?
For example: The creator of SM64 Star Road did protect anyhow.
I hope, you know it.


Why would you want to protect it? This has never been effective. Are you sure Star Road can't be opened in TT64?

NLTM: Read the Mario hacking docs, you'll eventually be able to do this, but trust me, the results will be terrible, this won't work at all in a 3D game.
ploggy
Random nobody
Level: 6


Posts: 4/7
EXP: 827
For next: 80

Since: 02-09-12


Since last post: 4.0 years
Last activity: 4.0 years

Posted on 02-13-12 01:05:18 PM Link | Quote
I'm trying to make a rectangle of water at the top of one of my levels, but for some reason the water is being drawn all the way to the bottom of the level.?

Is there a way to only have an equal sized amount of water with mario importer?
messiaen
Catgirl
Level: 64


Posts: 1058/1085
EXP: 2125716
For next: 88381

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 02-13-12 02:49:00 PM Link | Quote
Originally posted by ploggy
I'm trying to make a rectangle of water at the top of one of my levels, but for some reason the water is being drawn all the way to the bottom of the level.?

Is there a way to only have an equal sized amount of water with mario importer?


It's always from the bottom to a max height value, no way to change that without modyfing the game engine.


Originally posted by SomeRussianMarioDude
Originally posted by messiaen
...Why would you want to protect it? This has never been effective. Are you sure Star Road can't be opened in TT64?...

Yes, messiaen. Super Mario Star Road can't be opened in TT64 Rom, it says:

Not a valid ROM.
Please, open a ROM that has been extended with the latest version of the Mario 64 ROM extender (currently 1.2b)

But SMSR can be opened in Level Importer and Text Wrangler.


Replace from 0x00 to 0x40 in the Star Road ROM with the usual content of a Mario 64 Extended ROM. Then, read the Checksum thread and apply the hack I posted to avoid CRC checking.
ploggy
Random nobody
Level: 6


Posts: 5/7
EXP: 827
For next: 80

Since: 02-09-12


Since last post: 4.0 years
Last activity: 4.0 years

Posted on 02-13-12 03:03:06 PM Link | Quote
Damn, that's a shame But if that's the case I'll just try to work around it.

Thanks.
captnobvious
Random nobody
Level: 5


Posts: 5/5
EXP: 501
For next: 28

Since: 01-24-12


Since last post: 5.0 years
Last activity: 4.0 years

Posted on 02-13-12 06:18:11 PM Link | Quote
Hello, I'm having a trouble with a level I'm working on. I'm doing my levels in Sketchup, always starting with a 10x10m square, to which I give a scaling of 1500 in the OBJ importer; this always work and I never go out of the boundaries.
By some strange reason, this level always has some parts out of boundaries, and if I try to change the position of the model, it still having those parts out and the level box becomes more little. I've tried removing every single part of the level but it didn't work. Here are some screenshots to show what I say.


I'm also attaching the links to the level files if somebody wants give a better look:
http://www.mediafire.com/?73h87skzhdubwhl
messiaen
Catgirl
Level: 64


Posts: 1060/1085
EXP: 2125716
For next: 88381

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 02-13-12 06:38:52 PM (last edited by messiaen at 02-13-12 06:41 PM) Link | Quote
You are not using the Offset X,Y,Z functions to "fit" your model in the playing area, those will displace the model in any axis. Fill the values and click the "Set" button so you can see the results.

Also, the importer may give false warnings about vertexes being out of range, it's probably a bug I have to fix.
Ragin
User
Level: 11


Posts: 13/23
EXP: 5077
For next: 908

Since: 10-09-11


Since last post: 3.0 years
Last activity: 3.0 years

Posted on 02-14-12 09:48:52 AM Link | Quote
This is easy to fix with the offset feature.

Before this feature was implemented I used to "balance" my model vertices-wise, since the "mass centre" of all vertices seems to be the default middle-point of the level when importing a model. That is why the building-part of your first model is dragged to the middle.

If you adjust the offset of the level perfectly and use 10x10 m models, you can use scalings up to a little bit higher than 1620 for a maximum-sized level without anything being out of boundaries.
MarioGame2222
Member
Level: 15


Posts: 6/50
EXP: 15893
For next: 491

Since: 01-15-12


Since last post: 4.0 years
Last activity: 4.0 years

Posted on 02-14-12 10:52:28 AM Link | Quote
I hope someone can Help me:
I replaced Bowser 1 Fight with an Stage, and in that STage, you should battle Big Boo Instead of Bowser. DOes anyone knows how to make the Boo Buddy dropping Bowser's First Key after Defating the Big Boo?
THANKS!
Pages: 1 2 3 4 5 6 7 8 9 10 ... 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78Next older thread
Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 551d9f9 [2017-07-20]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

35 database queries, 6 query cache hits.
Query execution time: 0.205506 seconds
Script execution time: 0.017086 seconds
Total render time: 0.222592 seconds