Register - Login
Views: 87404951
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
11-21-17 11:30:55 PM

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 ... 66 67 68 69 70 71 72 73 74 75 76 77 78Next older thread
Skilllux
Member
Level: 16


Posts: 47/56
EXP: 19176
For next: 1080

Since: 02-28-12


Since last post: 5.0 years
Last activity: 4.0 years

Posted on 07-16-12 03:54:22 PM Link | Quote
it´s useless to do that if you dont have sketchup pro cause only the obj exporter in the pro version saves the uvmapping.
MrUnknown64
Random nobody
Level: 4


Posts: 1/3
EXP: 229
For next: 50

Since: 07-17-12
From: Hyrule Fields

Since last post: 5.0 years
Last activity: 5.0 years

Posted on 07-17-12 07:24:38 PM Link | Quote
Quick question to ask you known Super Mario 64 hackers out there.
Does anyone know where to locate the Manta Ring's star position, because we need to set the position of that specific star.

Thanks!
Mariocrash
Member
Level: 17


Posts: 55/61
EXP: 21813
For next: 2930

Since: 02-25-12
From: Paris, France

Since last post: 4.0 years
Last activity: 4.0 years

Posted on 07-19-12 04:32:32 AM Link | Quote
Originally posted by MrUnknown64
Quick question to ask you known Super Mario 64 hackers out there.
Does anyone know where to locate the Manta Ring's star position, because we need to set the position of that specific star.

Thanks!


In case you don't know how to set any star position, open TT64 first, set the object's star position, then do the same in the level importer (Misc Settings).
Eggs6131
Member
Level: 19


Posts: 65/82
EXP: 35446
For next: 331

Since: 08-27-11
From: United Kingdom

Since last post: 3.0 years
Last activity: 2.0 years

Posted on 07-25-12 01:13:32 PM Link | Quote
I've just imported a model into course 2, and now it won't load in game.

It loads fine in toad's tool, but then I saw that all the warps are labelled as Bob-Omb Battlefield...




I haven't added any objects (well, aside from moving the warp to the correct spot)

What went wrong, and how can I fix it?
Mariocrash
Member
Level: 17


Posts: 56/61
EXP: 21813
For next: 2930

Since: 02-25-12
From: Paris, France

Since last post: 4.0 years
Last activity: 4.0 years

Posted on 07-25-12 03:03:20 PM Link | Quote
It's obvious each custom level imported has the Bob-omb Battlefield warps, Eggs.

If you're adding warps in the stage like it's course 2, change them to Whomp's Fortress. If you don't, they will send you back to course 1.
Eggs6131
Member
Level: 19


Posts: 67/82
EXP: 35446
For next: 331

Since: 08-27-11
From: United Kingdom

Since last post: 3.0 years
Last activity: 2.0 years

Posted on 07-25-12 03:07:37 PM (last edited by Eggs6131 at 07-25-12 03:17:30 PM) Link | Quote
Mariocrash, how exactly do I do that?

I'm a rookie to this sort of thing, so I'd appreciate step-by-step instructions, thank you very much
Skilllux
Member
Level: 16


Posts: 52/56
EXP: 19176
For next: 1080

Since: 02-28-12


Since last post: 5.0 years
Last activity: 4.0 years

Posted on 07-25-12 03:13:47 PM Link | Quote
@Eggs: i dont drag it into jul...
Mariocrash
Member
Level: 17


Posts: 57/61
EXP: 21813
For next: 2930

Since: 02-25-12
From: Paris, France

Since last post: 4.0 years
Last activity: 4.0 years

Posted on 07-25-12 03:26:17 PM Link | Quote
Originally posted by Eggs6131
Mariocrash, how exactly do I do that?

I'm a rookie to this sort of thing, so I'd appreciate step-by-step instructions, thank you very much


As starting from the TT64 commands menu:

Step 1: go to Warp Destinations.
Step 2: Select the warp destinations corresponded to the fading warp object (1-11 to 1-14).
Step 3: Choose the desired warp location (as if course 2 is referred as Whomp's Fortress).
Eggs6131
Member
Level: 19


Posts: 70/82
EXP: 35446
For next: 331

Since: 08-27-11
From: United Kingdom

Since last post: 3.0 years
Last activity: 2.0 years

Posted on 07-26-12 08:55:08 AM Link | Quote
Not loading in TT64 at all now, only get this error:




Pressing Yes results in TT64 freezing, pressing No closes it.

What have I done wrong this time?
Zero One
5100
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 120


Posts: 4080/5108
EXP: 19104134
For next: 383037

Since: 05-24-10
From: Delta Quadrant

Since last post: 10 days
Last activity: 2 days

Posted on 07-26-12 09:27:49 PM Link | Quote
Referencing this thread...

XxNBCxX, that's perfectly fine. Just close the dialog box and resume emulation, as it'll be paused. Nothing you need to worry about at all.
Mariocrash
Member
Level: 17


Posts: 58/61
EXP: 21813
For next: 2930

Since: 02-25-12
From: Paris, France

Since last post: 4.0 years
Last activity: 4.0 years

Posted on 07-27-12 04:21:34 AM Link | Quote
Originally posted by Eggs6131
Not loading in TT64 at all now, only get this error:




Pressing Yes results in TT64 freezing, pressing No closes it.

What have I done wrong this time?



You have to check the "Don't load textures from material file" option in the importer program. Save the settings and import the level again, you'll see it works after loading the level in TT64. Otherwise, some textures are a pile of a scrambled mess when you play in-game.

Once you're done adding objects, save the settings. Go back to the importer, uncheck the option, import once again the level and it'll be back to normal.
Eggs6131
Member
Level: 19


Posts: 71/82
EXP: 35446
For next: 331

Since: 08-27-11
From: United Kingdom

Since last post: 3.0 years
Last activity: 2.0 years

Posted on 07-27-12 05:07:14 AM Link | Quote
Yeah, I've been told that by Skilllux. I guess I'll have to give myself the honour of trying it out.

But does this fix the "stuck on white screen" glitch that keeps happening when I import?
XxNBCxX
Random nobody
Level: 4


Posts: 2/3
EXP: 229
For next: 50

Since: 07-26-12


Since last post: 5.0 years
Last activity: 5.0 years

Posted on 07-27-12 04:19:01 PM Link | Quote
Thanks everyone for helping me with my last problem.

Hey guys im new here, and also new to hacking SM64. So i have two problems, so i have been using Google Sketch Up to create my levels. So im not 100% complete with it, but i figured i give it a try. So i played it worked fine, then i went back to Sketch Up, and added textures. I used one custom texture that i made with paint (dont know if thats the problem), and loaded my ROM. So when i enter the painting (Bomb-omb, where its inserted), it goes to star selection, so i pick the first one, and right when i enter the level Mario dies and bowser's laughing, but im still in air. Then i am exited out of the level. Help?

My Second problem is, plain and simple, my custom level doesn't show up in toads tool.

Thanks in advance
Zero One
5100
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 120


Posts: 4083/5108
EXP: 19104134
For next: 383037

Since: 05-24-10
From: Delta Quadrant

Since last post: 10 days
Last activity: 2 days

Posted on 07-27-12 04:22:55 PM Link | Quote
Originally posted by XxNBCxX
Thanks everyone for helping me with my last problem.

Hey guys im new here, and also new to hacking SM64. So i have two problems, so i have been using Google Sketch Up to create my levels. So im not 100% complete with it, but i figured i give it a try. So i played it worked fine, then i went back to Sketch Up, and added textures. I used one custom texture that i made with paint (dont know if thats the problem), and loaded my ROM. So when i enter the painting (Bomb-omb, where its inserted), it goes to star selection, so i pick the first one, and right when i enter the level Mario dies and bowser's laughing, but im still in air. Then i am exited out of the level. Help?

My Second problem is, plain and simple, my custom level doesn't show up in toads tool.

Thanks in advance


Try upping the scale. It might be there, it's just far too small to see. I found that a value of 500ish worked for me in Blender.
XxNBCxX
Random nobody
Level: 4


Posts: 3/3
EXP: 229
For next: 50

Since: 07-26-12


Since last post: 5.0 years
Last activity: 5.0 years

Posted on 07-27-12 04:40:53 PM Link | Quote
Originally posted by Zero One
Originally posted by XxNBCxX
Thanks everyone for helping me with my last problem.

Hey guys im new here, and also new to hacking SM64. So i have two problems, so i have been using Google Sketch Up to create my levels. So im not 100% complete with it, but i figured i give it a try. So i played it worked fine, then i went back to Sketch Up, and added textures. I used one custom texture that i made with paint (dont know if thats the problem), and loaded my ROM. So when i enter the painting (Bomb-omb, where its inserted), it goes to star selection, so i pick the first one, and right when i enter the level Mario dies and bowser's laughing, but im still in air. Then i am exited out of the level. Help?

My Second problem is, plain and simple, my custom level doesn't show up in toads tool.

Thanks in advance


Try upping the scale. It might be there, it's just far too small to see. I found that a value of 500ish worked for me in Blender.


I went to 400, 500, 700, and even 1000. I will keep upping the scale but im not sure if thats the problem. Thanks
Tamkis
Member
Level: 25


Posts: 18/146
EXP: 80466
For next: 9154

Since: 03-12-12


Since last post: 325 days
Last activity: 59 days

Posted on 07-27-12 09:30:21 PM Link | Quote
Originally posted by XxNBCxX
Originally posted by Zero One
Originally posted by XxNBCxX
Thanks everyone for helping me with my last problem.

Hey guys im new here, and also new to hacking SM64. So i have two problems, so i have been using Google Sketch Up to create my levels. So im not 100% complete with it, but i figured i give it a try. So i played it worked fine, then i went back to Sketch Up, and added textures. I used one custom texture that i made with paint (dont know if thats the problem), and loaded my ROM. So when i enter the painting (Bomb-omb, where its inserted), it goes to star selection, so i pick the first one, and right when i enter the level Mario dies and bowser's laughing, but im still in air. Then i am exited out of the level. Help?

My Second problem is, plain and simple, my custom level doesn't show up in toads tool.

Thanks in advance


Try upping the scale. It might be there, it's just far too small to see. I found that a value of 500ish worked for me in Blender.


I went to 400, 500, 700, and even 1000. I will keep upping the scale but im not sure if thats the problem. Thanks


The scale is not the problem; your starting position is still out of bounds, I believe. I still have this problem on my hack (see pos 0:18), but haven't had the time to fix it. Some reputable SM64 hackers on YouTube suggested the following solutions for this problem:





I know why that death happens, its because Mario's intachl start position is outside the level's boundries, which you can move with the level importer.

StupidMarioBros1Fan 4 months ago


I have a "Mario Start 1" object within the HUB's boundaries, yet for some reason, he still starts out of bounds. I thought Mario always first spawns there? Unless the starting position that you refer to in the level importer does something else?

Tamk1s in reply to StupidMarioBros1Fan 4 months ago


The orginal Start position of Castle Grounds is kept when you select another level as start position. You can overwrite that in the level importer

MarioGame2222 in reply to Tamk1s 3 months ago in playlist Weitere Videos von Tamk1s


If it was checked when you imported the level then it will overrule any start warp that you place in Toads Tool unfortantly, or if the level replaced is the Castle Grounds, one way to fix this would be to open Toads Tool, see what X, Y, Z offsets that your warp is, open the level importer, check the starting position, and then copy and paste the numbers for the X, Y, Z and that should fix the problem, if not then reimport the level with the banks and stuff and make sure not to check the box.

StupidMarioBros1Fan in reply to Tamk1s 4 months ago


---------------------------


Also, I have a question aimed towards more experience SM64 hackers: How do I get the Bowser object to work? In internal levels, he is a "Special Object;" however, custom levels made with the ObjImporter only use 0x24 3D Objects. When attempting to add Bowser as a 3D Object in a custom arena level written over "Bowser 1st Battle," Bowser's message appears; however, after said message, he is an invisible stationary object.

What inits Bowser? I have the 0x0D Object Bank loaded with "Bowser," what else needs to be in place for proper initz?
Me-me
340
Level: 39


Posts: 339/341
EXP: 386209
For next: 18562

Since: 08-05-07


Since last post: 5.0 years
Last activity: 3.0 years

Posted on 07-30-12 03:04:58 PM (last edited by Me-me at 07-30-12 03:29:54 PM) Link | Quote
I'm kind of stuck with Celux's model importer.
While yes it does indeed replace the model, I don't quite understand
how to create a new behavior for it.
...
In a nutshell:
Where am i supposed to fit in custom behaviors? Altering the ROM size kills the game. Am I restricted to replacing existing behaviors?

For example, I replaced the "Kickable board" in Whomp's Fortress to a small stone wall.
My goal is to make it "pushable" so I went to this behavior:
-----------------------------------------
ROM Address: 0021B318
Description: Pushable
00 09 00 00
11 01 00 01
2A 00 00 00 08 02 4C 28
0E 43 01 F4
2D 00 00 00
08 00 00 00
0C 00 00 00 80 2B 15 E8 <----- The 0x0C command I -suppose- makes it pushable
0C 00 00 00 80 38 39 CC <----- Makes it solid
09 00 00 00
----------------------------------------
and compared it to the behavior I'm replacing:
----------------------------------------
ROM Address: 0021A46C
Description: Kickable Board
00 09 00 00
11 01 20 C9
2A 00 00 00 07 00 FC 7C
23 00 00 00 00 64 04 B0
2E 00 00 00
00 01 00 01
0E 43 05 DC
10 05 00 00
08 00 00 00
0C 00 00 00 80 2A A3 F4 <----- Replacing this with the first 0x0C command in the previous behavior
-- -- -- -- -- -- -- -- -- <----- I want to put the next line here but...
09 00 00 00
---------------------------------------

Now, the obvious problem is: These behaviors are different length, so I cannot fit the second 0x0C command it there! I don't know which of the other commands I can erase, and so, here I am

Hope I made a little sense

EDIT: I would also like to use messiaen's "Flexible collision" script, but how exactly do I put the script in the ROM?
Skilllux
Member
Level: 16


Posts: 53/56
EXP: 19176
For next: 1080

Since: 02-28-12


Since last post: 5.0 years
Last activity: 4.0 years

Posted on 07-30-12 05:30:44 PM Link | Quote
you can replace every behavior you want. and dont forget to fix the 2A command
Celux

Red Cheep-cheep
Level: 31


Posts: 153/202
EXP: 166121
For next: 19242

Since: 09-21-08


Since last post: 2.0 years
Last activity: 1.0 years

Posted on 07-30-12 08:11:05 PM Link | Quote
Originally posted by Me-me
I'm kind of stuck with Celux's model importer.
While yes it does indeed replace the model, I don't quite understand
how to create a new behavior for it.
...
In a nutshell:
Where am i supposed to fit in custom behaviors? Altering the ROM size kills the game. Am I restricted to replacing existing behaviors?

For example, I replaced the "Kickable board" in Whomp's Fortress to a small stone wall.
My goal is to make it "pushable" so I went to this behavior:
-----------------------------------------
ROM Address: 0021B318
Description: Pushable
00 09 00 00
11 01 00 01
2A 00 00 00 08 02 4C 28
0E 43 01 F4
2D 00 00 00
08 00 00 00
0C 00 00 00 80 2B 15 E8 <----- The 0x0C command I -suppose- makes it pushable
0C 00 00 00 80 38 39 CC <----- Makes it solid
09 00 00 00
----------------------------------------
and compared it to the behavior I'm replacing:
----------------------------------------
ROM Address: 0021A46C
Description: Kickable Board
00 09 00 00
11 01 20 C9
2A 00 00 00 07 00 FC 7C
23 00 00 00 00 64 04 B0
2E 00 00 00
00 01 00 01
0E 43 05 DC
10 05 00 00
08 00 00 00
0C 00 00 00 80 2A A3 F4 <----- Replacing this with the first 0x0C command in the previous behavior
-- -- -- -- -- -- -- -- -- <----- I want to put the next line here but...
09 00 00 00
---------------------------------------

Now, the obvious problem is: These behaviors are different length, so I cannot fit the second 0x0C command it there! I don't know which of the other commands I can erase, and so, here I am

Hope I made a little sense

EDIT: I would also like to use messiaen's "Flexible collision" script, but how exactly do I put the script in the ROM?



Try overwriting the kickable board behavior with this:
00 09 00 00
11 01 00 01
2A 00 00 00 XX XX XX XX //where X is the collision location my importer gave you.
0E 43 01 F4
2D 00 00 00
08 00 00 00
0C 00 00 00 80 2B 15 E8
0C 00 00 00 80 38 39 CC
09 00 00 00
00 00 00 00 //unused space
00 00 00 00

If you do not intend to use pushable boxes in your hack, you could also just replace the 0x2A command in the original behavior.
Me-me
340
Level: 39


Posts: 340/341
EXP: 386209
For next: 18562

Since: 08-05-07


Since last post: 5.0 years
Last activity: 3.0 years

Posted on 07-31-12 12:28:40 PM (last edited by Me-me at 07-31-12 04:21:14 PM) Link | Quote
Thanks for the help Celux and Skillux, it worked nicely

However the pushable part of my model is not where I want, I'll experiment some more;
but in case you're interested


This is my model:

The red arrow points to where this object is pushable, but my goal is to make it pushable where
the green arrow is.

Any ideas? I'm experimenting with the 0x0E command right now, to see if it has any effect. It seems like it controls the collision sphere around the object (In other words, unrelated to my problem ^^'')
Pages: 1 2 3 4 5 6 7 8 9 10 ... 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 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

31 database queries, 10 query cache hits.
Query execution time: 0.182511 seconds
Script execution time: 0.017847 seconds
Total render time: 0.200358 seconds