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07-20-18 03:44:31 AM

Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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darthsidusfan
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Posted on 03-02-13 11:32:06 PM Link | Quote
i need help, the current level im working on the claimable hills i make don't work instead Mario goes straight through the texture. however if i make it normal he can walk on it but of course he cant walk up it rendering my level useless

i would like to know if there is any solutions to this problem otherwise i will end up shelving the level in starting a new level in 3 months time when i calm again!
Kaze
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Posted on 03-03-13 04:20:06 AM Link | Quote
i had this problem a few times to, when didn't deleted the ground AFTER the hill.
try deleting all useless faces, this should solve the problem, if you don't understand, wha ti mean with the first sentenc ^-^
Billinator
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Posted on 03-05-13 03:19:07 PM (last edited by Billinator at 03-05-13 03:29:34 PM) Link | Quote
It's been a long time since I was on here and I'd like some help. I'm just getting started with Toads Tool 64 again. How do I make one door connect to another door? I tried changing the warp ID to the same value. But whenever I enter one door I get warped to the beginning of the level. I'd greatly appreciate the help. Oh and it's a custom level.
22neptun
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Posted on 03-10-13 11:32:36 AM Link | Quote
Hello, I'm new here. And I already have a big problem: I'm currently working on a Level that worked just fine in Toad's Tool, but suddenly, it stopped working, instead, when I'm loading the area I imported, I get the message:
"Property not found
#texture
Script error. Continue?"
I know that this problem was already discussed in this threat, but none of the things I tried out worked.
What I already tried:
Importing the level without textures; importing the level with only one texture; ticking the "Don't use textures from material file"-option before importing; impoting the level without the mtl-file.
The result was always the same.
Is there something else I could try? Or is my level just lost forever?
I hope someone can help me.
Donaldthescotishtwin

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Posted on 03-11-13 01:56:52 PM Link | Quote
Does anyone know the addresses of Bowsers laugh and the coin sounds for Subdrags tool?
GlitchEditor9001
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Posted on 03-24-13 10:49:15 AM Link | Quote
Help, i have downloaded ToadsTool64, but it says i need 1.2B version of the rom, but the website only let me download 1.3B!

PC info if needed: I use Windows.
Kinopio
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Posted on 03-26-13 04:51:26 AM Link | Quote
I have imported my level and edited it with TT64 and all works well, but now I want to make some minor changes to the geometry of the level, so my question is if it is possible to re-import a level while keeping the existing objects.

Before asking, I searched widely into the forum but I only found "clues" that what I want to do it's possible but didn't find how to do...
Kaze
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Posted on 03-26-13 03:35:35 PM Link | Quote
Originally posted by Kinopio
I have imported my level and edited it with TT64 and all works well, but now I want to make some minor changes to the geometry of the level, so my question is if it is possible to re-import a level while keeping the existing objects.

Before asking, I searched widely into the forum but I only found "clues" that what I want to do it's possible but didn't find how to do...



they will stay, when reimporting.
instead of asking such a question, you could also make a copy of a rom and just try it.
Kinopio
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Posted on 03-27-13 04:18:45 AM Link | Quote
Originally posted by Kaze

they will stay, when reimporting.
instead of asking such a question, you could also make a copy of a rom and just try it.

Yes you are right.
Actually I assumed that each time you import a level it's like the first time and so the objects were resetted, so I have never tried to import a level over an already imported one. I think this feature must be pointed out because it's a little hard to figure out.
However thank you for the help ^^
Donaldthescotishtwin

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Posted on 03-27-13 01:23:58 PM Link | Quote
Does anyone know the size of the Shifting sand land and Snow mans land paintings? i found the addresses but not the size.
Sparer747
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Posted on 03-27-13 07:47:08 PM Link | Quote
Hello everyone!
This is going to sound like a dumb question but I am seriously at a blank and I can't find the answer anywhere. How do I make a wall, or texture able to be passed through. For example paintings in normal SM64.
Thank you!
Kinopio
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Posted on 03-28-13 03:55:34 AM Link | Quote
Originally posted by Sparer747
Hello everyone!
This is going to sound like a dumb question but I am seriously at a blank and I can't find the answer anywhere. How do I make a wall, or texture able to be passed through. For example paintings in normal SM64.
Thank you!

Hi, on the Collision tab of the object importer, you can assign each texture of your model to a specific collision type.

To be able to go through a wall you have to assign the texture of that wall to "Non-Solid" Collision Type (at the bottom of the list).

Remember that every other surface with the same texture will became non solid so you have to use a specific texture. You can also use the same texture image twice but you have to give them different names, so the importer can distinguish them.
Sparer747
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Posted on 03-28-13 07:05:22 PM Link | Quote
Originally posted by Kinopio
Originally posted by Sparer747
Hello everyone!
This is going to sound like a dumb question but I am seriously at a blank and I can't find the answer anywhere. How do I make a wall, or texture able to be passed through. For example paintings in normal SM64.
Thank you!

Hi, on the Collision tab of the object importer, you can assign each texture of your model to a specific collision type.

To be able to go through a wall you have to assign the texture of that wall to "Non-Solid" Collision Type (at the bottom of the list).

Remember that every other surface with the same texture will became non solid so you have to use a specific texture. You can also use the same texture image twice but you have to give them different names, so the importer can distinguish them.

Oh man thank you so much!
Gecko
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Posted on 03-29-13 03:13:05 PM Link | Quote
How do I turn off grid snapping in Sketchup 8? I cannot draw or move edges or endpoints exactly.


Project64

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Posted on 04-13-13 11:33:51 AM Link | Quote
I have my rom extended,i go to toads tool it says Bad File Name
then i press ok and this appears : String expected Script error,Continue? i press yes
i go to open rom click my extended rom and it says this : Object Expected Script error,Continue? i press yes
and it now says no rom file has been opened >:o
What did i do wrong?
ArchangelGabriel
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Posted on 04-13-13 10:41:06 PM (last edited by ArchangelGabriel at 04-13-13 10:41:44 PM) Link | Quote
I sure have a lot of questions to ask but lets start with this little one;



I can't find in the ROM where I am supposed to adjust the rotation of these cannons so that they aim horizontally and the Bullet Bills come out of them.

These 3D Objects are the disabled Cannon Combo ( like at the very beginning of BOB in act 1 ) and as you see, there is no problem in turning the blue cannon base as it is the main geometry of this 3D Object. But the sub-object created by the behavior code of the main object only inherit the Y-Rotation ( not the X-Rotation ) of the main object. So, no matter what, they aim at about 50+ degrees of elevation.

I've already tried to find identify some behavior's ASM code ( the one of the moneybag for instance, which is my next question ) but what I though was the ASM code of the moneybag didn't make sense and other reason that made me wonder if I wasn't about to lose countless hours on something that may have nothing to do with what I was looking for.

So if no one can answer this first question I hope one can answer this one:

How can I find the ASM code called by behavior commands in ROM ( such as the "0C" one that calls a subroutine in RAM without the bank code; something like 80 XX XX XX ) without any doubt and interpret properly what are the exact instructions ( which document will tell me without mistake what they are ).

Hopefully, I expect to find there a lot of useful stuff and how to solve many of my problems.
Tamkis
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Posted on 07-28-13 02:40:35 PM Link | Quote
Does anyone have any information or data pointers for SM64's demo data? Or at least some resources about how the N64 emulates button presses in demos. By "demo data" I refer to the automatic playthroughs that occur once you idle on the "Press Start!" screen. And also wondering how to fix the level select menu in a hacked rom (the level select always sends you to the hacker's HUB level).
Maïté
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Posted on 09-16-13 05:05:09 PM (last edited by Maïté at 09-16-13 05:19:44 PM) Link | Quote
Hello, I've some problems with the SM64 hacking...

First, when I try to replace Mario's head with the model replacer, the prompt writes ''Not enough space to copy textures'' (same as collisions). However all the textures are 32x32.. so it won't import them for some reason and as a result, the model stoles others models' textures.

Spoiler:


Second,

Some textures look good in Sketchup but not right in game:



Spoiler:



Any idea ?

AND

When I take a metal or vanish cap, the model becomes invisible
Kaze
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Posted on 09-17-13 08:16:19 AM Link | Quote
Originally posted by Maïté
some stuff


1. it hasn't enough textures, because there's no rom space for it. you'll have to correct the textures yourself, but for that, you've got to know levelscripts and polygon commands first, so it's not that easy...

2. the textures look bad in the game, because frauber's plugin doesn't export the UV mapping. to make it look good ingame too, you'll have to get sketchup pro and export it with the pro exporter. make sure to only texture white faces, because backfaces don't get exported.

3. the model goes invisible, because (just guessing, i can't look into your rom) the vanish cap and metal cap load different models. you'll have to correct that manually too, which is also not that easy...

so the 2nd thing is quite easy to do, for the other problems you'll have to know a bit about how the game works. i suggest reading through the old threads about polygon data, levelscripts and geo layouts for that... it's pretty time consuming.
skyluigi

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Posted on 10-19-13 07:03:10 PM Link | Quote
If I enter a level that I've imported a model to, It black-screens. Am I doing something wrong?
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Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

36 database queries, 7 query cache hits.
Query execution time: 0.222882 seconds
Script execution time: 0.028494 seconds
Total render time: 0.251376 seconds
Memory used: 1310720