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10-17-14 07:41:56 PM

Jul - SM64 Hacking - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply
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RDX

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Posted on 04-27-09 09:32:40 PM Link | Quote
I actually thought my map was too empty D:

Ok, I know how to make environments, since I read some 140 page beginner tutorial on Blender. I'll just make them more simple from now on.

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VL-Tone
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Posted on 04-28-09 12:08:29 AM (last edited by VL-Tone at 04-28-09 12:08 AM) Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Gecko
I'm having a hard time reproducing the error and determining the cause for it in Blender after having changed the material file to a hi-res one. Could you tell me where exactly these/one of these glitches appear at?
There could probably be overlapping faces if they appeared at one of the ledges (the lower platforms in front of the skyscrapers).



Here's the glitches, circled with some awesome yellow paintbrush



Now, I think I've found the cause of the problem by investigating more:

The glitches happen because of the "Triangulate" option, which doesn't seem to correctly triangulate the UV map after it's done, looking at the UV map of the triangulated export, it seems that one triangle out of two on the side of the skyscrapers is buggy (those pointing down, in a "V" shape).

To fix that, triangulation should be made inside Blender before the export (I think it's ctrl-t?), and before you edit/create your UV maps.

But that's only for to the glitches on the sides. Those happening on the little path on the bottom right really seem to be because those weren't assigned UV coordinates in the first place (it also happens in the non-triangulated .obj version) and they essentially happen on every triangles in the non-triangulated version (there's only a few triangles).




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Gecko
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Posted on 04-28-09 04:13:49 AM (last edited by Gecko at 04-28-09 05:53 AM) Link | Quote
Now I understand what you mean. Those are texture aligning issues which partially happened to the causes you described. I will take your suggestions into consideration an try fixing those errors.

Edit: Just found out how to scale textures down once assigned. Still, I'm looking for an easier way of selecting faces which are assigned the same texture. Does anyone know how to do it?

Edit2: Found the issue.

For some reason the vertices are overlapping on the UV map. I do not know why this happens

Edit3: The problem was how UV map coordinates were calculated. Unwrapping outputs a somehwat sloppy UV map resulting in this error.
When using a different UV calculation called "unwrap (smart projection)" which takes some processing time, it works.


Edit4: Found a tutorial for the creation of vertex groups: Vertex groups
I will redo everything on my map to fix the issue now that the cause is pinned down.

Edit5: Here's the updated Blender and obj file
http://depositfiles.com/files/rblcjwcxg



Stevoisiak
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Posted on 04-28-09 05:10:11 PM Link | Quote
Is it just me, or is this turning into a "Post your 3D Models, OBJ files, and images here!" thread? I think someone should make a new thread for all of these 3D models.

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FieryIce

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Posted on 04-28-09 10:18:21 PM Link | Quote
Originally posted by Stevoisiak
I think someone should make a new thread for all of these 3D models.


Or they could simply update the thread title to include the posting of 3D Models and OBJ files.
Lyskar
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Posted on 04-29-09 01:26:48 AM Link | Quote

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Metal_Man88
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Or we could see that it's not Stevoisiak who decides when a topic should or should not be split off. :p

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Stevoisiak
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Posted on 04-29-09 03:48:05 PM Link | Quote
Originally posted by Metal_Man88
Or we could see that it's not Stevoisiak who decides when a topic should or should not be split off. :p

It was only a suggestion...

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RDX

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Posted on 05-27-09 09:37:42 PM Link | Quote

...
I had nothing better to do shut up ;____;

Star = Star
?Star = I dunno what I'll do with that star
RedStar = Boss battle

The beach needs lots of fixing up. It looks all fine and dandy, but I screwed up some of the faces at one point so I should fix that. Also there's this underwater route underneath the level that leads to the star that's off to the side.

As for the Ship level, the star off to the side will be under the water, as low as I can go, and you'll probably have to use the metal cap to get it. Not sure if I want it to be flying or in the water. If it's flying then instead of the metal cap you'd use the wing cap.

Cave level is huuuuuge. I'll more than likely have to cut it down.

If the flight strip level doesn't work, it'll be because of the F-22. That alone has about 200 verts, which isn't all that much really, but for an SM64 level it probably will be.

On the Mountain level, the ones on the upper picture that aren't at the very top will be inside the mountain. One is accessed via canon, from the inside, and the other is by wallkicking, from the inside.

yea. Oh, btw the vert count on most of them was about 500.

Oh, boss-wise, this is what I was thinking:
Strip - Thwomp
Cave - Eyerock/King Bob-Omb
Ship - King Bob-Omb
Mountain - If I do one it'd probably be Wiggler
Beach - Eyerock/King Bob-Omb

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uberoe
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Posted on 05-31-09 04:29:25 AM Link | Quote
A mod made by my partner for our hack a Koopa Paratroopa





This is the poblem with the wings

Photobucket
ShyGuy301
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Posted on 05-31-09 09:38:58 AM Link | Quote
Hey Guys,

I Finally Got the Mod to put Tweester Outside Castle.

Tweester Outside Castle:



I Just got this Mod with the Help of gamekrazzy, so Special Thanks to gamekrazzy .

He made a Video of his Tweester mod. If u want to do it Yourself read the Video Description.

http://www.youtube.com/watch?v=p9_gWoiTsFA

ShaDoWLaZeR
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Posted on 06-05-09 06:22:35 PM (last edited by ShaDoWLaZeR at 06-30-09 04:26 PM) Link | Quote
I made a hack called Super ShaDoWLaZeR 64.Its still in development stage, but i made 70 % of the work done.

So i present you the The Part 1 of my hack.

here is the video : http://www.youtube.com/watch?v=vNzGDmLQqwE

Screenshots : http://marble-arena.piczo.com/preview?cr=5&linkvar=000044

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Celux

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Posted on 06-07-09 05:17:41 AM Link | Quote
Im currently working on a SM64 full new game called "Super Mario 64: NES Flipped". Right now, im just setting it all up so i can make the levels. I will soon post a demo video of the first level. The complete game will contain 5 short (very short) levels (including outside and underground stages) and a boss. Once you have beaten the boss, you will gain access to a secret room. Here is a screenshot for now:


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Im watching you.
gamekrazzy
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Posted on 06-08-09 01:51:31 AM Link | Quote
Wow its looking really good Celux... BTW nice name.

Its possible to make Mario bigger via the 1 up mushroom now. That means we are 1 more step closer to converting SM64 into more of a SMB feel. This does the trick, but there are no super mushrooms, so maybe you could look into that as soon as you finish the levels and the game itself. You could make that 10 times better just adding these features.

Actually now that I think about it what if we were to hack it and make Mario have a racoon tail, instead of wings on his hat. That would give this a great SMB3 feel, only problem would be we don't know how to do that.

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Gamekrazzy*
Stevoisiak
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Posted on 06-08-09 04:29:54 PM Link | Quote
Celux, try also making a 2.5D level like in paper mario. Possibly with glass on the side of you to restrict movement?

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Celux

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Posted on 06-09-09 04:38:27 AM Link | Quote
Originally posted by Stevoisiak
Celux, try also making a 2.5D level like in paper mario. Possibly with glass on the side of you to restrict movement?

I would definatly do that if i knew how to fix the camera at a set position from Mario .

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Stevoisiak
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Posted on 06-09-09 06:34:39 PM Link | Quote
Originally posted by Celux
Originally posted by Stevoisiak
Celux, try also making a 2.5D level like in paper mario. Possibly with glass on the side of you to restrict movement?

I would definatly do that if i knew how to fix the camera at a set position from Mario .

Well, even if the camera is rotatable, it'd still be fun.

Also, Sega did a 3D recreation of green hill zone in sonic adventure 2, so try looking that.

Also, VL-Tone did a mini 1-1 recreation as a demo before TT was released. Maybe you can use that as a base.
(Adding cliffs, goombas, no triple jump, a better scale, music mods, ect)

These are just my ideas though.

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ShyGuy301
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Posted on 06-21-09 02:54:52 PM Link | Quote
Hey guys.

I made a few hacks on Sm64.

Watch this video:



It began with the pyramid top. I wanted to change the size of him. So i got him LARGE.

Under Behavior Scripts (alpha) go to Pyramid top behav. And change 2D 00 00 00 to 32 00 03 22. Then it will be large.

And this will replace goombas with beta green shells.

You can experiment with the 32 thing, it will make some magic things on other behaviors. I tried it on fly guy. And now the fly guy attack but not me he attack nothing. He shoot fire at any position o.O

Just try it out.
uberoe
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Posted on 06-24-09 05:00:31 PM (last edited by uberoe at 06-24-09 05:09 PM) Link | Quote
This is a little clever way I came up with for me to save space for my underground levels. I did this because i had my underground levels as it's own individual level but doing this will save much more space in the hack

Photobucket

Using the fading warp and connecting them will give you this effect and the vid is fixed now =)


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Super Mario World Hack on it's way!!!
Lyskar
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Posted on 06-24-09 05:07:56 PM Link | Quote

Time/Date

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Metal_Man88
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Might want to make your video non-private first, buddy.

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Jeez, not being Spontaneous Madness is gonna take some getting used to...
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gamekrazzy
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Posted on 06-24-09 06:30:55 PM (last edited by gamekrazzy at 06-26-09 04:17 AM) Link | Quote
Wow nice uberoe. Umm I just thought I would point out. There is a way you can get the warp to work upside down.
I've done it before.
All you have do to is center the pipe so that the 4 boxes (objects) whatever meet in the center. If you do your math right, and the pipe is far enough from the ground. He'll fall out. And if you are having trouble getting warp pipes into the levels. I could help you with that too.

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Gamekrazzy*
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Jul - SM64 Hacking - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.
bargaining-tycoon
34 database queries, 7 query cache hits.
Query execution time:  0.095074 seconds
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Total render time:  0.200179 seconds


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line 630 column 100 - Warning: unescaped & or unknown entity "&postid"
line 638 column 247 - Warning: unescaped & or unknown entity "&hl"
line 638 column 253 - Warning: unescaped & or unknown entity "&fs"
line 638 column 260 - Warning: discarding unexpected </param>
line 638 column 311 - Warning: discarding unexpected </param>
line 638 column 366 - Warning: discarding unexpected </param>
line 638 column 422 - Warning: unescaped & or unknown entity "&hl"
line 638 column 428 - Warning: unescaped & or unknown entity "&fs"
line 638 column 374 - Warning: <embed> is not approved by W3C
line 638 column 547 - Warning: discarding unexpected </embed>
line 651 column 15 - Warning: missing <td>
line 652 column 9 - Warning: <div> isn't allowed in <tr> elements
line 651 column 15 - Info: <tr> previously mentioned
line 654 column 9 - Warning: missing <tr>
line 668 column 13 - Warning: missing <tr>
line 669 column 27 - Warning: <nobr> is not approved by W3C
line 669 column 100 - Warning: unescaped & or unknown entity "&postid"
line 673 column 370 - Warning: unescaped & or unknown entity "&current"
line 676 column 705 - Warning: unescaped & or unknown entity "&hl"
line 676 column 711 - Warning: unescaped & or unknown entity "&fs"
line 676 column 716 - Warning: unescaped & which should be written as &amp;
line 676 column 719 - Warning: discarding unexpected </param>
line 676 column 770 - Warning: discarding unexpected </param>
line 676 column 825 - Warning: discarding unexpected </param>
line 676 column 881 - Warning: unescaped & or unknown entity "&hl"
line 676 column 887 - Warning: unescaped & or unknown entity "&fs"
line 676 column 892 - Warning: unescaped & which should be written as &amp;
line 676 column 833 - Warning: <embed> is not approved by W3C
line 676 column 1007 - Warning: discarding unexpected </embed>
line 678 column 15 - Warning: missing <td>
line 679 column 9 - Warning: <div> isn't allowed in <tr> elements
line 678 column 15 - Info: <tr> previously mentioned
line 681 column 9 - Warning: missing <tr>
line 695 column 13 - Warning: missing <tr>
line 696 column 27 - Warning: <nobr> is not approved by W3C
line 696 column 100 - Warning: unescaped & or unknown entity "&postid"
line 698 column 74 - Warning: <style> isn't allowed in <td> elements
line 698 column 9 - Info: <td> previously mentioned
line 698 column 961 - Error: <z> is not recognized!
line 698 column 961 - Warning: discarding unexpected <z>
line 698 column 983 - Warning: discarding unexpected </z>
line 698 column 1009 - Error: <z> is not recognized!
618 warnings, 8 errors were found! Not all warnings/errors were shown.

The table summary attribute should be used to describe
the table structure. It is very helpful for people using
non-visual browsers. The scope and headers attributes for
table cells are useful for specifying which headers apply
to each table cell, enabling non-visual browsers to provide
a meaningful context for each cell.

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
. You may also want to try
"http://www.cast.org/bobby/" which is a free Web-based
service for checking URLs for accessibility.

You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

To learn more about HTML Tidy see http://tidy.sourceforge.net
Please fill bug reports and queries using the "tracker" on the Tidy web site.
Additionally, questions can be sent to html-tidy@w3.org
HTML and CSS specifications are available from http://www.w3.org/
Lobby your company to join W3C, see http://www.w3.org/Consortium