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| Jul - SM64 Hacking - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 14 15 16 17 18 19 20 21 22 ... 36 37 38 39 40 41 42 43 44 45 | Next newer thread | Next older thread |
| gamekrazzy Member Level: 28 ![]() Posts: 188/199 EXP: 127157 For next: 4181 Since: 03-06-09 Since last post: 1037 days Last activity: 380 days |
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Originally posted by VL-Tone I don't know to be honest. Actually I was getting curious, and so I did modify the flatworld again, and this time I was able to load both areas in a multiple area level. I think, that I simply made a stupid mistake in the hex. Unfortunately even though the level loads in the editor, I guess I forgot to do something or another because the level won't load in-game. One last thing, do you know a way to change the 0x17 in a level? If I can do that I could Make this work better. Using the 06080000 jumps won't work for them. The level won't load in either the game or TT64. -------------------- Gamekrazzy* |
| Gecko Member Level: 22 ![]() Posts: 51/113 EXP: 54126 For next: 4224 Since: 03-27-09 Since last post: 567 days Last activity: 48 days |
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Not exactly Mario 64, but you will definitely see some other hi-res textures with my Mario64 mods, when the new version of TT gets released. ![]() |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 3515/12195 EXP: 69502747 For next: 1395120 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 hours Last activity: 32 min. |
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| Gecko Member Level: 22 ![]() Posts: 52/113 EXP: 54126 For next: 4224 Since: 03-27-09 Since last post: 567 days Last activity: 48 days |
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I had trouble aligning the original boundaries' textures, so I decided to replace them with transparent ones fortunately giving the level a savannah-like look which released me from a difficult retexturing of the backgrounds. ![]() |
| Breegullbeak Member Level: 24 Posts: 47/135 EXP: 69427 For next: 8698 Since: 06-06-09 Since last post: 1083 days Last activity: 793 days |
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![]() ![]() My Banjo Kazooie textures hack. It's not finished, and I don't work on it all tha much. I finally made a patch. It's not done, and some of the textures aren't as pretty as I wanted, but it's a patch. http://www.mediafire.com/?tymj5oow2t4 |
| unintelligentgenius Random nobody Level: 6 Posts: 3/6 EXP: 628 For next: 279 Since: 10-13-09 Since last post: 1824 days Last activity: 1758 days |
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These are current shots of my Mario Galaxy to 64 level: Star Festival Galaxy, AKA Peach's Castle. May sound weird to re-create a level, let alone one that's kinda already in the game, but I'd thought it'd be cool to see if Mario 64 could handle it. I've tried REAL hard trying to condense the level with minimum loss, but hey, it's the N64. However, I also did it because the N64 version felt... Isolated. It was empty and there wasn't much to do. Well, Here's two screens and one comparison shot to the original model.![]() ![]() ![]() It currently comes in at 1298 face, a good amount of them are not triangles. So when I start converting, try doubling the amount and minus about 100-200 faces. This is still a work in progress. I'm also going to try to create a warp, for those to lazy to walk all the way there. It'll be in the garden in the beginning and somewhere in the castle grounds. |
| VL-Tone Member Super Mario 64 forum moderator Level: 48 Posts: 537/620 EXP: 793055 For next: 30488 Since: 07-27-07 From: Montreal, Canada Since last post: 197 days Last activity: 10 hours |
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| unintelligentgenius Random nobody Level: 6 Posts: 4/6 EXP: 628 For next: 279 Since: 10-13-09 Since last post: 1824 days Last activity: 1758 days |
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Originally posted by VL-Tone 53,937 faces. Take in mind there's a bunch of stuff I didn't put in (Yet... Maybe) like lamp posts and the terrain out in the back. Houses also look nothing like their Wii equivalent. Here's a preview of it textured (Not finished, obviously.) ![]() Also, I had a more considerable amount of triangles than I realized. It now (No quads) comes in at 2256 faces. |
| Bob-omb8194 Still Explodin' Level: 71 ![]() Posts: 899/1654 EXP: 3057559 For next: 109555 Since: 02-19-09 From: NC, US Since last post: 1189 days Last activity: 1187 days |
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| unintelligentgenius Random nobody Level: 6 Posts: 6/6 EXP: 628 For next: 279 Since: 10-13-09 Since last post: 1824 days Last activity: 1758 days |
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| Cool, what's the plate for? Is it like an entire level on the plate or something? It also looks rather high poly. Anyway, here's two more pics (Gonna link them so they can be bigger.). tinyshit/2e3s7m1.jpg tinyshit/6qcwu8.jpg |
| Bob-omb8194 Still Explodin' Level: 71 ![]() Posts: 901/1654 EXP: 3057559 For next: 109555 Since: 02-19-09 From: NC, US Since last post: 1189 days Last activity: 1187 days |
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| messiaen Catgirl Level: 61 Posts: 683/1085 EXP: 1795233 For next: 81363 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| A music debug I'm working on: |
| VideoGuy Member Level: 19 Posts: 60/84 EXP: 34310 For next: 1467 Since: 05-10-09 Since last post: 1624 days Last activity: 876 days |
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| That's awesome! I'm sure something like this will make importing music much easier to test. |
| messiaen Catgirl Level: 61 Posts: 687/1085 EXP: 1795233 For next: 81363 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| That was the original idea. My current build can enable/disable specific channels as well as changing individual instruments, which makes it more useful. One thing that I discovered during the process is that it may be possible to use samples from all instrument sets in a single sequence by rewriting some code of the music player. That might be an interesting idea for the future, but right now it's not worth it because mml2m64 doesn't work very well. There's a bunch of other cool stuff I'm working on for this hack, not just music related. I'm actually turning it into a super debug which will give control over some aspects of the game. Expect some fun from this . |
| messiaen Catgirl Level: 61 Posts: 693/1085 EXP: 1795233 For next: 81363 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Proof of the concept "2D" level quickly done in Google SketchUp: There's a hack that prevents any change in Mario's Z position, so it plays like a 2D platformer. Camera movement is free, though I could try doing a similar hack and make it a bit more distant. I guess it would be a interesting concept for a hack .One other thing I'm trying to hack is the collision bound system, which limits maps X and Z axis to be between +8192 and -8192 . I found some related functions and got Mario to work on a really huge Flatworld, however tests on imported maps with more complex geometry failed . |
| dirbaio For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation". Level: NaN Posts: 173/-1288 EXP: NaN For next: 0 Since: 07-28-09 From: Spain Since last post: 1207 days Last activity: 858 days |
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| this is awesome! it'd be nice to hack the camera to have it look at mario from one side always, and also have the goombas only move in one direction. Nice! Maybe we could then make remakes of classic 2d marios in mario64!! |
| Rena Star Mario Fennel Level: 120 Posts: 2639/5180 EXP: 19171448 For next: 315723 Since: 07-22-07 From: RSP Segment 6 Since last post: 19 days Last activity: 7 days |
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Post #2639 - 11-26-09 09:47:31 AM
unintelligentgenius, I'm going to want that model when you're done with it. I think I can find another use for it...
![]() --------------------
why not?
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| Celux Cheep-cheep Level: 29 ![]() Posts: 58/199 EXP: 132175 For next: 15710 Since: 09-21-08 Since last post: 111 days Last activity: 21 days |
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Here's somthing a bit random i did while i've been gone... I ripped the wrl from the first level of Bomberman 64 and imported it into my FPS (After about 3 days of guesswork <.<). It also has music, by the way, but you obviously can't hear that coming from a picture. I'll be uploading a video on youtube once i've done more.![]() Anyway, now that i know blender fairly well, i can start making my own models ready for when the SM64 obj importer is released, as well as ripping them. -------------------- Im watching you. |
| Celux Cheep-cheep Level: 29 ![]() Posts: 59/199 EXP: 132175 For next: 15710 Since: 09-21-08 Since last post: 111 days Last activity: 21 days |
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| I've started working on a new complete mod of SM64. It will contain plenty new levels, all with the usual 7 stars, custom music, textures and plenty other minor hacks. I've been hunting around through the hacking notes and whatnot, so i have a good idea what im doing. I just have one problem: I can't use Doogie's level copier on bobb to other levels because they're all too small, and i don't know how to hex it. Know how? -------------------- Im watching you. |
| messiaen Catgirl Level: 61 Posts: 702/1085 EXP: 1795233 For next: 81363 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| A map from Banjo: PPF Patch. Patch to a clean extended ROM. You'll have to turn on extended memory on your emulator settings. |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 14 15 16 17 18 19 20 21 22 ... 36 37 38 39 40 41 42 43 44 45 | Next newer thread | Next older thread |
| Jul - SM64 Hacking - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) | - - ![]() |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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