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| Jul - SM64 Hacking - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) |
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| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | Add to favorites | Next newer thread | Next older thread |
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Dopeboy175 240 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 25 Posts: 183/248 EXP: 82735 For next: 6885 Since: 06-17-09 From: United States Since last post: 370 days Last activity: 370 days |
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| Nice job gamekrazzy. |
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messiaen Member Level: 50 Posts: 629/930 EXP: 907561 For next: 39756 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 10 days Last activity: 3 days |
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Originally posted by Metal_Man88Originally posted by Aamelo Yeah, that's the spirit. There's no much use getting it as a real power-up since it doesn't serve much purpose in the original game. The main idea is to eventually use it on a future hack, adjusting things to work the way I want (ie, for a specific purpose in a level).
That's a good idea, I guess I'll just make them explode after some time, which will make things simpler for me. Gamekrazzy: Interesting, I never looked much at areas because unfortunately you can't work with them yet in Toad's Tool 64, but you should try setting a few different areas for Flatworld (make sure you make two copies of the terrain polygons/collision and point to them respectively so they can be really independent areas). |
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gamekrazzy Member Level: 23 ![]() Posts: 187/195 EXP: 64007 For next: 3716 Since: 03-06-09 Since last post: 217 days Last activity: 182 days |
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Originally posted by messiaen If you set the level to a level that has more then one area, you can edit them that way. The last time I tried it with flatworld though it didn't work. __________________________________________________________________________ Now that I think of it. I could make one big humungous level that uses multiple flatworlds, but the farthest I can get is 4 areas because the largest level has 4 areas. Do you think I should make a document on how multiple areas work. Kind of like an add on to VL-Tone's flat world document? I mean this would be usefull for people who want as much levels as they can fit into this game right. Also maybe VL-tone could use it for the next version of TT64. |
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VL-Tone Member Super Mario 64 forum moderator Level: 41 ![]() Posts: 516/573 EXP: 463060 For next: 17085 Since: 07-27-07 From: Montreal, Canada Since last post: 29 days Last activity: 1 day |
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| Nice to see you making that much progress in custom SM64 hacking gamecrazzy!
I was wondering, what's the problem with multiple custom areas in TT64? Is it that they create an error while loading the ROM or is it that you can't access them because of the hard-coded area selector numbers? At this point unfortunately it would be complicated to add multiple-area support for the importer, as the whole system is based on the idea that there is 1 custom level file + 1 .obj file per level slot. |
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gamekrazzy Member Level: 23 ![]() Posts: 188/195 EXP: 64007 For next: 3716 Since: 03-06-09 Since last post: 217 days Last activity: 182 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. |
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Gecko Member Level: 18 ![]() Posts: 51/108 EXP: 25868 For next: 4029 Since: 03-27-09 Since last post: 42 days Last activity: 59 min. |
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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.
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Metal_Man88 6410 ![]() ![]() ![]() ![]() ![]() ![]() ![]() Corroding Reality since 1988 Level: 117 ![]() Posts: 3515/6418 EXP: 17544416 For next: 303479 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 min. Last activity: 2 min. |
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| Wowza.
What happened with DK's stage and the weird lack of the forest background, though? |
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Gecko Member Level: 18 ![]() Posts: 52/108 EXP: 25868 For next: 4029 Since: 03-27-09 Since last post: 42 days Last activity: 59 min. |
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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. ![]() |
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Breegullbeak Member Level: 19 Posts: 47/128 EXP: 31056 For next: 4721 Since: 06-06-09 Since last post: 59 days Last activity: 3 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 |
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unintelligentgenius Random nobody Level: 4 Posts: 3/6 EXP: 267 For next: 12 Since: 10-13-09 Since last post: 325 days Last activity: 258 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. |
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VL-Tone Member Super Mario 64 forum moderator Level: 41 ![]() Posts: 537/573 EXP: 463060 For next: 17085 Since: 07-27-07 From: Montreal, Canada Since last post: 29 days Last activity: 1 day |
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| Nice work unintelligentgenius! I can't wait to see this textured.
BTW just a question, what is the face and/or triangle count on the original SMG model? |
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unintelligentgenius Random nobody Level: 4 Posts: 4/6 EXP: 267 For next: 12 Since: 10-13-09 Since last post: 325 days Last activity: 258 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. |
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Bob-omb8194 Catgirl Blarg Level: 59 ![]() Posts: 899/1640 EXP: 1581265 For next: 91863 Since: 02-19-09 From: NC, US Since last post: 14 days Last activity: 5 days |
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| Looks very well made, unintelligentgenius! I'm still trying to work on some models for the new TT64. I'll get screenshots soon of them so far.
Edit: Here it is:
It's a plate, and I'm working on fixing it up. It looks pretty good right now, though. |
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unintelligentgenius Random nobody Level: 4 Posts: 6/6 EXP: 267 For next: 12 Since: 10-13-09 Since last post: 325 days Last activity: 258 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.). http://i36.tinypic.com/2e3s7m1.jpg http://i38.tinypic.com/6qcwu8.jpg |
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Bob-omb8194 Catgirl Blarg Level: 59 ![]() Posts: 901/1640 EXP: 1581265 For next: 91863 Since: 02-19-09 From: NC, US Since last post: 14 days Last activity: 5 days |
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Originally posted by unintelligentgenius Very nice! I'm looking foreward to seeing this finished. How did you get that area from the game? I was going to make it big, and put foods in it, but that will take a lot longer. And the picture makes it look like that. It is lower poly than it looks. |
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messiaen Member Level: 50 Posts: 683/930 EXP: 907561 For next: 39756 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 10 days Last activity: 3 days |
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| A music debug I'm working on:
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VideoGuy Member Level: 16 Posts: 60/84 EXP: 16988 For next: 3268 Since: 05-10-09 Since last post: 125 days Last activity: 1 day |
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| That's awesome! I'm sure something like this will make importing music much easier to test. |
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messiaen Member Level: 50 Posts: 687/930 EXP: 907561 For next: 39756 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 10 days Last activity: 3 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 . |
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messiaen Member Level: 50 Posts: 693/930 EXP: 907561 For next: 39756 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 10 days Last activity: 3 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 . |
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dirbaio Member Level: 42 Posts: 173/839 EXP: 491004 For next: 30358 Since: 07-28-09 From: Spain Since last post: 3 min. Last activity: 1 min. |
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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!! |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | Add to favorites | Next newer thread | Next older thread |
| Jul - SM64 Hacking - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) |
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