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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 ... 21 22 23 24 25 26 27 28 29 ... 36 37 38 39 40 41 42 43 44 45 | Next newer thread | Next older thread |
| RDX Level: 28 Posts: 106/198 EXP: 126807 For next: 4531 Since: 02-14-09 Since last post: 1202 days Last activity: 1073 days |
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| I have a question for Messiaen, actually. Have you hacker guys found out where all the sound effects are stored in the ROM? Cause, like with the camera, it's gotta be in there somewhere, I would think, it's just a matter of time until someone finds it. Being able to hardcode new sound effects into the game isn't really necessary per se because there are ways to work around it, but it would definitely be something interesting to fiddle with. -------------------- ![]() |
| Breegullbeak Member Level: 24 Posts: 125/135 EXP: 69427 For next: 8698 Since: 06-06-09 Since last post: 1083 days Last activity: 793 days |
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| You could create a crowd with rows of textures designed to look like a crowd like in most old WWE titles. I really doubt Bowser would fit in there well with Mario, but I'm sure other bosses might fit such as the large Pirahna plants from Tiny Huge Island. |
| messiaen Catgirl Level: 61 Posts: 902/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| RDX: Replacing sound effects in the N64 is a daunting task. I know SubDrag managed to do it on the GoldenEye editor, but that game uses one standard format which is documented in the N64 SDK. Not sure if we'll ever get to actually import new sounds, but someone with tons of patience could probably import samples from Mario Kart 64, which uses a similar sound engine. |
| ChanceMcMichael User Level: 8 Posts: 6/13 EXP: 1876 For next: 311 Since: 05-29-10 Since last post: 1515 days Last activity: 1515 days |
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| Two new mario 64 levels! Go crazy! Links in description! |
| messiaen Catgirl Level: 61 Posts: 903/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Wow, that's some of the best custom design I've seen imported in the game! |
| Setzer Random nobody Level: 6 ![]() Posts: 7/8 EXP: 901 For next: 6 Since: 06-12-10 From: U.S. Since last post: 1569 days Last activity: 1569 days |
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| Woah! Love both of those levels! They are really done well! Are you going to add them for bonus stars in your hack? They look a little small to add 6 star acts into them. |
| ChanceMcMichael User Level: 8 Posts: 7/13 EXP: 1876 For next: 311 Since: 05-29-10 Since last post: 1515 days Last activity: 1515 days |
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| Actually, I'm not doing any hacks. (because I lack the knowledge to do so) Rather, I'm a person who makes levels for other peoples hacks. Let's think of it like that. |
| RDX Level: 28 Posts: 107/198 EXP: 126807 For next: 4531 Since: 02-14-09 Since last post: 1202 days Last activity: 1073 days |
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Originally posted by ChanceMcMichael Which is why I say someone needs to pick you up D: Seriously, if you, Messiaen (or an equally knowledgeable hacker) and some music guy were to team up, you'd create the best hack ever. --------------------
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| PSI Purple Member Level: 17 ![]() Posts: 43/60 EXP: 20458 For next: 4285 Since: 06-28-09 From: Onett, Eagleland Since last post: 1168 days Last activity: 752 days |
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| Hi, all. I am working on a SM64 hack, but I'm keeping it out of the way until I get my other stuff done. Anyway, the reason l'm here is because every hack I've seen so far had the same problem. I don't know if it's because they're "As is" beta releases or they just didn't know what to do with it, but it's actually quite simple. I'm talking about the in game text messages. I'm sure you know how the box the text appears in game sometimes cuts off your text, usually limiting you to 4 or so lines per sentence to avoid such cut offs. (Though most just ignore it and type away) You can change how long the text block is vertically and change where it shows up on the horizontal axis by changing two of those three params at the top of Text Wrangler. You can learn more by reading this short post back on the 2nd page of the SM64 board. http://jul.rustedlogic.net/thread.php?id=2101 -------------------- Yoshi52's New Game. (Because Y52's password was too confusing for him to remember )Brawl Card. MKWii License. My [Insert clichéd sig gimmick here]. |
| ChanceMcMichael User Level: 8 Posts: 8/13 EXP: 1876 For next: 311 Since: 05-29-10 Since last post: 1515 days Last activity: 1515 days |
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| Hey guys, it's been a week or two since my last post, so I thought I'd give you guys a sneak peek of what I've had my time invested in. http://img52.imageshack.us/img52/8969/sketchup201007082321171.jpg (The reason I did not put the direct picture in this post is because of the size. I think an over-sized image may have been eye-broccoli to some.) Viola! It's lacking many-a-textures, and there's a lack of variety, but rest assured that this will be worked on as it is in it's very early stages. Also, if any of you think of a good name, I'll be happy to use it (and give you full credit for the name of course). A little insight on the map itself would be good too, right? Well let's see; it's obviously a desert town. It is greatly inspired by Paper Mario's "Dry-Dry Outpost." While I will not use Toad's Tool (well, I might, you'll have to find out) I still plan on adding many features that may be enhanced via Toad's Tool. One of them being a fortune telling place. Well that's all, look forward to the release! |
| Celux Cheep-cheep Level: 29 ![]() Posts: 80/199 EXP: 132175 For next: 15710 Since: 09-21-08 Since last post: 111 days Last activity: 21 days |
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![]() SM64 Star Road - Bob-Omb Island (Preview 3) Sorry it's been a while since the last update, but finally, here is another preview video. This video shows you Bob-Omb island, which is to be the first level in sm64 star road. It is based on an island area next to a sunken ship where the bob-ombs are having another battle. I have also picked out some good, fitting music to import in and selected the appropriate instruments. I am still stuck on what music to use for boss battles, though. Any suggestions would be helpful. Enjoy! And please give feedback! |
| messiaen Catgirl Level: 61 Posts: 910/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Really looking forward to see more. Did you use Blender or SketchUp on this one? |
| Celux Cheep-cheep Level: 29 ![]() Posts: 81/199 EXP: 132175 For next: 15710 Since: 09-21-08 Since last post: 111 days Last activity: 21 days |
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| Sketchup, it's also my first model i made with it. |
| Vinnyboiler Catgirl Level: 59 ![]() Posts: 194/1018 EXP: 1619520 For next: 53608 Since: 12-27-07 From: London, England Since last post: 233 days Last activity: 4 days |
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| Looking good Celux. I about thinking about working on my hack a bit more but then I rememberd the Delphino Plaza stage I considerd creating back when VL-Tone first talked about OBJ importers (long, long ago). Anyway what do you want to see more, my hack or the main area of Super Mario Sunshine being created as a stage (which would have no use in my hack so I may just release the obj to this fourm)? |
| ChanceMcMichael User Level: 8 Posts: 9/13 EXP: 1876 For next: 311 Since: 05-29-10 Since last post: 1515 days Last activity: 1515 days |
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| SQUANGDINGLEDORE (Skwang-Dingle-Door, don't question my town naming abilities or I shall use them for evil rather than good) Hey guys, I finished my newest map. It's not entirely complex, but I swear I spent at least 3 hours just fixing the minor mistakes, so bare that in mind when you suddenly find yourself floating in mid-air, missing two arms, a leg, and a cap. (Just kidding, worked this stuff out) Anyway, here a few screens. Inside of a house. ![]() Fortune Teller's Ally ![]() A view of about 75% of the town. ![]() DOWNLOAD LINK: http://www.mediafire.com/?sharekey=adaaa9fffb99797a4c17ca8801618ef7627a01372f574a0f6d217c73094ddc3b ON ANOTHER TOPIC Celux, you make the original level designers of Super Mario 64 quiver in fear. |
| BigBrain Member Level: 20 Posts: 72/85 EXP: 36995 For next: 5444 Since: 09-10-08 Since last post: 479 days Last activity: 30 days |
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Hey, I think I didn't posted this, yet:![]() Just a SM64 level script parser (adding behavior-/geometry-script support would've been trivial, I just got stuck at designing the GUI at some point) meant to make low-level hacking easier ![]() Written in Qt some months ago when I was bored, was quite fun xD |
| messiaen Catgirl Level: 61 Posts: 923/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| I can see that becoming very useful if you focus on Behaviors. With good parsing and a list of predefined values (ie, animation values, collision, scaling, etc) it could make behavior editor easier for begginers. The behavior bank can be easily expanded using extended memory, so it could have Copy/Insert functions for more extensive modifications. |
| RDX Level: 28 Posts: 115/198 EXP: 126807 For next: 4531 Since: 02-14-09 Since last post: 1202 days Last activity: 1073 days |
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This might be hard to see since Photobucket resized it, but...![]() I need some advice...so...I guess I'll just go box by box. In the top left box, and the bottom middle one, I used the hieroglyph texture. However, no matter how I readjust it in Sketchup, the texture, it always comes out like that. I was thinking maybe I could assign a separate texture for those two, but then it seems like it's random how it shows up in-game, so I can't line it up so that it looks less choppy. Referring to the bottom left and the top right, do you think the textures fit? I'm worried about the golden one, and the dirt on the underside of the higher up object. Basically I'm trying to go for a ruins esque kind of look, but none of the in-game textures look right so I made my own, and now it looks too amateur. I'm also worried about the camouflage style one on the top, in the top right box, it looks kind of tacky. Should I scale it down a bit? Or should I try a different texture? Also should I just forget about giving the ruins a tan shade and just make it all gray? I think the gray looks fine, but I dunno if I want the entire "maze" to be boring looking. Pyramid bricks would look out of place when put next to the sand and the wall, I would think. Lastly, in the top middle and the bottom right boxes, I just want to know if you think the area looks too empty/plain/boring. I thought it was pretty alright until I played the actual thing and realized how simple it is aside from the central area. I haven't added the enemies or anything yet, so that might be part of the problem, but I just want some opinions. Thanks guys. I guess I can't just whip this out and put it on Youtube and shock you all with it's amazingness, but to be honest it's not that awesome, I still have a lot of improving to do ![]() EDIT: I crossed out some stuff so that people who read it later won't re-answer something that's been fixed. -------------------- ![]() |
| messiaen Catgirl Level: 61 Posts: 925/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| I'm not sure what is exactly the program with the hieroglyph texture, can you provide a screenshot of how it looks in your 3D modeller so I can know what's wrong? Also, have you tried using the "Flip textures vertically" option? I'm almost sure the importer actually handles textures the wrong way by default, but enabling this miight fix it, if that's the case. As for the mapping errors, most of the time that happens because of limited precision in the N64 vertex cache format. Without entering much in technical details, there's a trick that may work when mapping spheres or more complex shapes, if you are using Google SketchUp: use a 64x64 texture instead of 32x32, or even 128x128. If you are using Blender, try "stretching" the texrure more along the surface. Please try these approachs and tell me if that made any difference. |
| RDX Level: 28 Posts: 116/198 EXP: 126807 For next: 4531 Since: 02-14-09 Since last post: 1202 days Last activity: 1073 days |
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Originally posted by RDX I tried your idea of flipping the textures vertically and it fixed this. Also it made the hieroglyphs right side up, which is funny because I didn't notice they were upside down in the first place ![]() Also, by changing the resolution of the dirt texture to 128x128, the wall ended up looking much nicer. So I guess those problems are solved, thanks Messiaen. Back to the hieroglyph though, here's what it looks like now (After the vertical flip it looked kind of different, so I took another picture of it). ![]() ![]() (It gets horizontally flipped at one point during the whole import process. It's either when I export it to an obj file or when it gets put in the game. It doesn't matter too much though, my level looks more or less the same "backwards"). The hieroglyph next to the sand looks the same as the one on the rock wall now, so that's good. I moved the texture around in Sketchup and it fixed it, somewhat. I can't fix it any further than that though. There's one thing I could do, but I don't to do it want to unless I have to (That would be reshaping the face the texture is on, which wouldn't be so bad but then I'd have to settle for some of the hieroglyphs being partially cut off) Also to anyone else reading this stuff, I'm still looking for opinions on the textures and how they look, so don't be afraid to tell me something looks terrible. I'll probably figure it out myself eventually, but input from a third party is always nice. --------------------
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| Pages: 1 2 3 4 5 6 7 8 9 10 ... 21 22 23 24 25 26 27 28 29 ... 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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