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09-09-10 02:17:08 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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messiaen
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Posted on 07-28-10 03:44:45 PM Link | Quote |
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

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Posted on 07-29-10 10:07:28 PM (last edited by RDX at 07-30-10 01:19 AM) Link | Quote |
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. I had another problem with this other texture where no matter how I adjusted it, it always came out the same way. Does anyone know how to work around this/understand what I'm saying?

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.

Oh, and one more thing. It's really hard to see now since the picture is so small (I would've uploaded it to Imageshack, but doing so with large images always crashes my internet), but in the top middle picture the textures don't map cleanly. I know most imported levels on Youtube have this problem, so I'm not too worried, but is there a way to fix it or do I just have to deal with it?

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
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Posted on 07-30-10 12:17:12 AM Link | Quote |
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

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Posted on 07-30-10 01:13:37 AM (last edited by RDX at 07-30-10 01:17 AM) Link | Quote |
Originally posted by RDX

I had another problem with this other texture where no matter how I adjusted it, it always came out the same way.

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.
messiaen
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Posted on 07-30-10 10:48:56 AM Link | Quote |
Hmm, interesting, I never noticed the textures got horizontally flipped. Probably there's a bug in my function which converts the textures to the RGBA5551 format used in the N64. I'll do more tests and try to fix that for the next version.

The trick about using 64x64 or 128x128 textures in SketchUp is that the texture will be strechted 2 or 4 times, because the original mapping was done for a texture larger than the one that will actually be used (32x32).
RDX

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Posted on 07-30-10 05:57:54 PM Link | Quote |
Originally posted by messiaen
Hmm, interesting, I never noticed the textures got horizontally flipped. Probably there's a bug in my function which converts the textures to the RGBA5551 format used in the N64. I'll do more tests and try to fix that for the next version.

I think it's just with Sketchup though. It's not just the textures, it's the entire level. When I used Blender everything looked fine.
BigBrain
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Posted on 07-31-10 05:23:44 PM Link | Quote |


Spent some time on this again this weekend, getting somewhere
It meanwhile successfully parses everything the beginning of what VL-Tone called the "main entry point script for the menu interface" up to the actual level scripts (given that one applies two specific hacks which kind of emulate some ASM code by modifying a single value).
I'm not sure whether the scripts of the actual levels (Castle Grounds, Bob-Omb's Battlefield, etc) are interpreted correctly though.. I don't know how long they're supposed to be and I'm getting stuck in an endless loop, which might be just due to the hacks I mentioned above though.

Anyway, once I get this into a useful state I hope to update the hacking docs with more complete and noob-friendly information. Took me quite a while to understand all this stuff

Description of what you're actually seeing on the screenshot...:
The table is a list of all level script commands (without parameters). Commands which do a "script jump" are marked red (255,0,0), commands which call ASM code are marked in a darker red (191,0,0). If the user selects one of the cells you get a more detailed view on the right side (in the future you'll be able to modify the parameters here, right now it only shows them). On the bottom you get a nice overview of which segment contained which ROM data when the selected command was processed.
(that "move the mouse over a cell to get detailed information" message is outdated meanwhile )
messiaen
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Posted on 08-02-10 12:22:53 AM (last edited by messiaen at 08-02-10 12:27 AM) Link | Quote |
You should check TT64's internal script dumper, which can be acessed through the Preferences menu, this might give you a hint regarding how the scripts flow when it comes to jumps.

Also, I think that instead of a hexeditor-like grid you should insert newline breaks after each commands, as well as indentation so it's easier to visualize and to debug (again, TT64 can be used as a reference for that).

After you get everything working, if you want a little challenge you can try a insert command function (yeah, you'll either have to repoint stuff or get rid of jumps and rewriting stuff in a more linear flow).
BigBrain
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Posted on 08-02-10 02:15:25 PM Link | Quote |
Wow, thanks for the pointer. I actually never really used TT64 and didn't know the script viewer had that many cool little details
I agree with the reformatting stuff, esp. since it doesn't make the level scripts look so short

However, I couldn't get any specific information out of those scripts, since they are shown in a linear fashion (i.e. same order as in the ROM), whereas my viewer shows the actual flow of the program :/

Anyway, I'm looking forward to your answers to my questions

Right now I'm working on a little disassembler, so that I finally get an idea what the functions called by those 0x11 and 0x12 level script commands are doing... I guess it's just the plain menu logic, but I'm curious about this stuff anyway especially if somewhere it sets this reference value for 0x0c, i.e. maybe it's possible to mark the function calls which mess around with that value, so that I don't get stuck as often in endless loops...
ottokas
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Posted on 08-04-10 10:56:12 AM Link | Quote |
So i'm done with NSMBW, and back in SM64 hacking. Here's some recent experimenting.
how ta hack
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You've been warned. Learn how ta post, among other things.
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Posted on 08-04-10 04:54:18 PM (last edited by how ta hack at 08-04-10 04:58 PM) Link | Quote |
Originally posted by VL-Tone
This thread is meant to be a continuation of the Post Your Mods, Patches and Youtube Videos Here! thread that was started on my blog.

The difference is that you can't attach files and screenshots here, so you'll have to host the files yourself. You can embed images using the IMG tag. Please don't embed screenshots bigger than 640x480.

As usual, don't post links to ROMs, use PPF patches instead. You can also post links to Youtube videos if you want, just don't try to embed them.

If you are posting a link to a mod/PPF patch, you should embed a screenshot in your post so that we can see what it's about before downloading.

While you can post screenshots and patches of small interesting mods, don't add a new post each time there's a little minute change in your mod, wait until there's enough changes for it to be worthwhile.

Change in policy: Even if you're working on a major modding project, you'll have to ask for permission to make an individual thread about it.


i got one it's not complete though its not much at all right now i'll be back to show you guy's ok?[youtube user mariobot100]
Metal_Man88
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Posted on 08-04-10 05:22:05 PM Link | Quote |
how ta hack: stop needlessly quoting the beginning post of every topic you post in, then post garbage, or you will be banned.
Zelda Immortal
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Posted on 08-04-10 08:37:14 PM Link | Quote |
Originally posted by ottokas
So i'm done with NSMBW, and back in SM64 hacking. Here's some recent experimenting.



Hey that's NeoStarmanFort... wait how did you get Galaxy music with it's instruments?

(Is it running in the background?)
Zero One
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Posted on 08-05-10 01:36:23 AM Link | Quote |
Originally posted by Zelda Immortal
Hey that's NeoStarmanFort... wait how did you get Galaxy music with it's instruments?

(Is it running in the background?)


It's running in the background
shiftybill
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Posted on 08-08-10 09:27:07 AM (last edited by shiftybill at 08-08-10 09:30 AM) Link | Quote |
Hi Guys,

Ive had a bit of free time lately and was feeling a bit nostalgic and by luck i found out about toads tool as well as blender here is my first level, it still needs a lot of prettying up, it also needs items and enemies but the basic layout is there. any tips for additional scenery would be appreciated.





ChanceMcMichael
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Posted on 08-10-10 11:06:49 PM Link | Quote |
Hey guys. Just thought I'd showcase what I learned today.



This is a quick map I made in less than 15 minutes probably, and of course it's nothing special, just a temple and some land around it, but the cool thing is that I finally learned how to mess with the terrain. (An example is the hills and mountains having curved surfaces.)

Three cheers for learning something new?
Me-me
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Posted on 08-11-10 07:20:33 AM Link | Quote |
Impressive. What editor did you use?
My guess is... sketchup?
ChanceMcMichael
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Posted on 08-11-10 02:47:33 PM Link | Quote |
Originally posted by Me-me
Impressive. What editor did you use?
My guess is... sketchup?


Yes, just sketchup. Apparently there's a terrain editor in the sandbox toolset, though it makes texturing a little difficult.
Zelda Immortal
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Posted on 08-18-10 11:20:56 AM Link | Quote |
My Hack is Starting...

Story is that: Princess Toadstool went missing three days ago.
Peach sends a S.O.S. Detailing who kidnapped her. The Ghastly King has a wife who needs a vessal.
Once Mario reaches The Ghastly Castle. It is too late and Peach is possessed. To cure her Mario must collect the Lost Souls (People who where defeated by The Ghastly King's minions).

Final Boss IS NOT BOWSER! It's Peach.





Uploaded with ImageShack.us
Flames540
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Posted on 08-20-10 01:35:15 PM Link | Quote |
Hello everyone! i've made a mod i'd like to publish...
it's called Gagdet garden, a garden full of fun!
Pictures:


Note: the warps have been changed so you will directly go to the castle courtyard, don't take
the right door or you will get stuck





Mario getting owned by a Chuck-ya =P

http://www.mediafire.com/?rq8ktzojjdsfl2t PPF patch download

this is my first mod of Super Mario 64 and i'd to thank VL-Tone for creating TT64

Flames540
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Jul - SM64 Hacking - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply




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