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| Jul - SM64 Hacking - Mario 64 Level Importer |
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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 28 29 30 31 32 | Add to favorites | Next newer thread | Next older thread |
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messiaen Member Level: 50 Posts: 660/930 EXP: 906336 For next: 40981 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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| This is a program I wrote over the last weekend so people can have an idea how their .obj files work on Mario 64.
It imports an .obj file as the level mesh of Bob-omb Battlefield into a special ROM (ppf patch included in the zip file) Here is a sample of what it can do: Download Object Import 0.4 Alpha In theory, it can use also material data to assign different textures (not external, but from the game itself), however this part is still buggy. It will only work for .obj files in which faces uses the v/vt/vn format (ie, f 1/1/1 2/2/2/ 3/3/3), so if your .obj file doesn't cointan texture coordinates and normals the parsing will fail. Only triangles are supported, so if your object file use quads or polygons with more faces, be sure to save it again using the "triangulate" function of your 3d modeller. USE IT AT YOUR OWN RISK AND DON'T EXPECT GOOD RESULTS! Usage: obj_import [obj_file] [rom] [scaling] (-mtl) (-culling) ie: obj_import myfile.obj myrom.z64 300 -mtl If you are unsure how to use the Windows console (MS-DOS prompt), please search Google instead of asking here. Your ROM name can't contain spaces, unless you specify them between quotation marks: "my file.z64" The progam will warn if your vertexes are out of range. If this happens, try using a smaller scaling value. To enable material support, use the -mtl flag. If only back faces are shown instead of front faces and the collision is buggy, use the -culling flag, which will reverse face order. From what I have tested, Blender is the modeller that may give you the best results, though you can try Google SketchUp along with a Triangulate ruby plugin. Only Google SketchUp Pro supports exporting to .obj file, unless there is a free script that does that. Don't ask me to convert your SketchUp files into the .obj format! There are some size constrainst for vertex and polygon data, the program will warn you if you surpass these. I haven't enabled extended memory since it would make the ROM incompatible with Toad's Tool 64. By the way, to open it you may have to turn on the verify checksum option in Toad's Tool preferences menu. That's pretty much it, at the very least I hope someone can create a nice slide level with this . Again, don't expect good results of this buggy tool. |
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Gecko Member Level: 18 ![]() Posts: 46/108 EXP: 25801 For next: 4096 Since: 03-27-09 Since last post: 40 days Last activity: 12 hours |
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| Thank you for giving us a chance to look into your work. I'm still trying to set up a working environment. I'm currently into a few problems. The object file shows up in TT64, but Nemu64 crashes after Mario's head intro. Am I using the wrong emulator? |
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luigiman1928 Member Level: 12 ![]() Posts: 42/46 EXP: 7384 For next: 537 Since: 02-23-09 From: Gscentral Since last post: 150 days Last activity: 62 days |
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Ok im trying my models that i made in Google Sketchup, and when i try them in my Emulator,(they actually work! ) Project64, i get this error mesage: Unhandled CicChic (-1) in first DMA. And it takes longer to load, any reason why? And this: http://dsultimate.net/Board/upload/picture.php?albumid=1181&pictureid=12573 |
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messiaen Member Level: 50 Posts: 661/930 EXP: 906336 For next: 40981 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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Originally posted by Gecko Nemu 64 doesn't run the extended ROM (this has been discussed in another thread and will be fixed in the next version of the ROM extender), try using Project 64. By the way, post screenshots of your imports (either in TT64 or in-game) so I can see how well the importer has worked for you. Originally posted by luigiman1928 Ignore the message, it's just a modification made to the ROM. It shouldn't take any longer to load. Not sure what you are trying to show with the screenshot, try using -culling and see if it makes a difference. If you level is still glitched I'm not sure what's going on, but as said in the first post Blender will probably give you the best results. |
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wwwarea Member Level: 16 Posts: 52/72 EXP: 16819 For next: 3437 Since: 08-09-08 Since last post: 166 days Last activity: 96 days |
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| (Replying to messiaen's reply from the other thread.)
Oh, yeah I know much about scaling a little. But this object was my first object ported into Super Mario 64 and now, I have some other files ported. BTW, I use Wings 3D to make that. Edit: -Culling? Do I only type that after the -mtl part? |
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messiaen Member Level: 50 Posts: 662/930 EXP: 906336 For next: 40981 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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Originally posted by wwwarea Yes, type that either after or before -mtl. Only do it if your model looks severely glitched up (ie, back faces are shown instead of front faces and collision is buggy) |
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wwwarea Member Level: 16 Posts: 53/72 EXP: 16819 For next: 3437 Since: 08-09-08 Since last post: 166 days Last activity: 96 days |
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| Oh, OK. I will see what I can do. Thanks for helping. I also am making a dessert. It is my goal to create a new dessert with pyramids. But when the ground is flat and the models are pyramids but this will have to do for now. =) |
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Gecko Member Level: 18 ![]() Posts: 47/108 EXP: 25801 For next: 4096 Since: 03-27-09 Since last post: 40 days Last activity: 12 hours |
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Yay, it works. Had to resume Project64 after its halt.
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messiaen Member Level: 50 Posts: 663/930 EXP: 906336 For next: 40981 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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Gecko: nice to see your .obj file worked . Could you try using the -mtl option and see if textures are assigned to the correct polygons? |
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Gecko Member Level: 18 ![]() Posts: 48/108 EXP: 25801 For next: 4096 Since: 03-27-09 Since last post: 40 days Last activity: 12 hours |
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| I do not have much time left, just taking my break from work.
Here are some obj and mtl files: http://www.file-upload.net/download-1931416/Gecko.rar.html |
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luigiman1928 Member Level: 12 ![]() Posts: 43/46 EXP: 7384 For next: 537 Since: 02-23-09 From: Gscentral Since last post: 150 days Last activity: 62 days |
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| Ok, nother' problem. When i import my Models. They either come out out of the barrier, background, thing, or they just show up as a blinking line.
I hope Vl-Tone has time to look over the Mechanics of this program. |
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messiaen Member Level: 50 Posts: 664/930 EXP: 906336 For next: 40981 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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Originally posted by luigiman1928 Can't help you much unless you give more details, such as screenshots, the .obj file (upload it in a free host such as mediafire) and the exact settings you used to import the file. This weekend I wlil try to flexibilize a bit the .obj parsing so it can accept a wider range of format variants. |
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Breegullbeak Member Level: 19 Posts: 33/128 EXP: 30962 For next: 4815 Since: 06-06-09 Since last post: 56 days Last activity: 10 hours |
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| The link to the program isn't working. |
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messiaen Member Level: 50 Posts: 665/930 EXP: 906336 For next: 40981 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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| Corrected the link and also uploaded a new version. This one supports .obj files without normals or texture coordinate information, so a wider variety of files will work. |
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Breegullbeak Member Level: 19 Posts: 34/128 EXP: 30962 For next: 4815 Since: 06-06-09 Since last post: 56 days Last activity: 10 hours |
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| Which file should I use and what do I do to make the patch?
http://www.mediafire.com/?sharekey=d1ad73b54e5c24c8e62ea590dc5e5dbb3974d0b407f8f175947708e37b913e74 |
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messiaen Member Level: 50 Posts: 666/930 EXP: 906336 For next: 40981 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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Originally posted by Breegullbeak As the name of the program implies, you use the .obj file as input. Your file is very big, however I did a few changes in the patched ROM and I got your 3000+ faces .obj file to work, but texture coordinates are really messed up. I will release a new version of the importer and the patched ROM tomorrow, now it will support very big .obj files. |
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Breegullbeak Member Level: 19 Posts: 35/128 EXP: 30962 For next: 4815 Since: 06-06-09 Since last post: 56 days Last activity: 10 hours |
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Originally posted by messiaenOriginally posted by Breegullbeak Thanks. Thats actually a model from Banjo Kazooie so I should have assumed it would have been to big, but thanks for making it bigger. I can't wait. |
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messiaen Member Level: 50 Posts: 667/930 EXP: 906336 For next: 40981 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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| This is how your .obj looks in the game:
Unfortunately, I don't have a clue how to deal with the vertice coordinates from your file (VL-Tone, you should try importing this one and see what happens), which make thing look sort of bizarre. |
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VL-Tone Member Super Mario 64 forum moderator Level: 41 ![]() Posts: 525/573 EXP: 462499 For next: 17646 Since: 07-27-07 From: Montreal, Canada Since last post: 26 days Last activity: 21 hours |
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| Breegullbeak, would it be possible to get all the .png textures for this file? I would like to try to import the model in TT64, and it's currently dependent on finding texture files. I guess I could patch it so it uses some random textures instead, but it would be nice to try with the real ones.
messiaen: What does your program do with .obj files that do not have texture coordinates or normals? |
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messiaen Member Level: 50 Posts: 668/930 EXP: 906336 For next: 40981 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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Originally posted by VL-Tone If there aren't texture coordinates, it simple doesn't write them . In that scenario I guess the best choice would be to simply open the .obj file in a 3d editor and assign texture coordinates.
By the way, how do you handle normals? Do you "normalize" them (no pun intended!) or simply truncate it to a 8-bit value (in that case, values usually seems too out of range) ? I finally got around a stupid bug in material support, now it seems to work fine: |
| 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 28 29 30 31 32 | Add to favorites | Next newer thread | Next older thread |
| Jul - SM64 Hacking - Mario 64 Level Importer |
- - ![]() |