Register - Login
Views: 87449490
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
11-24-17 02:55:02 AM

Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 46 47 48 49 50 51 52 53 54 55Next newer thread | Next older thread
messiaen
Catgirl
Level: 64


Posts: 660/1085
EXP: 2161126
For next: 52971

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-06-09 02:58:23 PM (last edited by messiaen at 02-13-11 04:16 PM) Link | Quote
Current version: Mario 64 Level Importer v15

Interface (outdated video):



Features:

- Replace any of the original levels with Wavefront .obj files
- Select Object Banks available in the level
- Choose “weather” effects (lava, snow, etc)
- Set global terrain type (slide, sand, snow)
- Use custom background image
- Set fog effects
- Set Camera Presets
- Map textures to specific collision types
- Set multiple Water/Toxic Haze/Mist boxes (still a big buggy)
- Alpha support
- Change hardcoded star positions
- Change hardcoded trajectories
- Change act selector settings
- Custom Music tools: insertion, extraction, changing instruments sets
- User-friendly interface
- Numerous other tweaks
Gecko
Member
Level: 23


Posts: 46/113
EXP: 67564
For next: 159

Since: 03-27-09


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 10-06-09 04:18:57 PM Link | Quote
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?
luigiman1928
Member
Level: 16


Posts: 42/46
EXP: 17636
For next: 2620

Since: 02-23-09
From: Gscentral

Since last post: 7.0 years
Last activity: 6.0 years

Posted on 10-06-09 05:52:46 PM (last edited by luigiman1928 at 10-06-09 06:02 PM) Link | Quote
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
messiaen
Catgirl
Level: 64


Posts: 661/1085
EXP: 2161126
For next: 52971

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-06-09 06:58:38 PM (last edited by messiaen at 10-06-09 07:00 PM) Link | Quote
Originally posted by Gecko
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?


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
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


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.
wwwarea
Member
Level: 20


Posts: 52/74
EXP: 37081
For next: 5358

Since: 08-09-08


Since last post: 5.0 years
Last activity: 4.0 years

Posted on 10-06-09 07:06:25 PM (last edited by wwwarea at 10-06-09 07:14 PM) Link | Quote
(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?
messiaen
Catgirl
Level: 64


Posts: 662/1085
EXP: 2161126
For next: 52971

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-06-09 07:17:15 PM Link | Quote
Originally posted by wwwarea
Edit: -Culling? Do I only type that after the -mtl part?

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)
wwwarea
Member
Level: 20


Posts: 53/74
EXP: 37081
For next: 5358

Since: 08-09-08


Since last post: 5.0 years
Last activity: 4.0 years

Posted on 10-06-09 10:41:03 PM Link | Quote
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. =)
Gecko
Member
Level: 23


Posts: 47/113
EXP: 67564
For next: 159

Since: 03-27-09


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 10-07-09 07:41:56 AM Link | Quote
Yay, it works. Had to resume Project64 after its halt.




messiaen
Catgirl
Level: 64


Posts: 663/1085
EXP: 2161126
For next: 52971

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-07-09 08:24:07 AM Link | Quote
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?
Gecko
Member
Level: 23


Posts: 48/113
EXP: 67564
For next: 159

Since: 03-27-09


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 10-07-09 08:43:27 AM Link | Quote
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
luigiman1928
Member
Level: 16


Posts: 43/46
EXP: 17636
For next: 2620

Since: 02-23-09
From: Gscentral

Since last post: 7.0 years
Last activity: 6.0 years

Posted on 10-08-09 10:17:05 AM Link | Quote
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.
messiaen
Catgirl
Level: 64


Posts: 664/1085
EXP: 2161126
For next: 52971

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-08-09 12:47:36 PM Link | Quote
Originally posted by luigiman1928
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.


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.
Breegullbeak
Member
Level: 25


Posts: 33/135
EXP: 87227
For next: 2393

Since: 06-06-09


Since last post: 6.0 years
Last activity: 5.0 years

Posted on 10-08-09 07:26:14 PM Link | Quote
The link to the program isn't working.
messiaen
Catgirl
Level: 64


Posts: 665/1085
EXP: 2161126
For next: 52971

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-09-09 09:12:32 AM Link | Quote
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.
Breegullbeak
Member
Level: 25


Posts: 34/135
EXP: 87227
For next: 2393

Since: 06-06-09


Since last post: 6.0 years
Last activity: 5.0 years

Posted on 10-09-09 09:29:38 PM (last edited by Breegullbeak at 10-09-09 09:31 PM) Link | Quote
Which file should I use and what do I do to make the patch?

http://www.mediafire.com/?sharekey=d1ad73b54e5c24c8e62ea590dc5e5dbb3974d0b407f8f175947708e37b913e74
messiaen
Catgirl
Level: 64


Posts: 666/1085
EXP: 2161126
For next: 52971

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-10-09 06:47:22 PM Link | Quote
Originally posted by Breegullbeak
Which file should I use and what do I do to make the patch?

http://www.mediafire.com/?sharekey=d1ad73b54e5c24c8e62ea590dc5e5dbb3974d0b407f8f175947708e37b913e74


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.
Breegullbeak
Member
Level: 25


Posts: 35/135
EXP: 87227
For next: 2393

Since: 06-06-09


Since last post: 6.0 years
Last activity: 5.0 years

Posted on 10-10-09 07:34:35 PM Link | Quote
Originally posted by messiaen
Originally posted by Breegullbeak
Which file should I use and what do I do to make the patch?

http://www.mediafire.com/?sharekey=d1ad73b54e5c24c8e62ea590dc5e5dbb3974d0b407f8f175947708e37b913e74


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.


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.
messiaen
Catgirl
Level: 64


Posts: 667/1085
EXP: 2161126
For next: 52971

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-10-09 07:45:13 PM Link | Quote
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.
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 525/621
EXP: 950474
For next: 63464

Since: 07-27-07
From: Montreal, Canada

Since last post: 87 days
Last activity: 56 days

Posted on 10-10-09 09:00:56 PM Link | Quote
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?

messiaen
Catgirl
Level: 64


Posts: 668/1085
EXP: 2161126
For next: 52971

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-10-09 09:12:23 PM Link | Quote
Originally posted by VL-Tone
messiaen: What does your program do with .obj files that do not have texture coordinates or normals?



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 ... 46 47 48 49 50 51 52 53 54 55Next newer thread | Next older thread
Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

31 database queries, 14 query cache hits.
Query execution time: 0.153980 seconds
Script execution time: 0.017360 seconds
Total render time: 0.171340 seconds