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| Jul - SM64 Hacking - Mario 64 Level Importer | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ... 46 47 48 49 50 51 52 53 54 55 | Next newer thread | Next older thread |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 4758/12195 EXP: 69502695 For next: 1395172 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 hours Last activity: 27 min. |
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| messiaen Catgirl Level: 61 Posts: 791/1085 EXP: 1795232 For next: 81364 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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I didn't thought I would arrive so early at 0.9, usually my programs don't come close to 1.0 . I could number them now 0.91, 0.92, ...Some features I would need to work before calling it a "1.0" program (in order of priority) - Some form of water/toxic haze insertion - A "ROM modifications" menu to customize some stuff, such as Boss Star positions - Importing bitmaps as background - Better texture handling (non-squarish sizes such as 32x64, etc) - Proper intro screen replacement Not sure If I'll ever get some of them to work, however even without them a complete hack is still feasible. |
| maczkopeti User Level: 8 ![]() Posts: 1/11 EXP: 1497 For next: 690 Since: 03-07-10 From: Hungary Since last post: 1643 days Last activity: 1351 days |
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Originally posted by messiaen I tried importing my new level, i opened in toad's tool and after loading the replaced level it gives an error: Propety not found #texture Script Error, Continue? I also tried it without using the mtl file, same result... Can you help? -------------------- My YouTube Stuff: http://www.youtube.com/ArtefactMP |
| Vinnyboiler Catgirl Level: 59 ![]() Posts: 86/1018 EXP: 1619516 For next: 53612 Since: 12-27-07 From: London, England Since last post: 233 days Last activity: 4 days |
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Ok, I think I finished all my 8 sub-worlds and two main areas, the city one I showed and a one based on Super Mario World, it is the overworld with the vanilla dome area(I will replace the secret aqurium and warp it to my main area) I will show images as soon as I can get on to a computer with internet.(why am I still comdemed to using mobile devises to go on the internet )edit: why do people talk about importing models, I mean is not the SM64 logo a model and has been shown to show up in levels? ![]() |
| wwwarea Member Level: 19 Posts: 68/74 EXP: 30261 For next: 5516 Since: 08-09-08 Since last post: 809 days Last activity: 682 days |
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| Wow, I tested my rom with a alpha texture and use fog and it works great. I see maczkopeti had a property not found error in toads tool. I got that too so I was thinking it had something to do with the fog. So I tried importing my map again but with out fog enable and then the level did load fine in toads tool. So it must be the fog that seems to be causing that error to come up. |
| messiaen Catgirl Level: 61 Posts: 792/1085 EXP: 1795232 For next: 81364 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| maczkopeti: Please send me your .obj, .mtl file and textures. Also, a settings file would be nice, so I can reproduce the bug here. So far, the #texture error has happened to me when there's many textures in the level, but let's see if its something else. |
| Rena Star Mario Fennel Level: 120 ![]() Posts: 2897/5180 EXP: 19171433 For next: 315738 Since: 07-22-07 From: RSP Segment 6 Since last post: 19 days Last activity: 7 days |
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03-10-10 09:37:55 PM
Post #2897 Originally posted by messiaenThis is why my version numbers are a binary date code instead. Avoids the "this isn't worthy of being called 1.0 but it's too improved to just be 0.91" issue, as well as carrying more information about just how old a version is. --------------------
why not?
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| BTTF Forever Member Level: 17 ![]() Posts: 34/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| the importer works great! and i love the fog effect im getting! there's just one small problem... the objects that originally had alphas with there textures (eg: coins, Bob-omb), the alphas no longer work, the coin has a black box around it, and so does the bob-omb, can this be fixed? EDIT: the texture error happened to me too in toads tool, the level i imported was the bedroom one again, so you should have it Messiaen if you wanna check it... -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 101/341 EXP: 322960 For next: 15293 Since: 08-05-07 Since last post: 800 days Last activity: 211 days |
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![]() The picture kinda explains itself (Lol litteraly) Also, sorry for the huge picture. Please don't quote this post. -------------------- My name makes me look utterly selfish, but I assure you, that is not the case. |
| maczkopeti User Level: 8 ![]() Posts: 2/11 EXP: 1497 For next: 690 Since: 03-07-10 From: Hungary Since last post: 1643 days Last activity: 1351 days |
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Originally posted by messiaen http://www.mediafire.com/?mjlmzwonjym EDIT: Tried it in the game, Without fog: Works Fine With Hardcore Fog: Level is nearly invisible expect for some polygons in the middle point With Subtle Fog #1: Works Fine Another thing i discovered is that the textures gets vertically flipped when i import a level. -------------------- My YouTube Stuff |
| messiaen Catgirl Level: 61 Posts: 793/1085 EXP: 1795232 For next: 81364 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Me-me: please post the "log.txt" file generated when the "revert level" option fails (it will be on your obj_import folder). Judging by the exitcode, your ROM couldn't be opened for some reason. As for the Peach's Slide #getProp error, I tried replacing it on a clean ROM and it worked fine, however using and older ROM resulted in problems. It works in the game, however, so it may be hard to find exactly what's causing the error. Now that I've tried a few older levels, I am also getting #texture errors from Toad's Tool. I'll have to recheck and clean up my display list code, it isn't very clean when it comes to generating unused commands, so that might be what's bugging Toad's Tool. edit: Originally posted by BTTF Forever Does this happens only if your .obj file has a texture with alpha or every time? Can you post screenshots? Also, can you try other video plug-ins and see if you still get the same error? |
| BTTF Forever Member Level: 17 ![]() Posts: 35/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| this happens only with .obj files with alphas (eg: my bedroom .obj i always import), ill try to get screen shots later, i'll edit this post... -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| messiaen Catgirl Level: 61 Posts: 795/1085 EXP: 1795232 For next: 81364 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Right, will try to check on that. I'm working on a new menu for the next release: ![]() Setting the start level/number of lives is already functional, however I haven't start to work on the star positions yet, and the first version with the menu will probably include only a few star positions, since each star position requires a specific hack. If someone could make a list of ALL star spawned from bosses (with hardcoded positions), that would be helpful. Other possible features is to set trajectories for a few objects, such as Koopa-the-Quick. Probably it would require the user creating a text file in a specific format with all the coordinates, and importer would deal replacing/repointing it. |
| BTTF Forever Member Level: 17 ![]() Posts: 36/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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Originally posted by messiaen how about instead of using a text file, we use the koopa trajectory modifier in a different ROM, so you can open that different ROM in the importer and import the level exactly the same as the ROM your going to use, so you have ROM A (the main ROM) and ROM B (ROM you use to change trajectory's), so you open ROM B in toads tool (after you apply the koopa patch to it), and you change the trajectory of koopa in your new level. save the level!!, then go into wavefront importer 0.91 (if that's what it's called) go into ROM Settings, go down the scroll down list to Koopa-The-Quick Path/Trajectory, then there is a button to import ROM B, once imported, the program will either come up with a dialog box saying: "New trajectory imported successfully! here is the list of the new X, Y, Z co-ordinates: Example only: (positions are shown as X, Y, Z in that order) Starting Position: 1293, 194, 832 #1 1347, 239, 583 #2 3233, 544, 102......................ECT when you click ok, you have a choice to save the above text as a file for future reference IF the trajectory does not import successfully OR there were no changes found in the koopa trajectory part of ROM B, it could say "ROM did not import correctly save log file?" or no "no changes found in ROM, did you save the ROM in toads tool correctly? Save log file?" well that's just my opinion on how you could do it.......what do you think? -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| Eedan User Level: 8 Posts: 3/12 EXP: 1759 For next: 428 Since: 11-21-09 Since last post: 1671 days Last activity: 1621 days |
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This program works like a charm ![]() But the only problem is that I've NEVER been able edit my levels in toad's tool, although they work perfect in-game. Toad's tool can open the game, but can't "draw" the custum levels I make; I get the following error when it's drawing my map; ____________________ Property not found #texture Script Error. Continue? [Yes] [No] ____________________ I've tried different roms, different objects, with and without textures and i still get that error :/ And also just a suggestion; could you make a compressor? with the new size of 49MB, my game is too big to get injected into a wad (wii) and i rather wad since the game lags in the wii's n64 emulator Keep up the great work ![]() |
| BTTF Forever Member Level: 17 ![]() Posts: 37/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| so you wanna play your custom levels on your wii huh? well i do already!! i use wii64 emulator version 1.1 "Honey" it does a great job of emulating nearly all games, and i can play my custom .obj injected ROM's on it as well. and my games don't lag and you don't need a compressor, just put the ROM on the SD card and it works. oh, and about the texture error thing, Messiaen is looking into that, he will get back to us soon...i hope! -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| Eedan User Level: 8 Posts: 4/12 EXP: 1759 For next: 428 Since: 11-21-09 Since last post: 1671 days Last activity: 1621 days |
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Oh, never realized they made a new wii64, thanks for the heads up ![]() But I'm having a problem with one of my models, it's the first model i've made with google sketchup pro (i usually use blender) Because i thought a maze would be way easier to do in sketchup. But whenever i import it into the game. Tried many different settings and it gives either an empty map or random walls all over the place (and mario keeps falling down, through the walls and dies) :/ Is there something special we need to do when using sketchup? link to my project ; http://www.mediafire.com/?zalnwedoamh |
| ottokas User Level: 9 Posts: 5/15 EXP: 2382 For next: 780 Since: 03-10-10 From: Estonia Since last post: 244 days Last activity: 181 days |
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Originally posted by BTTF Forever I hope so. i cant get any of my levels loaded in TT cause #texture error. |
| maczkopeti User Level: 8 ![]() Posts: 3/11 EXP: 1497 For next: 690 Since: 03-07-10 From: Hungary Since last post: 1643 days Last activity: 1351 days |
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Originally posted by Eedan You need to export it to .obj first, dummy -------------------- My YouTube Stuff |
| BTTF Forever Member Level: 17 ![]() Posts: 38/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| that was a bit harsh... @Eedan: Use this... http://jim.foltz.googlepages.com/ObjExporter.rb Put that file in the plug-ins folder of Google sketch-up, then open up your model in sketchup, and go up the top where it says "File, Edit, View.....ECT" until you come to "Plugins", click on plugins, then click on "Obj Exporter"choose your settings (NOTE: I would just leave the settings as it is, where it says "guess which faces to export", leave that ticked, because it usually guesses right!). Browse for a destination, and name the obj file what you want. then click export. it should save your .obj, .mtl, and all your textures (if any) in the folder that you chose, you can now import that .obj file into the importer, choose your settings, and wallah!! CUSTOM LEVEL IMPORTATION...........COMPLETE.......... EDIT: Hey Messiaen, you should include that plugin in your releases of the exporter, so people who are new at this have some help... -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
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| Jul - SM64 Hacking - Mario 64 Level Importer | - - ![]() |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.342576 seconds |
| Script execution time: | 0.099026 seconds |
| Total render time: | 0.441602 seconds |