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11-13-18 11:00:20 AM

Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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Rez2
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Posted on 10-14-09 12:09:34 PM Link | Quote
Originally posted by Breegullbeak
It only works with extended roms. But the extender can't be above version 1.3 or it won't work.

That explains my problem then, thanks.
Stevoisiak
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Posted on 10-14-09 07:00:52 PM Link | Quote
Heres to a ton of OBJ importations!

<object width="746" height="413"><embed src="http://www.youtube.com/cp/vjVQa1PpcFNQ5jORXZqL7Y8t5u88ZlZ90GzuttRD964=" type="application/x-shockwave-flash" width="746" height="413"></embed></object>
Breegullbeak
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Posted on 10-14-09 08:25:01 PM Link | Quote
C:\Users\Carol\obj_import.exe is not a valid WIn32 application


^^^
Well at least I found the program.
sdtyson
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Posted on 10-15-09 12:33:32 AM Link | Quote
i can do this perfectly now, i just need to know how to do the textures, without a texture you can barely see the shape of the level because its all plain green/ how do you change it???
messiaen
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Posted on 10-16-09 09:32:05 AM Link | Quote
Originally posted by sdtyson
i can do this perfectly now, i just need to know how to do the textures, without a texture you can barely see the shape of the level because its all plain green/ how do you change it???


Seems like your .obj file doesn't have texture coordinates, make sure your 3d modeller is exporting the texture mapping.
VL-Tone
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Posted on 10-18-09 02:32:11 AM Link | Quote
Originally posted by messiaen
Originally posted by sdtyson
i can do this perfectly now, i just need to know how to do the textures, without a texture you can barely see the shape of the level because its all plain green/ how do you change it???


Seems like your .obj file doesn't have texture coordinates, make sure your 3d modeller is exporting the texture mapping.


What does your importer do when there's no texture coordinates? Does it write zeros as the texture coordinate values?
DorskyMarippy
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Posted on 10-18-09 11:33:41 AM Link | Quote
Wow, we've come a long way in 4-5 years of Mario 64 emulation.

Does anyone have a recommendation for a 3d modeller? I downloaded the Google SketchUp Pro 8-hour trial, because so far Blender and anim8or seemed to confusing. Is this a good call?
Breegullbeak
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Posted on 10-18-09 11:38:37 AM Link | Quote
Blender has a tutorial:
Originally posted by VideoGuy
Gecko made an entire tutorial about it here. It's very useful.

And I don't think this is the right topic for questions.
unintelligentgenius
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Posted on 10-18-09 02:47:17 PM Link | Quote
Originally posted by DorskyMarippy
Wow, we've come a long way in 4-5 years of Mario 64 emulation.

Does anyone have a recommendation for a 3d modeller? I downloaded the Google SketchUp Pro 8-hour trial, because so far Blender and anim8or seemed to confusing. Is this a good call?


I'd recommend you work with Blender. Google Pro isn't worth the $500 you pay for and you won't get the OBJ. exporter you need without pro (Though, there may be solutions to that, like a separate Sketchup to OBJ., or something.). And Anim8tor? I still can't figure that one out (Though it's been YEARS since I tried Anim8tor). I've been with Blender for 2 years and I've learned the ins and outs of the program. I'm no master by any means, but If I could learn it, anyone can. It's interface is VERY intimidating, but it's not all that bad if you have a good memory. Particularity because it's very shortcut focused. There are loads of tutorials on Youtube to help you get started.
Anyway, that's my recommendation.
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Posted on 10-25-09 03:50:04 PM (last edited by Metal_Man88 at 10-25-09 03:51 PM) Link | Quote
This is not a random question thread. Ask in the SM64 question thread.

*Deletes variously useless posts*

Gecko
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Posted on 11-07-09 09:24:32 AM Link | Quote
I've imported an object level file several times with different options and everytime I start Bob Omb's Battlefield, the game fades out into white and nothing happens. Do you possibly know what I'm doing wrong?
TheSuperyoshi
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Posted on 11-07-09 09:36:35 AM Link | Quote
Originally posted by Gecko
I've imported an object level file several times with different options and everytime I start Bob Omb's Battlefield, the game fades out into white and nothing happens. Do you possibly know what I'm doing wrong?


If I remember correctly, that happened when the scaling was too big (look for Warnings when importing)

If it isn't this, I can't help.
messiaen
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Posted on 11-07-09 09:53:27 AM Link | Quote
Originally posted by Gecko
I've imported an object level file several times with different options and everytime I start Bob Omb's Battlefield, the game fades out into white and nothing happens. Do you possibly know what I'm doing wrong?


Are you sure you are using the special ROM (patch included in the .zip file) ? Other than that, your .obj file might be way too big (the importer will warn you about it).
thejuicymuffin
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Posted on 11-14-09 12:24:51 PM Link | Quote
Originally posted by Gecko
I've imported an object level file several times with different options and everytime I start Bob Omb's Battlefield, the game fades out into white and nothing happens. Do you possibly know what I'm doing wrong?


i had that problem before. i have wasted tons of time trying to get this to work and i finally figured stuff out. usually stuff like this works better for me but i havent messed around with mario 64 much.

your problem might be that you have the level select thing enabled in toads stool or maybe even the code for level select. i dont know why but it doesnt work for me when i have that enabled.

well, i finally got this working. i like gmax for 3d editing so i have been makin a 3d model in there and then exporting the obj to blender to save it as a better obj format that seems to work better for the mario importer. one problem, could someone please tell me how to texture this level according to mario 64s textures. i dont want to use and new textures. im just not experienced at all in texturing.
messiaen
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Posted on 11-22-09 08:48:29 PM Link | Quote
Worked a bit more on the importer this weekend. Texture coordinates now work correctly and there's support for external textures (currently, only 32x32 24-bit bitmaps). The problem is that colors aren't working properly.

This one is a good result:


Some problems: question blocks were supposed to be yellow, like the original SMB1.



This one shows how the original textures on the background, note how color is terribly messed up.

Source of my BMP to RGBA5551 function inspired by one tutorial I found on GameDev. Tried messing with it a lot but I just can't get it right , I know next to zero about dealing with images.
Rena

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Posted on 11-23-09 08:07:30 AM Link | Quote
BMP is pretty simple, but has a couple quirks your program doesn't account for:

1) If you look up the file format, there's a value in the header telling where the actual image data begins. Hardcoding it like you have is not really safe.
2) Each row is padded to a multiple of 4 bytes.
3) IIRC, the image is stored upside-down in the file.

messiaen
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Posted on 11-23-09 08:28:38 AM Link | Quote
Cool, got it to work!



Main problem was with writing the buffer using fwrite without taking in acount endianess. With that fixed it was easy to sort out some other small problems.

Originally posted by HyperHacker
BMP is pretty simple, but has a couple quirks your program doesn't account for:

1) If you look up the file format, there's a value in the header telling where the actual image data begins. Hardcoding it like you have is not really safe.
2) Each row is padded to a multiple of 4 bytes.
3) IIRC, the image is stored upside-down in the file.




1) Right, I will gather that information from the header.
2) Padding is not an issue for now because I'm only accepting 32x32 textures, but yeah, now I'll have to deal with it.
3) The 'rgba' buffer is the already flipped version of the bitmap (see second part of the function), though I'm not sure it's workng correctly.

BigBrain
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Posted on 11-23-09 08:37:32 AM Link | Quote
Originally posted by messiaen
3) The 'rgba' buffer is the already flipped version of the bitmap (see second part of the function), though I'm not sure it's workng correctly.

FWIW, whether the bmp is flipped upside-down or not is given by its height; if the height is positive, it's a bottom-up bitmap (i.e. flipped), if it's negative, it's a top-down bitmap (i.e. "normal").
( See http://en.wikipedia.org/wiki/BMP_file_format#Bitmap_Information_.28DIB_header.29 )
messiaen
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Posted on 11-23-09 10:21:34 PM (last edited by messiaen at 11-24-09 08:31 PM) Link | Quote
BigBrain: thanks, that will helpful!

Small demonstration
<object width="425" height="344"><embed src="http://www.youtube.com/v/WbCInEuBq4g&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>


Edit: Getting better!



Textures with alpha probably won't be supported. I'm using an external image conversion program (ImageMagick's convert.exe), so it supports pretty much all file formats (jpeg/gif/bmp/png/etc) as long as the texture has a maximum size 64x64.

As you can see, some textures have errors because I don't know yet how to load different texture sizes, though there's probably something on VL-Tone's earlier docs.

Edit: Another one (but still with the same texture problems, haven't understood yet how to load texture of different sizes)

Dialga
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Posted on 11-25-09 01:59:53 AM Link | Quote
What are the models you imported?
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 220d144 [2018-11-04]
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