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fortyfive-antelope

Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply
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DarkSpacer
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Posted on 05-22-10 03:19:49 PM (last edited by DarkSpacer at 05-22-10 03:22 PM) Link | Quote |
So I'm screwed unless I can resave textures with the same name but in a different format, because it exports your textures as JPEG...

Screw this. I'm gonna talk about my method of importing your Game Pak files because maybe it'll help.


The only way I can import your textures is if I drag them from Windows Explorer into Sketchup, and even then it only imports it as an image (a flat image along X-Y axises that isn't even a real polygon). Then I have to right-click, and say "Use as Material", and then and ONLY then can I put it as a texture on a polygon. Then when I export my level with textures, it exports them as jpg.

There.

I'll try converting them to .bmp...

Edit:

Originally posted by Me-Me
In the ROM settings section of the importer I want to change the starting level, but where is Mario gonna start?
If I want to change the position, how do I do that?


I think I remember reading that Mario's start position when you start the game is hard-coded. It's not editable yet.

messiaen
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Posted on 05-22-10 05:35:13 PM Link | Quote |
I should re-check sometime JPEG-related errors. By the way, I assume you are using the Obj Export plugin I recommended, not the built-in (in SketchUp Pro) exporter.

Originally posted by Me-me
I have a problem. In the ROM settings section of the importer I want to change the starting level, but where is Mario gonna start?
If I want to change the position, how do I do that?


Just did a quick research and I think I found how to change it. Go to 0x454C1A in your ROM with your favorite hex editor. You'll see "FAD0 0104 1238", which are respectively the initial X, Y and Z pos expressed as 16-bit integers. Replace it and it should work.

If it works, I'll integrate this into the importer.
DarkSpacer
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Posted on 05-22-10 06:17:02 PM Link | Quote |
Yes, I'm using the OBJ exporter you linked from your site.

I tried converting them (saved them out as BMPs in Paint), and then replaced all occurrences of JPG in the MTL file with BMP, and now I don't even think it's using valid textures. In other words, the textures came out worse.

I think I'm doing something wrong
Me-me
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Posted on 05-23-10 06:28:05 AM Link | Quote |
Originally posted by messiaen
Just did a quick research and I think I found how to change it. Go to 0x454C1A in your ROM with your favorite hex editor. You'll see "FAD0 0104 1238", which are respectively the initial X, Y and Z pos expressed as 16-bit integers. Replace it and it should work.

If it works, I'll integrate this into the importer.


Ah, It's for "Castle Grounds" I assume? I changed the values, and I successfully changed the position... for Castle Grounds that is.
My new hub is replacing "The Secret Aquarium" and thus, It couldn't change the starting position in that level.
Does this mean I have to move my hub from The Secret Aquarium to Castle Grounds?
messiaen
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Posted on 05-23-10 03:25:00 PM (last edited by messiaen at 05-23-10 03:25 PM) Link | Quote |
I did more extensive tests and found out how to change the initial position.

Actually, the initial position isn't set by a warp object, but rather by a Level Script command!

[2B] [0C] [01] 00 [00 B4] [xx xx] [yy yy] [zz zz]

Byte 0: Command
Byte 1: Lenght
Byte 2: Act
Byte 3: Unused (padding)
Byte 5-6: Mario Rotation (only Y axis?)
Remaining bytes: X,Y, Z (signed 16-bit) position.

What the warp objects do is to replace the initial warp position on an act-basis. For some reason, when first starting the game, the initial warp objects are somehow ignored.

I will incorporate this into a further release of the level importer.
Zero One
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Posted on 05-27-10 01:08:47 PM Link | Quote |
Ok, as a test of both the importer and Blender, I created a simple cube. I exported it as a .obj, called testlevel. I followed all of the instruction and when I click on 'Import Level!', it comes up with a dialog box saying:

'No faces or vertices to process in .obj file.

If you are sure your .obj file is valid, please try rewriting it on a different 3D modeller.'

Yeah, I'm a total newb so it's probably something blindingly obvious...

Any help is appreciated.
Me-me
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Posted on 05-27-10 02:09:29 PM Link | Quote |
Are you sure you selected everything before exporting? Press "A" in blender to highlight all objects and then export.
Blender only exports the selected objects. It's easy to forget this, so no worries.
Zero One
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Posted on 05-27-10 03:06:48 PM (last edited by Zero One at 05-27-10 03:16 PM) Link | Quote |
Ah, thank you. I could've sworn I pressed A several times...

Anyhoo, new problem! I spawn, spin, land, get the 'Wow!' message, then I can't move. I can't jump, I can't change the direction I'm facing. The most I can do is press B, start sliding and then I'm unable to get out of it. While sliding, I can minutely move myself left and right, but that seems to be the limit of my functions. Everything else seems fine. No texture problems, probably because I haven't actually added textures

I'm currently waiting for imageshack to upload the SMALL screenshot. I'll edit this post when it's up.

EDIT:

That is what it looks like. Upon further investigation using Toad's Tool 64, my level DOESN'T EXIST. This conflicts. If it doesn't exist, I'd fall through the level and die. Yet, I'm bouncing off SOMETHING, so that would indicate that the level DOES exist...

I can tell it's going to be something simple.
Me-me
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Posted on 05-27-10 04:11:46 PM Link | Quote |
What scaling? If it is 1 it isn't likely you'll see anything in TT64 and if you have no "death floor" the model edges act as boundraries, which might keep you from moving freely. Another possibillity is that, the model normals are wrong. A texture is only visible on one side an that also means that collision is only applied on the textured side too. You can flip normals in blender (In Edit mode: Mesh > Normals > Flip).
Zero One
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Posted on 05-27-10 04:15:23 PM (last edited by Zero One at 05-27-10 05:15 PM) Link | Quote |
Well, I've added a texture to the box and now I'm going to import with scaling. I'll edit the post with the results and a screenie, if ImageShack decides to be quick about it

EDIT: Well, same as last time, except Mario has a BIT more movement. I can jump. I increased the scale from 1 to 10. I'll open it in TT64 after this edit. Also, when I patched it with ObjImportGUI, it came up with an error message saying that ImageMagick didn't work. Maybe I need to follow your suggestion in the last post?

EDIT: Nope, nothing in TT64 again. I'll try doing your suggestion from the previous post, importing it then re-re-edit this post.

EDIT: Still nothing. Flipping normals made the top texture disappear in Blender, unless you looked at it from underneath. I also increased the scale from 10 to 50. Now, jumping doesn't work but punching will. The specific error from ImageMagick is that the application failed to start because the configuration is incorrect.

EDIT: Whoops, forgot to mention. I turned on the Death At Bottom, yet I'm still landing on something that prevents me from moving. It looks exactly the same as the screenshot I provided earlier. If I gave somebody the .obj and .mtl files, do you think you could check it over for me? I can't see a single thing that I've done wrong.

Maybe I missed something in the export to .obj options...
DarkSpacer
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Posted on 05-27-10 06:59:02 PM Link | Quote |
Set scaling to 2000. You'll see something. If you don't, shoot me .
Zero One
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Posted on 05-27-10 08:21:28 PM (last edited by Zero One at 05-27-10 08:26 PM) Link | Quote |
*Readies shotgun*

Well, I didn't actually SEE anything. I did, however LAND on something. It seems that I'm capable of moving around on *something* in the level. Spawning in, I pass right through the big brown... polygon(?) in the first screen shot, fall for a bit, then get the 'Wow!' message. I can then move around. I can't actually see anything though, which means I'm hitting invisible walls all the time. Does this have something to do with ImageMagick not initializing? I hope it is, because this has solved half of my problems

Thanks!

EDIT: *unreadies shotgun*
Opening the ROM in TT64 reveals the box that I imported! The graphics are horribly made though, although I'm assuming it has EVERYTHING to do with the fact that ImageMagick won't load up (help there?). Viewing the Collision reveals that the box looks like it can collide. However, under the cube, there is a yellow plane, which must be what I landed on. I'm fairly certain that I'm falling through the cube and onto that plane. So, can anybody solve these problems? You've all been awesome so far
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Posted on 05-28-10 09:39:34 AM Link | Quote |
Strange, the yellow box is the very bottom of the level, and if you had the "Death Floor" on you shouldn't be able to reach it before dying.
The collision map around the cube is white right?
And also, does the Wavefront Importer give you any specific errors about ImageMagick's problem?
Zero One
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Posted on 05-28-10 10:09:22 AM (last edited by Zero One at 05-28-10 11:29 AM) Link | Quote |
'Application configuration is incorrect. Reinstalling may solve the problem.'

Somehow, I don't think reinstalling something that I never installed in the first place is going to fix anything ¬¬

EDIT: Yup, the collision map is white.

EDIT: Ok, I messed around a bit. I found out that if I set the scale to 500, it's about normal sized. I ALSO found out that collision is absolutely fine. I guess I just wasn't over the cube the first couple of times. My only problem now is textures and the messy plane at the bottom. If I had to guess, the plane (which is the brown bit from the first screenshot) is the Death Zone. If I can get the textures to work, I'm assuming that the plane will become invisible.

Hopefully.
messiaen
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Posted on 05-28-10 01:14:30 PM Link | Quote |
Read the instructions at my site again, it sounds ike you haven't instaled Visual C++ Redistributable package.
Zero One
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Posted on 05-28-10 01:24:01 PM (last edited by Zero One at 05-28-10 01:50 PM) Link | Quote |
Downloaded it, installed it. I now have no error, but I still have no textures. I've tried it with and without vertical flip, but it still looks like I'm standing on nothing with weird polygons flashing across the screen, similar to the screenshot.

Well, at least I've solved most of my problems Just this one to go, then I can create the best hack ever

EDIT: It's official. I'm an idiot.

I DIDN'T SET THE ROM TO USE 8MB OF RAM...

This is why we need an RTFM button. Thanks for all of the help guys!

EDIT:



Thought I should provide a screenshot
Zero One
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Posted on 05-28-10 03:41:34 PM Link | Quote |
Ok, new problem. I've made my level in Blender 2.5 Alpha 2, exported it, imported it into Mario. Everything works fine, until...



I land and that happens. Any theories/solutions to this problem? This is also affecting the collision. I can only land on the triangles. I go through anything else.
DarkSpacer
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Posted on 05-28-10 05:12:52 PM (last edited by DarkSpacer at 05-28-10 05:39 PM) Link | Quote |
hmmm...

At first it looked to me like half the polygons were not triangles, but it looks like half the face shows up diagionally, so that's not it...

did you exceed the limit of 5000 polygons in a level? In some configurations, exporters do some odd stuff to the model and one face ends up having 50 polygons or whatever.

Another possibility is incorrect exporter settings, but I kind of doubt it.

Edit: WAIT a minute...did you say you didn't set the ROM to use 8 MB? I may be wrong...but is there a setting on Messain's importer that says "use 8MB as RAM"? That might fix my stupid texture problem...Oh by the way, I have screenshots on my own website of my level here.

Edit 2: WAIT...AGAIN! YOU ACTUALLY LANDED ON THE YELLOW POLYGON ON THE BOTTOM OFD THE LEVEL?? That's the Death Floor! If you go below that, you die. But you landed ON it?!

I never thought SM64 would be that picky about polygons...
Zero One
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Posted on 05-28-10 06:12:58 PM (last edited by Zero One at 05-28-10 06:15 PM) Link | Quote |
There is no possible way I exceeded 5000 polygons. The level consists of 3 cuboids, a simple test level. At most, it can only have 36 polygons, plus Mario.

I followed Gecko's exporter settings for Blender 2.5 Alpha 2, so yeah, it won't be that.

Yeah, I forgot to set the ROM to 8 MB in the first custom level I made. When this one didn't work, it was the first thing I checked, but it was already set to 8 MB so no problem there.

I have NO idea how I landed on the Death Floor. I just... did.

So, to clarify: Those triangles should be actual cuboids. I can only stand on where the textures are, anywhere else and I go straight through it.

The exporter settings I used were:

All Scenes
Apply Modifiers
Rotate X90
Edges
High Quality Normals
UVs
Materials
Triangulate
Polygroups
Nurbs
Material Groups
Keep Vertex Order

I hope I just missed something in the settings. I've been thinking of level ideas all day...

EDIT: Your level goes THROUGH the Death Floor, and yet you don't die? How'd you manage that? I'd recommend raising it up a bit.
DarkSpacer
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Posted on 05-28-10 06:52:33 PM (last edited by DarkSpacer at 05-28-10 06:52 PM) Link | Quote |
The Death Floor wasn't activated when I was in the level. I just re-imported with Death Floor on for the screenshot.


...I wonder...can you PM me a link to your OBJ file with textures? I might be able to find something you did wrong AND fix my texture problem.
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