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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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DarkSpacer Member Level: 11 Posts: 22/59 EXP: 5859 For next: 126 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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| 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 I think I remember reading that Mario's start position when you start the game is hard-coded. It's not editable yet. |
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messiaen Member Level: 50 Posts: 860/930 EXP: 906354 For next: 40963 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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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 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. |
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DarkSpacer Member Level: 11 Posts: 23/59 EXP: 5859 For next: 126 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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| 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 ![]() |
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Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 110/226 EXP: 114137 For next: 2022 Since: 08-05-07 Since last post: 12 days Last activity: 7 hours |
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Originally posted by messiaen 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? |
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messiaen Member Level: 50 Posts: 865/930 EXP: 906354 For next: 40963 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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| 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. |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 9/1410 EXP: 543341 For next: 21705 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 1 hour |
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| 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. |
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Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 115/226 EXP: 114137 For next: 2022 Since: 08-05-07 Since last post: 12 days Last activity: 7 hours |
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| 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. |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 10/1410 EXP: 543341 For next: 21705 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 1 hour |
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| 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. |
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Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 118/226 EXP: 114137 For next: 2022 Since: 08-05-07 Since last post: 12 days Last activity: 7 hours |
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| 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). |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 12/1410 EXP: 543341 For next: 21705 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 1 hour |
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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... |
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DarkSpacer Member Level: 11 Posts: 28/59 EXP: 5859 For next: 126 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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| Set scaling to 2000. You'll see something. If you don't, shoot me . |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 13/1410 EXP: 543341 For next: 21705 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 1 hour |
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| *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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Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 120/226 EXP: 114137 For next: 2022 Since: 08-05-07 Since last post: 12 days Last activity: 7 hours |
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| 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? |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 15/1410 EXP: 543341 For next: 21705 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 1 hour |
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| '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. |
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messiaen Member Level: 50 Posts: 871/930 EXP: 906354 For next: 40963 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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| Read the instructions at my site again, it sounds ike you haven't instaled Visual C++ Redistributable package. |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 16/1410 EXP: 543341 For next: 21705 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 1 hour |
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| 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 ![]() |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 17/1410 EXP: 543341 For next: 21705 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 1 hour |
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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. |
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DarkSpacer Member Level: 11 Posts: 29/59 EXP: 5859 For next: 126 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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| 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... |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 18/1410 EXP: 543341 For next: 21705 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 1 hour |
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| 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. |
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DarkSpacer Member Level: 11 Posts: 30/59 EXP: 5859 For next: 126 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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| 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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| Jul - SM64 Hacking - Mario 64 Level Importer |
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