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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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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 105/1410 EXP: 543249 For next: 21797 Since: 05-24-10 From: Delta Quadrant Since last post: 58 min. Last activity: 24 min. |
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| How do you die? What happens specifically? |
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Aamelo Member Level: 12 Posts: 41/46 EXP: 6209 For next: 1712 Since: 08-06-09 Since last post: 46 days Last activity: 5 days |
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Originally posted by Zero One I Dunno How i die, I Simply go thought the Painitng and i Automatcly Die. I was also able to notice that ALL the Textures were in Dark Green. |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 108/1410 EXP: 543249 For next: 21797 Since: 05-24-10 From: Delta Quadrant Since last post: 58 min. Last activity: 24 min. |
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| So does it go:
Painting Act Select Spawn Bowser Outline or Painting Act Select Spawn Fall Bowser Outline Because if it is the top one, you might need to raise the spawn point up a bit in your level. It might be on/under the Death Floor. |
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Aamelo Member Level: 12 Posts: 42/46 EXP: 6209 For next: 1712 Since: 08-06-09 Since last post: 46 days Last activity: 5 days |
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| Its goes:
Painting Act Select Bowser Outline I Die Directly, You automatcly see The Bowser Outline as you enter the painting. |
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DarkSpacer Member Level: 11 Posts: 41/59 EXP: 5858 For next: 127 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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| So what I get from that is you jump in the painting, your able to pick a star, but then before the screen even changes (it's still white after the stars fade away), bowser eats the screen (heh).
I doubt that very highly. You MUST at least see the background for the level. Otherwise that would mean Mario did not spawn, the level did not load, which would mean the death sequence is unable to commence. Unless the act screen itself is a level...but that doesn't make sense either, given that you can (with work) burn yourself down in the basement and actually get in the LLL painting, and NOT DIE in the act select if you have no health. I've done that loads of times, and Mario never dies while in the act select, only when he spawns and lands on the ground. THe sequence must therefore be: Jump in painting Act Select Spawn Die The closest point at which you can die is 1 frame after you see the background. But if you actually managed to die in the Act Select...it would be a bad ROM. Or you modified it without knowing what you were doing. Edit: Or do you mean you died as soon as you entered the painting? Hmm...sounds like you left a gameshark code on. Or a bad ROM. |
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Aamelo Member Level: 12 Posts: 43/46 EXP: 6209 For next: 1712 Since: 08-06-09 Since last post: 46 days Last activity: 5 days |
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Well at last one frame is. I Will try to make a movie clip |
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vinnyboiler Member Level: 37 Posts: 110/482 EXP: 331980 For next: 6273 Since: 12-27-07 Since last post: 5 days Last activity: 3 days |
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| Aamelo; Can you see Mario corps glitched up when you see Bowsers outline? |
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BTTF Forever Member Level: 13 ![]() Posts: 68/69 EXP: 8318 For next: 1949 Since: 02-08-10 From: Australia Since last post: 90 days Last activity: 90 days |
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| ahhhh!!
i know what your getting at... ive had this problem before the reason why you die is because Mario is spawning outside the level limits, and so he dies, you can try these 2 things 1. try selecting "enable death floor at bottom - otherwise level limits will act as bounds" when you import your level, so there is a death floor 2. go into toads tool and move the spawn box somewhere close to, or above your level, so you won't spawn outside the limits of your level that should fix er up! |
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DarkSpacer Member Level: 11 Posts: 42/59 EXP: 5858 For next: 127 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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| Actually, I think he imported a level with Scaling set to 1. That's the deafault value. Or he didn't use Toad's Tool to reposition Mario's start position.
Edit: Sorry, ignore that, didn't notice this: Originally posted by Aamelo This implies that he was inside the level, since he said "all", so I actually have no idea. |
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HyperHacker The Mario Kart guy Level: 91 Posts: 3310/3570 EXP: 7209621 For next: 259291 Since: 07-22-07 From: RSP segment 6 Since last post: 1 hour Last activity: 1 hour |
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Originally posted by messiaenBecause of the opening sequence on new save files? |
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BTTF Forever Member Level: 13 ![]() Posts: 69/69 EXP: 8318 For next: 1949 Since: 02-08-10 From: Australia Since last post: 90 days Last activity: 90 days |
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| SUCCESS!!!!
I have figured out why my custom textures were not importing, it has nothing to do with the file type! its the .mtl file i came to this conclution while looking at a forum. all you have to do is find.... MapKd and put an underscore in every one you find, so it looks like this Map_Kd (note: this is for people who are using the plugin that Messiaen supplied on his website) NOW YOUR MODEL WILL HAVE CUSTOM TEXTURES!! YAY!! maybe in the next version, Messiaen can add support for the Map_Kd without underscore (MapKd), so we don't have to edit it manualy. |
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vinnyboiler Member Level: 37 Posts: 112/482 EXP: 331980 For next: 6273 Since: 12-27-07 Since last post: 5 days Last activity: 3 days |
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Originally posted by BTTF Forever OH MY GOD thank you I can finally stop using the TT64 texture editer. |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 157/1410 EXP: 543249 For next: 21797 Since: 05-24-10 From: Delta Quadrant Since last post: 58 min. Last activity: 24 min. |
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| Hey, what's the maximum amount of polygons that can be used (without lagging)? Including levels, enemies and other stuff with polygons. |
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DarkSpacer Member Level: 11 Posts: 43/59 EXP: 5858 For next: 127 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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| BTTF forever:
Really?! An MTL thing? DId messeain even TEST MTLs using the Sketchup exporter? I'll try it as soon as I get home (writing this on school computer). Zero One: I have no idea about the polygon limit before it slows down. Rough guess: 60 polys onscreen? |
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Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 131/226 EXP: 114135 For next: 2024 Since: 08-05-07 Since last post: 12 days Last activity: 6 hours |
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| SM64 draws all of the level polygons always. Messiaen did say that it's possible to create levels surpassing the originals by loads of polygons.
Strangely enough, the Wavefront Importer doesn't let me import a level with more than 10.000 faces (needs confirmation). It says that the level has been imported successfully but it hasn't. |
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messiaen Member Level: 50 Posts: 875/930 EXP: 906339 For next: 40978 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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| I get it now, I'm actually using a modified version of that .obj exporter plug-in (the one I used to include in previous versions of the Level Importer). The original erroneously uses "mapKd" instead of "map_Kd" to specify textures.
I will include support to the incorrect version in the next version or simply provide the modified plug-in again, if the author allows me to. Also, it's "map_Kd", not "Map_Kd" (it's case sensitive). |
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DarkSpacer Member Level: 11 Posts: 44/59 EXP: 5858 For next: 127 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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Hooray, the map_Kd thing worked!!!!!
But this means you'll have to re-replace them every time you save out a level. |
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Conte de Contis Member Level: 24 ![]() Posts: 218/271 EXP: 71819 For next: 6306 Since: 12-21-09 From: Italy Since last post: 53 days Last activity: 52 days |
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| I have a question: Is possible to import models to a sub-level??? Kinda the cave of Tiny Huge Island???
Because i don't know (most likely not) if this feature was implemented. Is there a method in some way, though? |
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DarkSpacer Member Level: 11 Posts: 46/59 EXP: 5858 For next: 127 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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| I don't think Messain's importer supports multiple areas of a level. It can only replace Area 1 of each level.
If people are asking so many questions like this why not open-source the importer? It just seems like a good idea... I do have a question, though...in v12 there's a disabled music function...is there any way we can activate it? Is the code even in there? |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 195/1410 EXP: 543249 For next: 21797 Since: 05-24-10 From: Delta Quadrant Since last post: 58 min. Last activity: 24 min. |
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Nope. It's there to make fun of us
It probably won't be open until it's done. It's probably just a 'Coming Soon' button. |
| 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 |
| Jul - SM64 Hacking - Mario 64 Level Importer |
- - ![]() |