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09-06-10 08:49:40 PM
fortyfive-antelope

Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply
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Zero One
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Posted on 06-06-10 09:23:10 AM Link | Quote |
How do you die? What happens specifically?
Aamelo
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Posted on 06-06-10 11:42:18 AM Link | Quote |
Originally posted by Zero One
How do you die? What happens specifically?


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.
Zero One
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Posted on 06-06-10 11:44:57 AM Link | Quote |
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.
Aamelo
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Posted on 06-06-10 04:15:58 PM (last edited by Aamelo at 06-06-10 04:16 PM) Link | Quote |
Its goes:

Painting
Act Select
Bowser Outline

I Die Directly, You automatcly see The Bowser Outline as you enter the painting.
DarkSpacer
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Posted on 06-06-10 05:27:24 PM (last edited by DarkSpacer at 06-06-10 05:30 PM) Link | Quote |
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.
Aamelo
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Posted on 06-06-10 05:28:38 PM Link | Quote |

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.


Well at last one frame is. I Will try to make a movie clip
vinnyboiler
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Posted on 06-06-10 06:47:23 PM Link | Quote |
Aamelo; Can you see Mario corps glitched up when you see Bowsers outline?
BTTF Forever
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Posted on 06-07-10 05:02:50 AM Link | Quote |
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!
DarkSpacer
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Posted on 06-07-10 11:00:44 AM (last edited by DarkSpacer at 06-07-10 02:06 PM) Link | Quote |
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
I was also able to notice that ALL the Textures were in Dark Green.


This implies that he was inside the level, since he said "all", so I actually have no idea.
HyperHacker
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Posted on 06-07-10 05:04:21 PM Link | Quote |
Originally posted by messiaen
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.
Because of the opening sequence on new save files?
BTTF Forever
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Posted on 06-08-10 03:28:44 AM (last edited by BTTF Forever at 06-08-10 03:32 AM) Link | Quote |
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.
vinnyboiler
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Posted on 06-08-10 06:35:48 AM Link | Quote |
Originally posted by BTTF Forever
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.

OH MY GOD thank you I can finally stop using the TT64 texture editer.
Zero One
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Posted on 06-08-10 10:53:57 AM Link | Quote |
Hey, what's the maximum amount of polygons that can be used (without lagging)? Including levels, enemies and other stuff with polygons.
DarkSpacer
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Posted on 06-08-10 01:58:35 PM Link | Quote |
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?
Me-me
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Posted on 06-08-10 04:08:54 PM Link | Quote |
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.
messiaen
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Posted on 06-08-10 04:09:32 PM Link | Quote |
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).
DarkSpacer
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Posted on 06-08-10 05:35:01 PM Link | Quote |
Hooray, the map_Kd thing worked!!!!!

But this means you'll have to re-replace them every time you save out a level.
Conte de Contis
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Posted on 06-09-10 09:58:31 AM Link | Quote |
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?
DarkSpacer
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Posted on 06-09-10 11:46:40 AM Link | Quote |
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?
Zero One
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Posted on 06-09-10 11:50:18 AM Link | Quote |
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.
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Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply




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