![]() Register - Login | |||||
|
Main
- Memberlist
- Active users
- Calendar
- Wiki
- IRC Chat
- Online users Ranks - Rules/FAQ - JCS - Stats - Color Chart - Smilies |
|
| | |||
| Jul - SM64 Hacking - Mario 64 Level Importer |
- - ![]() |
| 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 33 | Add to favorites | Next newer thread | Next older thread |
|
Zero One 1430 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 44 ![]() Posts: 330/1436 EXP: 565566 For next: 45719 Since: 05-24-10 From: Delta Quadrant Since last post: 2 hours Last activity: 2 hours |
|
| A) Did you get any errors?
B) Are you sure your opening the right Mario ROM? I've made that mistake a couple of times. |
|
DarkSpacer Member Level: 12 Posts: 51/60 EXP: 6057 For next: 1864 Since: 03-23-10 Since last post: 3 hours Last activity: 2 days |
|
| Actually, I have a problem with that...I import my level, everything's fine, sometimes I put objects on my level like Goombas. But when I go in my level in the game, none of the objects show up.
Any blindingly obvious solutions? (Actually judging by the mapKd problem, I shouldn't say that :b) |
|
Zero One 1430 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 44 ![]() Posts: 350/1436 EXP: 565566 For next: 45719 Since: 05-24-10 From: Delta Quadrant Since last post: 2 hours Last activity: 2 hours |
|
| Make sure that they are selected for at least ONE act. I did the same thing. |
|
DarkSpacer Member Level: 12 Posts: 53/60 EXP: 6057 For next: 1864 Since: 03-23-10 Since last post: 3 hours Last activity: 2 days |
|
| Oh. I didn't check the acts.
Am I an idiot? |
|
Metal_Man88 6410 ![]() ![]() ![]() ![]() ![]() ![]() ![]() Corroding Reality since 1988 Level: 117 ![]() Posts: 5771/6416 EXP: 17536103 For next: 311792 Since: 07-03-07 From: 52-2-88-7 Since last post: 32 min. Last activity: 31 min. |
|
| Idiots generally don't realize when they're messing up on an easy problem. :p |
|
messiaen Member Level: 50 Posts: 891/930 EXP: 907554 For next: 39763 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 10 days Last activity: 3 days |
|
| Forgot to post this one here, a little video showing the new interface (already a bit outdated by now).
|
|
Zero One 1430 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 44 ![]() Posts: 359/1436 EXP: 565566 For next: 45719 Since: 05-24-10 From: Delta Quadrant Since last post: 2 hours Last activity: 2 hours |
|
Originally posted by DarkSpacer Nah. I did the same thing. That MORE than proves that you aren't an idiot
EDIT: That GUI looks awesome. Can't wait for the update ![]() |
|
Emoluvjd2 Member Level: 10 ![]() Posts: 32/36 EXP: 3863 For next: 551 Since: 10-24-09 Since last post: 28 days Last activity: 16 hours |
|
| I'm still not getting how to get the coordinates for the water box. Unless you can't explain it any better, could you please make a video tutorial? If you are going to, I made a quick sample model to use.
http://www.mediafire.com/download.php?nwhwg324ojg Can you maybe show yourself getting the coordinates in toads tool? |
|
Zero One 1430 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 44 ![]() Posts: 367/1436 EXP: 565566 For next: 45719 Since: 05-24-10 From: Delta Quadrant Since last post: 2 hours Last activity: 2 hours |
|
Originally posted by Emoluvjd2 At the moment, I think it's just hit-and-miss. If you can't get it, take huge leaps and then find a good mid-point. |
|
Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 154/226 EXP: 114273 For next: 1886 Since: 08-05-07 Since last post: 15 days Last activity: 3 min. |
|
| Awesome GUI! It looks way more planned and easy-to-use.
I used to forget loads of settings when I imported many models because of the many settings at a time in the previous GUI's Waterboxes is a bit of a problem for me too. Where does the Y coordinates orginate from? Is it the death floor? Or the default 0 in TT64? Z and X is a little unclear but maybe I missed something in the previous posts. Anyways I'll try experimenting a bit. |
|
Zero One 1430 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 44 ![]() Posts: 390/1436 EXP: 565566 For next: 45719 Since: 05-24-10 From: Delta Quadrant Since last post: 2 hours Last activity: 2 hours |
|
| From what I've used, the water starts from the Death Floor. Setting it to full height means that I can dive until it fades out and I get the failure warp. |
|
Me-me 220 ![]() ![]() ![]() ![]() ![]() ![]() Level: 27 ![]() Posts: 155/226 EXP: 114273 For next: 1886 Since: 08-05-07 Since last post: 15 days Last activity: 3 min. |
|
| Oops, a little misundestanding. Silly me.
When I say Y coordiantes I mean the coordinates for the water surface. The water itself always continues to the far bottom of the level, meaning that you can't be "under" a water box without starting to swim. |
|
messiaen Member Level: 50 Posts: 892/930 EXP: 907554 For next: 39763 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 10 days Last activity: 3 days |
|
| I'll include a guide with pictures about water boxes on the tutorial (probably using the "sample level" as an example). |
|
Emoluvjd2 Member Level: 10 ![]() Posts: 33/36 EXP: 3863 For next: 551 Since: 10-24-09 Since last post: 28 days Last activity: 16 hours |
|
Okay, I'll be looking forward to that then. The GUI looks cool too. |
|
vinnyboiler Member Level: 37 Posts: 119/482 EXP: 332442 For next: 5811 Since: 12-27-07 Since last post: 8 days Last activity: 5 days |
|
| Messiaen: Sorry if I asked this question before but do you think with your current understanding with SM64, you can replace non-animated objects like shells and signposts with custom OBJ's. |
|
messiaen Member Level: 50 Posts: 893/930 EXP: 907554 For next: 39763 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 10 days Last activity: 3 days |
|
Originally posted by vinnyboiler Importing new objects (forget about replacing) is not impossible, but very problematic. I have the knowledge to do so, but to make it a totally automated process (and making it work properly in TT64) is another thing. So, this is the kind the feature one shouldn't expect anytime soon. Still, it's something I will eventually try to work out. |
|
Zero One 1430 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 44 ![]() Posts: 490/1436 EXP: 565566 For next: 45719 Since: 05-24-10 From: Delta Quadrant Since last post: 2 hours Last activity: 2 hours |
|
Originally posted by messiaen Does it require coding knowledge? |
|
BigBrain Member Level: 16 Posts: 71/78 EXP: 18605 For next: 1651 Since: 09-10-08 Since last post: 4 days Last activity: 3 days |
|
Originally posted by Zero One Well, at the very least you need to understand this f3d3x bytecode or whatever it was called... that's complicated enough ;P Come to think of it, I should finally start working on my level/behavior/geometry script parser again... :/ |
|
Zero One 1430 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 44 ![]() Posts: 491/1436 EXP: 565566 For next: 45719 Since: 05-24-10 From: Delta Quadrant Since last post: 2 hours Last activity: 2 hours |
|
Originally posted by BigBrainOriginally posted by Zero One
Well, there goes that plan. |
|
messiaen Member Level: 50 Posts: 895/930 EXP: 907554 For next: 39763 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 10 days Last activity: 3 days |
|
Testing a possible graphical interface for collision mapping:
It's still early in development, but I guess it could be helpful. |
| 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 33 | Add to favorites | Next newer thread | Next older thread |
| Jul - SM64 Hacking - Mario 64 Level Importer |
- - ![]() |