Register - Login
Views: 19713006
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Color Chart - Smilies
09-09-10 02:36:25 PM
fortyfive-antelope

Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply
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 33Add 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

Posted on 06-17-10 07:07:14 PM Link | Quote |
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

Posted on 06-17-10 09:15:38 PM Link | Quote |
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

Posted on 06-17-10 09:16:36 PM Link | Quote |
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

Posted on 06-17-10 09:59:11 PM Link | Quote |
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.

Posted on 06-17-10 10:14:50 PM Link | Quote |
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

Posted on 06-17-10 11:25:26 PM Link | Quote |
Forgot to post this one here, a little video showing the new interface (already a bit outdated by now).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

Posted on 06-17-10 11:55:32 PM (last edited by Zero One at 06-17-10 11:56 PM) Link | Quote |
Originally posted by DarkSpacer
Oh. I didn't check the acts.

Am I an idiot?


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

Posted on 06-18-10 12:11:50 AM Link | Quote |
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

Posted on 06-18-10 12:15:58 AM Link | Quote |
Originally posted by Emoluvjd2
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?


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.

Posted on 06-18-10 03:50:02 AM (last edited by Me-me at 06-18-10 03:50 AM) Link | Quote |
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

Posted on 06-18-10 03:59:53 AM Link | Quote |
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.

Posted on 06-18-10 04:20:02 AM Link | Quote |
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

Posted on 06-18-10 07:19:35 AM Link | Quote |
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

Posted on 06-18-10 12:01:08 PM Link | Quote |
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

Posted on 06-19-10 04:09:16 PM (last edited by vinnyboiler at 06-19-10 04:10 PM) Link | Quote |
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

Posted on 06-19-10 10:59:16 PM Link | Quote |
Originally posted by vinnyboiler
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.


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

Posted on 06-20-10 02:24:15 PM Link | Quote |
Originally posted by messiaen
Importing new objects (forget about replacing) is not impossible...


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

Posted on 06-20-10 02:50:02 PM Link | Quote |
Originally posted by Zero One
Does it require coding knowledge?

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

Posted on 06-20-10 02:53:13 PM Link | Quote |
Originally posted by BigBrain
Originally posted by Zero One
Does it require coding knowledge?

Well, at the very least you need to understand this f3d3x bytecode or whatever it was called...




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

Posted on 06-23-10 12:03:49 AM Link | Quote |
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 33Add to favorites | Next newer thread | Next older thread
Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply




Rusted Logic


Acmlmboard - 04/23/2010 b378.01
©2000-2010 Acmlm, Emuz, Blades, Xkeeper
Page rendered in 1.012 seconds.