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11-24-17 03:19:07 AM

Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply
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Hectamatatortron
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Posted on 11-25-09 02:57:33 AM Link | Quote


Is that Mario's house from Paper Mario?

Also, I realize you probably don't want to mess with another programming language, but if you use Java and the ImageIO class that comes with the latest SDK, you can convert all images to an A8R8G8B8 format that's much easier to work with and standardized. Working with PNGs is much better for the end user (PNG is the superior image format).
BigBrain
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Posted on 11-25-09 10:06:04 AM Link | Quote
Originally posted by Hectamatatortron


Is that Mario's house from Paper Mario?

Also, I realize you probably don't want to mess with another programming language, but if you use Java and the ImageIO class that comes with the latest SDK, you can convert all images to an A8R8G8B8 format that's much easier to work with and standardized. Working with PNGs is much better for the end user (PNG is the superior image format).

He could use C with libPNG as well for that
Hectamatatortron
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Posted on 11-28-09 06:59:42 PM (last edited by Hectamatatortron at 11-28-09 07:04 PM) Link | Quote
Originally posted by XSuperGamer
Hey I'm only in high school...

That's a terrible excuse preceded by a terribly vague request.

I was able to make sense of this stuff in high school; it only requires motivation. As for needing help understanding things, you'll have to be specific. No one is going to just start telling you everything they know.

If you're trying to make a model and import it into the game, just try to do it without help and ask questions about each step you genuinely have trouble with along the way. It should at least be obvious where to start.

Edit: Blag, ninja'd. By the way, if you want an easier time addressing me, just call me "Hex".
Lyskar
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Posted on 11-28-09 07:00:44 PM Link | Quote
I already nuked his useless post, but I guess I can leave your reprimand in here too, Hecta.
messiaen
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Posted on 11-29-09 09:35:25 AM (last edited by messiaen at 11-29-09 09:36 AM) Link | Quote
So, I'm still stuck on getting different textures sizes to load and display properly . Only 32x32 works perfectly.



The door for instance, should be a 32x64 texture, however only half of the texture is loaded. This is my code that deals with changing the texture:


Write32(0xF2000000, DL);
Write32(0x00000000 | ( ((mtlList[k].width-1)<<14) | ((mtlList[k].height-1)<<2) ), DL); /* Set Texture Size */
Write32(0xFD100000, DL);
Write32(mtlList[k].MtlPointer, DL); /* Load texture (MtlPointer = segmented pointer)*/
Write32(0xE6000000, DL);
Write32(0x00000000, DL);
Write32(0xF3000000, DL);
Write32(0x07000000 | ( (mtlList[k].width * 32) - 1 ) << 12 | (mtlList[k].height * 8), DL ); /* Load Block */



Not sure if width and height in the 0xF3 command are in the right places, however exchanging it doesn't make much difference since it's still not working anyway.
Kenshi
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Posted on 11-29-09 12:54:09 PM (last edited by mortalkenshi2 at 11-29-09 11:13 PM) Link | Quote
Im in Highschool really isn't much of an excuse. I was hacking sm64 since I was in 6th grade (about 4yrs ago) and stopped hacking after 3yrs. However I do browse the forums to see what good projects are going throughout the community.

Messiaen, you should try that in another emulator see if it gets the same response since It could be the emulators way of projecting the texture. It happened to VL-Tone awhile back with the textures.
messiaen
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Posted on 11-29-09 01:30:09 PM Link | Quote
Originally posted by mortalkenshi2
Messiaen, you should try that in another emulator see if it gets the same response since It could be the emulators way of projecting the texture. It happened to VL-Tone awhile back with the textures.


Unfortunately, that's not the issue as I have tried a bunch of video plug-ins. I used Nemu's VRML exporter and indeed it exports all my textures as 32x32, which shows they are being loaded incorrectly into the texture cache.
Rena

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Posted on 12-01-09 12:25:14 AM Link | Quote
I never did figure out how the texture sizing worked. Mario Kart (F3DEX) uses 0xF3, G_LOADBLOCK, as part of loading a texture. I simply checked if the 5th byte (zero-based, i.e. byte0 = 0xF3) was 0x3F; that would indicate a 32-pixel-wide texture, otherwise 64. Crude hack, but worked in every case I tried.
messiaen
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Posted on 12-01-09 12:46:44 PM (last edited by messiaen at 12-01-09 09:12 PM) Link | Quote
Originally posted by HyperHacker
I never did figure out how the texture sizing worked. Mario Kart (F3DEX) uses 0xF3, G_LOADBLOCK, as part of loading a texture. I simply checked if the 5th byte (zero-based, i.e. byte0 = 0xF3) was 0x3F; that would indicate a 32-pixel-wide texture, otherwise 64. Crude hack, but worked in every case I tried.


Judging from what I have tested on various plugins, it's indeed a combination between 0xF3, 0xF2 and 0xF5 commands (these are all called by the common texture macros found on gbi.h), but each plug-in seems to use a different method.

Edit: Very cheap hack to make 64x64 textures work (can you notice?):

Breegullbeak
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Posted on 12-03-09 06:04:03 PM (last edited by Breegullbeak at 12-03-09 06:06 PM) Link | Quote
Originally posted by messiaen


Judging from what I have tested on various plugins, it's indeed a combination between 0xF3, 0xF2 and 0xF5 commands (these are all called by the common texture macros found on gbi.h), but each plug-in seems to use a different method.

Edit: Very cheap hack to make 64x64 textures work (can you notice?):



It's not that noticeable. What was the cheap part? It looked great.

I patched a rom with the Furnace of Fun but it won't open in Toad's tool.

Property not found

#mycolor

comes up first, followed by object excpected every time I change levels. There are no models or objects showing up. The textures load, but can not be selected.

I really want to try and spruce up the level with some enemies and a few more stars since it's the only custom model level that I can access/make work.
messiaen
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Posted on 12-03-09 09:30:07 PM Link | Quote
Originally posted by Breegullbeak
It's not that noticeable. What was the cheap part? It looked great.

I patched a rom with the Furnace of Fun but it won't open in Toad's tool.

Property not found

#mycolor

comes up first, followed by object excpected every time I change levels. There are no models or objects showing up. The textures load, but can not be selected.

I really want to try and spruce up the level with some enemies and a few more stars since it's the only custom model level that I can access/make work.


The cheapo is that there aren't 64x64 textures, they have all been resized to 32x32.

The ROM won't open in Toad's Tool 64 since it uses a patch to enable extended memory. Also, for some reason even a modified ROM without the extended memory patch wouldn't work for some reason related to textures. TT64 just gave me a "#texture#" error I have never seen before. Maybe it's because the level uses a lot of textures?
Breegullbeak
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Posted on 12-03-09 09:52:16 PM Link | Quote
Originally posted by messiaen

The cheapo is that there aren't 64x64 textures, they have all been resized to 32x32.


I was thinking that.
Originally posted by messiaen
The ROM won't open in Toad's Tool 64 since it uses a patch to enable extended memory. Also, for some reason even a modified ROM without the extended memory patch wouldn't work for some reason related to textures. TT64 just gave me a "#texture#" error I have never seen before. Maybe it's because the level uses a lot of textures?

Missing Stars won't open ethier so thats to be expected. You were able to edit when it wasn't a patch, assuming that Furnace of Fun was edited.
messiaen
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Posted on 12-05-09 08:52:36 AM Link | Quote
Hmm, found a really stupid bug in my code, it's no wonder 32x64 or 64x32 textures never worked . Something I have been using to understand more these awkward GBI commands are some old UltraLib demos from Dextrose. This way I can just modify the commands in the C source, compile it and check the resulting binary output.
VL-Tone
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Posted on 12-18-09 12:50:25 AM Link | Quote
Originally posted by messiaen

The cheapo is that there aren't 64x64 textures, they have all been resized to 32x32.

The ROM won't open in Toad's Tool 64 since it uses a patch to enable extended memory. Also, for some reason even a modified ROM without the extended memory patch wouldn't work for some reason related to textures. TT64 just gave me a "#texture#" error I have never seen before. Maybe it's because the level uses a lot of textures?


Like I told you in a PM I unfortunately lost the exact version of the source code that became version 0.5.994b, so I can't simply release a 0.5.995b version with extended memory support, even if it would've been easy to do so. Anyway in about two weeks there may be a new version that will be released anyway

As for the "#texture#" error, can you tell me how many textures there are in the level you imported?
messiaen
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Posted on 12-18-09 11:35:14 AM (last edited by messiaen at 12-18-09 04:57 PM) Link | Quote
Originally posted by VL-Tone
As for the "#texture#" error, can you tell me how many textures there are in the level you imported?



There were 70 textures in the .mtl file (map A795B8 from Banjo).

Good to know that you are close to releasing your importer. What I may do with this program is to make it a importer for new 0x24 objects, ie, make it create a new object bank in the ROM (probably 0x0B since this is seldom used), create a new behavior for it and inject new code (a MIPS binary compiled with GCC). This would allow less experienced users adding new stuff to their hacks without doing all this complicated process of copying, pasting and adjusting pointers.

Anyway, here is the latest version of the importer, which accepts external textures found in material files. There's also a Ruby plugin for Sketchup in the zip file that exports .obj files with materials. The plug-in included is just a minor modification of another one found in the internet, if you are already using it you can safely overwrite it because the changes are pretty minor (mostly .obj file spacing).

In the past few days I scrapped some of my old code and now it uses the macros from gbi.h to generate the display lists, so in theory it should work much better now. Enjoy it .

Updated Link: Download. REMEMBER TO PATCH A CLEAN EXTENDED ROM WITH OBJ_IMPORT.PPF BEFORE TRYING TO USE IT.
Breegullbeak
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Posted on 12-18-09 03:37:33 PM Link | Quote
I'm getting a message saying the Archive is corrupt or of an unknown format.
messiaen
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Posted on 12-18-09 04:59:16 PM Link | Quote
Originally posted by Breegullbeak
I'm getting a message saying the Archive is corrupt or of an unknown format.


You have to install 7-Zip before opening the file. Also, try downloading it again, I updated the link because I forgot to include the SketchUp plug-in the other time I uploaded it.
Breegullbeak
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Posted on 12-18-09 09:50:23 PM Link | Quote
Downloads now, but if I never could figure out how to get the thing to work. I'm going to the command prompt, typeing in my file names and what not, but it always says that it's no a failed windows 32 application.
Aamelo
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Posted on 12-19-09 06:14:24 AM Link | Quote
Geez, Right when i finished creating the level, the SKETCH-UP Pro Tiral Ended...

Stevoisiak
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Posted on 12-19-09 03:34:41 PM Link | Quote
Originally posted by Aamelo
Geez, Right when i finished creating the level, the SKETCH-UP Pro Tiral Ended...



Still have the saved model file? Maybe someone else can render it.
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Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
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