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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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Breegullbeak Member Level: 19 Posts: 127/128 EXP: 30963 For next: 4814 Since: 06-06-09 Since last post: 56 days Last activity: 10 hours |
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Originally posted by hectik17 Messian made an extra extender that is used on extended roms so that there would be more room for custom levels. It should be in the folder you downloaded with the program. Just drag the rom onto the rom expander and then patch it. |
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DarkSpacer Member Level: 11 Posts: 57/59 EXP: 5859 For next: 126 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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| Let me make the last post a little clearer:
Messeins importer is separate from the ROM Extender. The Importer was just a side project that (I assume) started by way of want of a level importer. ROM_expand.exe should be in the Importer folder. To use it, drag your ROM (click the file, but hold left mouse button) (from a Windows Explorer window) onto the ROM_expand.EXE file (on top of the icon in another Windows Explorer window). It should expand automatically. Then use PPF-O-Matic to apply obj_import6.PPF (the Open buttons and windows SHOULD be self-explanatory, but one thing: When loading ISOs, change the "File Type" field to read "All files"). Then click "Patch" (or the equivalent button). NOTE THAT THIS DESCRIPTION DOES NOT GUARANTEE 100% BAN OF THIS QUESTION MWAHAHAHA I like how everyone calls it "The Importer" like it should be in some Mission Impossible movie. |
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vinnyboiler Member Level: 37 Posts: 164/482 EXP: 331981 For next: 6272 Since: 12-27-07 Since last post: 5 days Last activity: 3 days |
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| Actually this program don't really have true name, obj importer more or less describes it but it is not like Toad's Tool 64 where it was given an identity. |
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hectik17 Random nobody Level: 4 Posts: 4/4 EXP: 194 For next: 85 Since: 01-22-09 Since last post: 56 days Last activity: 49 days |
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| i got it to work, im using google sketch to make the levels its so easy, just like lego!
now that ive got it all to work i can start on some serious level redesigns i ve been making cs maps for years (8) and i rekon i have a good eye for level design so we will se what i will come up with in the next couple of weeks.
just somthing quick to test |
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Aamelo Member Level: 12 Posts: 44/46 EXP: 6209 For next: 1712 Since: 08-06-09 Since last post: 46 days Last activity: 5 days |
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| Messian I Think you can help me on this error has you are from Brasil Right?.
Well heres a Problem:
Note: It says in Portuguese because Im for Portugal. Can you help me? It keeps giving me that Error and it Repeats 5 to 6 times and then the level keeps unchanged. Heres the Log File: http://www.mediafire.com/?pdo1g9dq71vb48b |
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Metal_Man88 6400 ![]() ![]() ![]() ![]() ![]() ![]() Corroding Reality since 1988 Level: 117 ![]() Posts: 6080/6401 EXP: 17454119 For next: 393776 Since: 07-03-07 From: 52-2-88-7 Since last post: 1 hour Last activity: 23 min. |
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| "It is not possible to initiate the application because the configuration (something) is incorrect. Consult the Event Log for more details."
Sounds like something's up with the configuration. Either the location is wrong or the configuration has an error. If only I knew what lado-a-lado meant... |
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Apache Thunder Random nobody Level: 6 ![]() Posts: 9/9 EXP: 836 For next: 71 Since: 01-20-08 From: Interdimensional Spy Headquarters Since last post: 47 days Last activity: 1 day |
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According to Google it translates to "side-to-side".
Full google translation of dialog: "Were not possible to start the app configuration side by side is incorrect. See the application event log for more details." Doesn't help much I'm afraid. ![]() |
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messiaen Member Level: 50 Posts: 915/930 EXP: 906342 For next: 40975 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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| Sounds like this has already been covered, just install the right libraries and it should work. |
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Aamelo Member Level: 12 Posts: 45/46 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 messiaen Where I Can Find those? |
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messiaen Member Level: 50 Posts: 916/930 EXP: 906342 For next: 40975 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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| Level Importer page. |
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Aamelo Member Level: 12 Posts: 46/46 EXP: 6209 For next: 1712 Since: 08-06-09 Since last post: 46 days Last activity: 5 days |
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| Thanks! It works Perfectly Now. So, back to level designing! |
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Dragonfly Random nobody Level: 2 Posts: 3/3 EXP: 33 For next: 13 Since: 07-26-10 Since last post: 40 days Last activity: 40 days |
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| Just to say:
1. Thanks so much for this tool, Messiaen, I'm really enjoying using it. 2. I fixed my issue mentioned in a previous thread about texture exporting. So I thought I'd explain here what was going on in case anyone else suffers the same issue. Basically, when using OBJ Exporter in SketchUp, the .mtl file it created was slightly incorrect. The .mtl said:
Now, the texture I used was actually a bitmap(.bmp) - this meant the mtl was referencing a piece of data that isn't there. All I had to do was open up the mtl in notepad [or any plain text editor if you don't use notepad.] and edit the last line of each 'chunk' to refer to the correct texture.
Thanks again for trying to help Messiaen, it's a shame someone felt the need to lock my thread so I couldn't just say thanks there. [EDIT] Forgot to add: Do not edit the top line of the chunk, as that's the texture's name. If you change that then the .obj wont have any correspondence to the mtl. |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 1022/1410 EXP: 543269 For next: 21777 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 35 min. |
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Originally posted by Dragonfly That was done for a reason. |
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messiaen Member Level: 50 Posts: 922/930 EXP: 906342 For next: 40975 Since: 11-20-07 From: Porto Alegre, Brazil Since last post: 7 days Last activity: 1 day |
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| Moderation keeps a minimal ammount of topics so data can be organized more easily. There's always the option of reposting your previous question in the most adequate topic, if you think it's relevant or if it hasn't been covered before.
It works well, though at this point the "Help" topic is a bit too cluttered. So, v13 of the Level Importer is almost ready, only thing left is to experiment more importing multiple water boxes. It seems that the height of the water boxes is a global parameter, so you can't have for instance a water box and a toxic box with different height values. The only case in the game where that happens (boxes with different heights) seems to be the Hazy Maze level, but then the "room system" is used, so water boxes aren't all loaded at the same time. But I could be wrong, I need to look more at this, for instance the mist at Jolly Roger Bay is certainly at a different height level than the water. Here's the main changes for the next version: - Totally redesigned GUI, much less daunting and crowded than the previous one - Graphical interface for texture-based collision mapping with texture preview - Support for extra collision parameters (wind/water/sand direction) - Fixed some issues that would prevent textures to import - Hack to enable/disable act selectors on a level basis - Multiple water/toxic haze/mist boxes - Fixed false "vertex out of range" warnings - Some new trajectories (so far, racing penguin and snowman's bottom) Edit: Water placement actually makes sense this time . Also, fixed the "hardcore" fog setting. |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 1036/1410 EXP: 543269 For next: 21777 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 35 min. |
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Originally posted by messiaen *nerdsquee* By disable act selectors, do you mean that it doesn't come up with Star Select menu after jumping into a painting? |
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DarkSpacer Member Level: 11 Posts: 59/59 EXP: 5859 For next: 126 Since: 03-23-10 Since last post: 36 days Last activity: 2 hours |
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| Yes. Basically it acts like Castle Grounds or Inside Castle and loads Act 6, which is basically Act 1...I think...can someone tell us again what Act 6 is? |
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Zeldaman Random nobody Level: 5 Posts: 6/7 EXP: 292 For next: 237 Since: 01-01-10 Since last post: 35 days Last activity: 35 days |
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| what program would I need to draw the levels with? |
Crashman64![]() Level: 5 Posts: 3/15 EXP: 356 For next: 173 Since: 07-31-10 From: Paris, France Since last post: 4 hours Last activity: 4 hours |
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| Did I need a create a .obj file? It's because I've seen on frauber's level importer tutorial and found nothing.
This is my first time of making it with Google SketchUp. |
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Zero One 1410 ![]() ![]() ![]() ![]() ![]() ![]() w^(10/3)*300000 Level: 43 ![]() Posts: 1103/1410 EXP: 543269 For next: 21777 Since: 05-24-10 From: Delta Quadrant Since last post: 1 hour Last activity: 35 min. |
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Originally posted by Zeldaman It's recommended that you create them with Blender. |
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Zeldaman Random nobody Level: 5 Posts: 7/7 EXP: 292 For next: 237 Since: 01-01-10 Since last post: 35 days Last activity: 35 days |
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| where would I get that? |
| 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 |
- - ![]() |