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| Jul - SM64 Hacking - Mario 64 Level Importer | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 31 32 33 34 35 36 37 38 39 ... 46 47 48 49 50 51 52 53 54 55 | Next newer thread | Next older thread |
| X54321 User Level: 7 Posts: 10/10 EXP: 1200 For next: 248 Since: 11-05-10 From: In the Nerd Cave, also known as, my room. Since last post: 1439 days Last activity: 1439 days |
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Originally posted by Flames540 I recommend a scale of 325 if your using sketchup, then you wont have to make it gigantic ( Which will make it take forever to export to an OBJ ) |
Yogamoanyo![]() Level: 4 Posts: 1/3 EXP: 196 For next: 83 Since: 11-16-10 From: Amerika Since last post: 1402 days Last activity: 1359 days |
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| Hi! I'm new to the whole hacking thing, and I'm having a issue. I seem to be getting a "Unknown Cic Chip" issue whenever I open the ROM in project64. It's happened to multiple roms after importing a level. It then gives me a message saying "Unhandled CicChip(-1) in first DMA". I've been trying to find how to solve this issue, but I cannot. I then looked into ToadsTools to look to see if the ROM would open. It did open, so I went to Bob-Bomb Battlefield to see what the issue was. There wasn't even the map I modeled, it was just floating red/yellow squares, with a circular skybox. Please, may someone help me find the issue? |
| RDX Level: 28 Posts: 132/198 EXP: 126807 For next: 4531 Since: 02-14-09 Since last post: 1202 days Last activity: 1073 days |
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Originally posted by YogamoanyoThis is normal, you just have to ignore it.
Try hitting the collision map checkbox in the lower right hand corner and see if anything shows up. If not, maybe your obj wasn't exported correctly? --------------------
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Yogamoanyo![]() Level: 4 Posts: 2/3 EXP: 196 For next: 83 Since: 11-16-10 From: Amerika Since last post: 1402 days Last activity: 1359 days |
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Is it normal for the game to remain a black screen after that?
I had it checked, and it didn't show up as anything, still. EDIT: It appears I got another error; "Executing from non-mapped space. Verify ROM and ROM settings." Any help with that, too? |
| mariofanatic64 Member Level: 21 ![]() Posts: 84/111 EXP: 48468 For next: 1475 Since: 02-03-10 From: Australia Since last post: 74 days Last activity: 25 days |
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Originally posted by Yogamoanyo Did you ever try importing something into the title screen? I tried that once, and the results were the same. |
| Vinnyboiler Catgirl Level: 59 ![]() Posts: 555/1018 EXP: 1619521 For next: 53607 Since: 12-27-07 From: London, England Since last post: 233 days Last activity: 4 days |
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Originally posted by mariofanatic64 Actually I just made a tutorial on getting your game to work ![]() -------------------- Follow my SM64 hack here Alternate Reality Mario 64 because Steve says so ![]() :Also click here for easy to understand SM64 tutorials, For those who wants to learn: |
| messiaen Catgirl Level: 61 Posts: 934/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Haven't touched this program or SM64 hacking in the last few months due to lack of time, but now things are calming down a bit so I'll try to finally finish v13 of the importer. Here's what I have worked so far: - redesigned GUI, much better interface - fixed mapKd issue which prevented some .obj exporter plug-ins to work - set Mario start position (even on levels such as the Castle Grounds) - fixed false "vertex out of range" warnings - hack to switch act selectors on/off in each regular level - trajectories for racing penguin and snowman's bottom - collision mapping now has an interface, including a preview for resized textures - fixed "hardcore" fog setting - background parts (bg00.bmp files) are now correctly deleted after conversion Partially finished: - multiple water boxes - support for extra collision parameters To do (someone has requested this): - Eyerock star If someone has another request, such a specific trajectory or star position, feel free to suggest it. Currently I'm stuck on the multiple water boxes function, which is giving me a lot of trouble, once that is done (unfortunately it will remain not very intuitive, though this time water box positioning will actually make sense). Once v13 is released, I'll focus on some music related stuff for v14: having a integrated music inserter, additional music slots and changing hardcoded music settings (ie, which track plays when you talk to Toad, get a cap, race Koopa, etc). |
| RDX Level: 28 Posts: 134/198 EXP: 126807 For next: 4531 Since: 02-14-09 Since last post: 1202 days Last activity: 1073 days |
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| i wouldn't worry too much about the multiple water boxes, there are always ways to work around that when making a level. stuff like the koopa stars and the eyerock boss though are things you can't really dance around. -------------------- ![]() |
| Vinnyboiler Catgirl Level: 59 ![]() Posts: 575/1018 EXP: 1619521 For next: 53607 Since: 12-27-07 From: London, England Since last post: 233 days Last activity: 4 days |
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| This sounds great, the multiple water boxes will be useful but not that important as water collision is buggy as anything in SM64. As for star positions, Wiggler and Klepto (the bird from Shifting Sand Land) would be extremely appreciated. -------------------- Follow my SM64 hack here Alternate Reality Mario 64 because Steve says so ![]() :Also click here for easy to understand SM64 tutorials, For those who wants to learn: |
| messiaen Catgirl Level: 61 Posts: 935/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| By multiple water boxes I also mean the possibility of having both toxic haze, mist and water boxes in the same level, which I guess would be very useful. I'll look into those stars. |
| wwwarea Member Level: 19 Posts: 73/74 EXP: 30261 For next: 5516 Since: 08-09-08 Since last post: 809 days Last activity: 682 days |
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| Oh, I got a star position request. The finish line in Peach's secret slide. I remember making a sliding map and set some collision types on this one collision that starts the time and another collision type that ends it. But finishing it on time, the star goes into I guess the same spot where the secret slide star goes to. |
| John Smith User Level: 9 Posts: 3/14 EXP: 2246 For next: 916 Since: 10-03-09 Since last post: 459 days Last activity: 264 days |
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| This editing thing is ALMOST perfected! |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 7327/12195 EXP: 69502867 For next: 1395000 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 hours Last activity: 46 min. |
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Yogamoanyo![]() Level: 4 Posts: 3/3 EXP: 196 For next: 83 Since: 11-16-10 From: Amerika Since last post: 1402 days Last activity: 1359 days |
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| Finally, the level decided to work because of your tutorial, YB. But now, the level itself isn't there. It's just a skybox. |
| messiaen Catgirl Level: 61 Posts: 938/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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My christmas gift to the SM64 community .Level Importer v13Changes: - Totally Redesigned GUI - Fixed some .obj issues which prevented textures from importing correctly - Set Mario start position feature (even on levels such as the Castle Grounds) - Fixed false "vertex out of range" warnings, now it should to take advantage of the entire level boundaries - Option to switch act selectors on/off in each regular level - Trajectories for racing penguin and snowman's bottom - Collision mapping now has an interface, including a preview for resized textures - Fixed "hardcore" fog setting - Background parts (bg00.bmp files) are now correctly deleted after conversion - Multiple water boxes - Support for extra collision parameters (wind and sand direction) Multiple water boxes is buggy and still has to tested a lot. In the next version I'll focus on adding trajectories and star positions, as well as some other tweaks. |
| TheDefault Random nobody Level: 3 Posts: 2/2 EXP: 107 For next: 21 Since: 10-30-10 Since last post: 1392 days Last activity: 1380 days |
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Originally posted by messiaen will be there soon in the next Level importer version an Music Importer? |
| messiaen Catgirl Level: 61 Posts: 939/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Probably not in the next version, but eventually it will include an integrated sequence inserter (producing the music files will still be done by standalone applications such as mml2m64 or the alpha MusicXML importer). |
| puddinpops Member Level: 16 Posts: 1/65 EXP: 19542 For next: 714 Since: 12-27-10 Since last post: 254 days Last activity: 3 days |
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| New here, hopefully it's OK to ask questions in this thread. I tried opening the OBJ file for my level in this program and it gave me the error "Index was outside the bounds of the array." Can anyone tell me if it's a problem with my OBJ file not being properly prepared, or is it something else? Here's what appears under Details: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.IndexOutOfRangeException: Index was outside the bounds of the array. at ObjImportGUI.CustomBackground.MtlFile_TextChanged(Object sender, EventArgs e) at System.Windows.Forms.Control.OnTextChanged(EventArgs e) at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e) at System.Windows.Forms.Control.set_Text(String value) at System.Windows.Forms.TextBoxBase.set_Text(String value) at System.Windows.Forms.TextBox.set_Text(String value) at ObjImportGUI.CustomBackground.objFile_TextChanged(Object sender, EventArgs e) at System.Windows.Forms.Control.OnTextChanged(EventArgs e) at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e) at System.Windows.Forms.Control.set_Text(String value) at System.Windows.Forms.TextBoxBase.set_Text(String value) at System.Windows.Forms.TextBox.set_Text(String value) at ObjImportGUI.CustomBackground.LoadObjButton_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.onclick(EventArgs e) at System.Windows.Forms.Button.onclick(EventArgs e) at System.Windows.Forms.Button.onmouseup(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- ObjImportGUI Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Documents%20and%20Settings/Bramsworth/My%20Documents/mar64/obj_import13/ObjImportGUI.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 7498/12195 EXP: 69502867 For next: 1395000 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 hours Last activity: 46 min. |
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| puddinpops Member Level: 16 Posts: 2/65 EXP: 19542 For next: 714 Since: 12-27-10 Since last post: 254 days Last activity: 3 days |
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| Well, I saw the "don't make new topics you idiots" thing at the topic, so figured asking in the thread for the program with the issues would be the right thing to do :p I just want to add that in addition to that error, if I choose to ignore it and continue, nothing happens when I import. I chose to put my OBJ file in place of Bob-omb Battlefield. Once the import is complete and I play the game, nothing's changed, and Bob-omb Battlefield is just as it originally was still. Very confusing. The file is 2mb though, is it because it's too big? FYI I'm trying to port a level from Sonic Adventure DX. Is it because there's probably too many more polygons or something? I tried changing the scale of the whole object in Blender, seems to consistently stay at 2mb though so I'm not sure what else I can do. |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 31 32 33 34 35 36 37 38 39 ... 46 47 48 49 50 51 52 53 54 55 | Next newer thread | Next older thread |
| Jul - SM64 Hacking - Mario 64 Level Importer | - - ![]() |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.123223 seconds |
| Script execution time: | 0.097532 seconds |
| Total render time: | 0.220755 seconds |