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| Jul - SM64 Hacking - Mario 64 Level Importer | - - ![]() |
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| Celux Cheep-cheep Level: 29 ![]() Posts: 92/199 EXP: 132175 For next: 15710 Since: 09-21-08 Since last post: 111 days Last activity: 21 days |
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Originally posted by puddinpops Yes, a model from that game is far too much for SM64 to handle. It would simply freeze if the whole thing was imported. Shrinking the model does not change the file size at all, since no more space is used to change the positions each polygon is drawn at. The file size is based on how many polygons there are and texture mapping positions etc. You could try removing sections of the level you don't want, but by the time you've removed enough you probably will have little of the level left anyway. |
| puddinpops Member Level: 16 Posts: 4/65 EXP: 19542 For next: 714 Since: 12-27-10 Since last post: 254 days Last activity: 3 days |
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I got some of the levels in by reducing the poly count, so it seems some levels are possible. Now I'm just struggling to find the proper scale and position for the model so it actually can be played on.. Refer to my recent post in the help sticky if anyone can ![]() BTW, is there a size limit that can be accepted for OBJ files, or my main concern is just reducing polygons? Some levels I can't get imported in I'm wondering if it's just because it's too vast a level, or the poly count still needs to be reduced. |
| Celux Cheep-cheep Level: 29 ![]() Posts: 93/199 EXP: 132175 For next: 15710 Since: 09-21-08 Since last post: 111 days Last activity: 21 days |
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Originally posted by puddinpops Your levels can go 24000 by 24000, but only a 16000 by 16000 block in the middle can be walked in by Mario. Outside of it are the invisible boundaries of the level, although you can have things poking 8000 out the side of them (if that made any sense). |
| puddinpops Member Level: 16 Posts: 5/65 EXP: 19542 For next: 714 Since: 12-27-10 Since last post: 254 days Last activity: 3 days |
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| Yeah I get what you're saying. Well, I've tried lots of SADX levels by now and so far only a few of them I can get to load into the importer program. Doesn't make a difference though since even after supposedly importing, the levels don't change at all. Guess I better give up. Of course, I'll be trying again sometime soon since I can't stand the fact I can't get any levels to work :x |
| RDX Level: 28 Posts: 140/198 EXP: 126807 For next: 4531 Since: 02-14-09 Since last post: 1202 days Last activity: 1073 days |
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| Honestly you'd be better off making your own levels with Sketchup or something. GameCube/Dreamcast games are obviously going to have more polys than a N64 launch game can handle. -------------------- ![]() |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 7510/12195 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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| Vinnyboiler Catgirl Level: 59 ![]() Posts: 611/1018 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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| Messiaen, I was wondering if you could please include a button in your next OBJ inporter that will allow you to refresh mtl files (aka update texture list) -------------------- Follow my SM64 hack here Alternate Reality Mario 64 because I say so ![]() :Also click here for easy to understand SM64 tutorials, For those who wants to learn: |
| puddinpops Member Level: 16 Posts: 7/65 EXP: 19542 For next: 714 Since: 12-27-10 Since last post: 254 days Last activity: 3 days |
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I finally got a level to work from SADX ![]() ![]() Haven't even tried it in Toad's Toll yet, doubting it will work. Of course like was suggested, I had to edit a lot of the level so there would be less polygons. It seems that getting the file down to around ~600KB is where it actually makes it. Whenever I try obj files that are 1mb or so they never work though. Dunno where to go from here since all other levels are a bit too details to really edit without making them lose TONS of their detail(the Mystic Ruins Forest area being a good example). |
| RDX Level: 28 Posts: 142/198 EXP: 126807 For next: 4531 Since: 02-14-09 Since last post: 1202 days Last activity: 1073 days |
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| 600 kb? Good lord that's massive. Do all the other levels from the original game load up fine? They don't crash or anything? -------------------- ![]() |
| puddinpops Member Level: 16 Posts: 8/65 EXP: 19542 For next: 714 Since: 12-27-10 Since last post: 254 days Last activity: 3 days |
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| I haven't found problems with the normal Mario 64 levels, if that's what you mean. Everything seems to be fine. I'm trying to import another level now and it appears to possibly work, but mario instantly starts the level looking all crooked(that same thing that happens when you lift one side of the cartridge a bit) and he immediately dies, as though I'm at the bottom of the level. Not sure what's wrong there, I even change his start position and it's the same result. |
| FieryIce King Yoshi 想搬到中国定居的波多黎各人! Level: 104 ![]() Posts: 1533/3970 EXP: 11544085 For next: 318041 Since: 12-17-08 From: Beijing Since last post: 11 hours Last activity: 7 hours |
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Oh wow, that's pretty awesome! ![]() Try importing one of the Knuckles levels! Those are "free roam" and could probably make for very good levels. ![]() |
| VGDCMario Random nobody Level: 2 Posts: 1/1 EXP: 37 For next: 9 Since: 12-30-10 Since last post: 1387 days Last activity: 1385 days |
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Originally posted by TheSuperyoshi I'm having this problem, except ANY level I import it to is completly unchanged. |
| puddinpops Member Level: 16 Posts: 9/65 EXP: 19542 For next: 714 Since: 12-27-10 Since last post: 254 days Last activity: 3 days |
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Originally posted by FieryIce I'm gonna try that today. I've tried so many levels so far and it's been very difficult as anyone can guess :p I've gotten levels shrunk down to 700 KB and they refuse to work. So far Mystic Ruin's main hub and a Chao Garden are the only levels I've successfully shrunk down to 600 kb or below, and those work. Dunno if file size is the only factor here, but it seems 500kb~ is the size to shoot for or nothing will work. I basically have to delete parts of the level until the OBJ file is around 1.3mb or so, then reduce the polygons in Blender. That usually produces a small enough file. And as you can guess, that leaves lots of parts of levels missing But wish me luck, I'm not giving up lol. |
| messiaen Catgirl Level: 61 Posts: 940/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by puddinpops Can you send me the .obj + .mtl file? It's most likely some exception I haven't handled when opening material files to gather texture/collision data. Originally posted by vinnyboiler Hmm, I can see why you are requesting that, but I'm not sure if I should bloat the interface with another button just for that. You can either restart the importer (use a settings file to save your options) or use this trick: open a different .obj file, then reload again the previous one, then the material list will be updated. |
| Zero One 4830 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Zero One Level: 108 Posts: 2417/4830 EXP: 13457408 For next: 63091 Since: 05-24-10 From: Delta Quadrant Since last post: 1 day Last activity: 6 hours |
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| messiaen Catgirl Level: 61 Posts: 942/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by Zero One That depends on the future developments of TT64, if it decodes acts on the fly then it would be possible, but still I would need to do some major changes on the importer core. |
| Vinnyboiler Catgirl Level: 59 ![]() Posts: 628/1018 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 messiaen Thanks, also the feature that allows you revert levels seems to be broken, when I try to revert a level I get this, ![]() And then this, ![]() I ended up having to use an earlier build of the program to revert the levels. -------------------- Follow my SM64 hack here Alternate Reality Mario 64 because I say so ![]() :Also click here for easy to understand SM64 tutorials, For those who wants to learn: |
| messiaen Catgirl Level: 61 Posts: 943/1085 EXP: 1795236 For next: 81360 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Thanks for reporting that, indeed that function and also fog colors are broken in v13 due to some internal changes. I started working on v14 yesterday and added some star positions: Eyerock Boss, Big Bully Boss, Chill Bully Boss, Giant Piranha Plants, Penguin Mother and Wiggler Boss. I'm doing next the Princess Peach Slide and the Penguin Race. Any more hardcoded star positions I'm missing? |
| Vinnyboiler Catgirl Level: 59 ![]() Posts: 629/1018 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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| I can think of a few more. Big Boo, Big Mr. I, the Giant Snowman's head and the treasure chests are the only things that immediately comes to my mind at the moment. I'll update this list if I can think of any more ![]() -------------------- Follow my SM64 hack here Alternate Reality Mario 64 because I say so ![]() :Also click here for easy to understand SM64 tutorials, For those who wants to learn: |
| RDX Level: 28 Posts: 147/198 EXP: 126807 For next: 4531 Since: 02-14-09 Since last post: 1202 days Last activity: 1073 days |
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| What about Klepto? There's also the big piranha plants in Tiny Huge Island (which i doubt anyone will use but you might as well cover them anyway). Do the monkeys need a trajectory file? -------------------- ![]() |
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| Jul - SM64 Hacking - Mario 64 Level Importer | - - ![]() |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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