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12-18-17 02:55:17 PM

Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply
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Ello
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Posted on 10-05-11 09:08:20 AM Link | Quote


...Unless someone else has had better luck working with the checkerboard elevator model. Ello, did the game freeze when you approached the area where the checkerboard elevator was supposed to be?



No it didnt freeze. I tried some other models like the cage platform from the beginning of bowser's lava sea which aso moves on a track. The game did freeze at that time when I approached. But the checkboard elevator just didn't appear. You could say: I walked through air, but the game didn't care a fuck. And another thing. I watched the elevator in Lethal lava land inside the volcano. The elevator hast 1.Param : 8 and second Param 155. I copied the Params, cause i thought this must be a track, which is working, but it didn't do in my level as well...
Megaman511again

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Posted on 10-07-11 09:01:19 PM (last edited by Metal_Man88 at 10-07-11 09:14 PM) Link | Quote
I am having a problem playing the ROM, when I enter a place I made; It freezes saying something about micro stuff.
Celux

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Posted on 10-10-11 12:47:44 AM Link | Quote
Originally posted by Megaman511again
I am having a problem playing the ROM, when I enter a place I made; It freezes saying something about micro stuff.


Sounds like the memory imploded. Change the 0x0E object bank to "Wing Cap" and see if it works.
Ello
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Posted on 10-10-11 11:12:11 AM Link | Quote
Does anyone know, if you can import your model to the game, so that it becomes area 2 or higher?
For example the slide in Tall Tall mountain is area 4.

Thanks, Ello
DarkSpacer
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Posted on 10-10-11 05:03:33 PM Link | Quote
Originally posted by Megaman511again
I am having a problem playing the ROM, when I enter a place I made; It freezes saying something about micro stuff.


That would be microcode. It's a set of data used by some video emulators to identify the type of game so it can interpret its commands correctly. As far as I know it doesn't have anything to do with memory, the error came up simply because a block of level data wasn't what the interpreter was expecting.
Joe
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Posted on 10-10-11 08:33:03 PM Link | Quote
Originally posted by DarkSpacer
Originally posted by Megaman511again
I am having a problem playing the ROM, when I enter a place I made; It freezes saying something about micro stuff.
As far as I know it doesn't have anything to do with memory,
Microcode does have something to do with memory: if your level has too many vertexes, it will overwrite part of the microcode and crash the RSP (or, on an emulator, cause an "unrecognized microcode" error).

Megaman511again, your level probably has too many polygons.
Megaman511again

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Posted on 10-12-11 08:13:03 PM Link | Quote
Originally posted by Celux
Originally posted by Megaman511again
I am having a problem playing the ROM, when I enter a place I made; It freezes saying something about micro stuff.


Sounds like the memory imploded. Change the 0x0E object bank to "Wing Cap" and see if it works.


Yeah, i'm only 12 years old (I never told you this)

So, i don't really know THAT much about hex (I'm alex5000an) on YouTube
Lyskar
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Posted on 10-12-11 11:15:16 PM Link | Quote
I'll say this once, then never again.

Being 12 years old is not an excuse, don't bring it up over and over again or I will delete every post with that in it.

I was 11 years old when I started forums and began coding in HTML and C at 10 years old. If you're too young to learn it yet then don't go and try at it in the place where the older people do it. Age is not a factor so much as mental readiness is--if your mind is too new to process this data, then you should not bother until you are older.

But if you're like me when I was 10, 11, and beyond, then age doesn't matter. Instead of "I can't do anything but annoy you guys because I'm 12", why don't you instead go "I'm stuck and need help, this is my problem, how can you help me?" It's just that simple.
Megaman511again

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Posted on 10-13-11 05:18:40 PM (last edited by Megaman511again at 10-14-11 05:28 PM) Link | Quote
Originally posted by Metal_Man88
I'll say this once, then never again.

Being 12 years old is not an excuse, don't bring it up over and over again or I will delete every post with that in it.

I was 11 years old when I started forums and began coding in HTML and C at 10 years old. If you're too young to learn it yet then don't go and try at it in the place where the older people do it. Age is not a factor so much as mental readiness is--if your mind is too new to process this data, then you should not bother until you are older.

But if you're like me when I was 10, 11, and beyond, then age doesn't matter. Instead of "I can't do anything but annoy you guys because I'm 12", why don't you instead go "I'm stuck and need help, this is my problem, how can you help me?" It's just that simple.


Ok, thanks. Sorry I was that annoying. >.<
UED
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Posted on 10-14-11 04:20:56 AM Link | Quote
Great new version of the importer
Can anyone help me to learn add water boxes? It would be very wonderful, if you can write a little step-for-step tutorial how to add water boxes in the importer.
My biggest problem is to find the correct cordinates, I hope really, you can help me.
What are in the importer the cordinates on the left and what on the right side?
Maybe you can help me
Ello
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Posted on 10-14-11 07:48:05 AM Link | Quote
In the level importer you got the menu Water Boxes. Choose "enable water Boxes in Level" and "Box Type" "Water". Then go to Toads Tool 64 and open your ROM. Go to the level, where you want to add the box.
I always take an empty object then, and go to "top-view" in Toads Tool.
Then drop the object to the ground and move it to the place, where one corner of your water box is supposed to be. You have to write the X and the Z-Coordinate down in the level importer where it says "Coordinates" "X" and "Z" on the left side. Then choose another point and write down the two Coordinates as well in the level importer (now on the right side). The connection-line of those two points will be the diagonal of the rectangle of your watrer box. (= the area where you can swim). Now you just need the height of your water box. Take the empty object again and move it to the point, where the surface of your water is supposed to be. Now take the Y-Coordinate of that point and write that number down in the level importer at "Hight".
Now click on "Add box". Now the Box and all of the Coordinates will appear in the rectagle-window below.
Go to import level now, and the Box will be added to your game.

That's the way it works for me. If you got any probs just tell me, and i will try to help you.

But keep in mind one thing: If you import your level again, but with another .obj file, maybe you changed something in the geometry, your level will be directed to the coordinate system again. So it may be possibe, that your whole model is shifeted a bit nextt time. The box wont be shifted, too. That means, the coordinates of the box stay the same and your box may be somewhere else in the level where you dont want it to be (for example in the air). That the reason, why i always add those boxes, when i finished a level.

greetings, Ello
ShenoxVII

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Posted on 10-14-11 03:47:21 PM Link | Quote
Originally posted by Metal_Man88
I'll say this once, then never again.

Being 12 years old is not an excuse, don't bring it up over and over again or I will delete every post with that in it.

I was 11 years old when I started forums and began coding in HTML and C at 10 years old. If you're too young to learn it yet then don't go and try at it in the place where the older people do it. Age is not a factor so much as mental readiness is--if your mind is too new to process this data, then you should not bother until you are older.

But if you're like me when I was 10, 11, and beyond, then age doesn't matter. Instead of "I can't do anything but annoy you guys because I'm 12", why don't you instead go "I'm stuck and need help, this is my problem, how can you help me?" It's just that simple.


Nicely put...

Also I'm having a problem with the importer... I can't WINE it on Linux, was it coded in .net frame?
sfortun
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Posted on 10-23-11 04:43:11 PM (last edited by sfortun at 10-23-11 04:44 PM) Link | Quote
Hi all,
Just started SM64 hacking. Awesome program! I've been using Google Sketchup to design my test levels. I have a triangulation plugin and an obj exporter plugin and everything. I make the level, texture it in Sketchup, triangulate it, then import it. It works completely fine (most of the time haha), but my one problem is this: when its triangulated, the textures get a bit messed up. There are breaks where the triangles meet:

http://img812.imageshack.us/img812/2852/triangles1.png

http://img841.imageshack.us/img841/6465/triangles2.png

Instead of looking seamless, there are breaks in the triangles. I don't understand how when they're right next to each other it gets a bit messed up. Does anyone know of a way I could fix this? I'm assuming it might be the triangulation plugin; does anyone have a link to a better one?

The triangulation plugin I use:
http://osbo.com/sketchup/triangulate/

The Obj exporter I use:
http://www.sycode.com/products/obj_export_su/

If you want, I could post my Sketchup model too.

Cajetan
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Posted on 10-28-11 06:02:37 PM Link | Quote
That has been discussed before, sfortun

You have to subdivide the faces.

Look here:
http://sites.google.com/site/messiaen64/level-importer

Search for Troubleshooting and FAQ. There is anything explained how to subdivide the faces.
DarkSpacer
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Posted on 11-02-11 10:04:05 PM Link | Quote
A split in the textures dosen't nessesarily mean you have to divide them...whenever I have problems with faces that are too big the textures are always stretched. A split just means incorrect texture mapping between polygons (that just means the texture starts in the wrong place on the polygon). With square-shaped polygons...ohwait

With triangle-shaped polygons it's a pain because if you created them manually (they weren't created by traingulating the model) then there's no guarantee that a single texture size will work for the whole level (think 1.00 vs 1.01 cm and you have an idea).

I have one easy solution but it uses a program that I don't think any of you have thought of (3D Canvas).

Not entirely sure if Google Sketchup aligns textures if you put them over multiple polygons BUT there's also a catch to these solutions...if you don't connect the polygons (you have two separate limbs of a model or two separate models), the textures are more likely to not line up.
sfortun
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Posted on 11-06-11 01:55:54 PM Link | Quote
Originally posted by Cajetan
That has been discussed before, sfortun

You have to subdivide the faces.

Look here:
http://sites.google.com/site/messiaen64/level-importer

Search for Troubleshooting and FAQ. There is anything explained how to subdivide the faces.


I think you misunderstood. In my post I stated that I triangulated my models, meaning I use a plugin. I know what you mean by subdividing the faces; I already either do that or make sure that I don't get the "texture coordinate out of range" error.

The problem here is that my textures are seamless, but after I triangulate using the triangulation plugin in my post stated above and I import the level, the textures come out with breaks between them. The textures look fine in Google Sketchup even after I use the triangulation plugin, so I'm wondering if it's a problem with the triangulation plugin, the Level Importer, or the SM64 engine itself. It also might be a problem with the OBJ exporter that I use...

So, does anyone else get this problem? If so and you fixed it, how did you fix it? If not, what's your "chain" from Sketchup to SM64 (i.e. what plugins/methods do you use)?
Cajetan
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Posted on 11-07-11 04:07:57 PM Link | Quote
Originally posted by sfortun
Originally posted by Cajetan
That has been discussed before, sfortun

You have to subdivide the faces.

Look here:
http://sites.google.com/site/messiaen64/level-importer

Search for Troubleshooting and FAQ. There is anything explained how to subdivide the faces.


I think you misunderstood. In my post I stated that I triangulated my models, meaning I use a plugin. I know what you mean by subdividing the faces; I already either do that or make sure that I don't get the "texture coordinate out of range" error.

The problem here is that my textures are seamless, but after I triangulate using the triangulation plugin in my post stated above and I import the level, the textures come out with breaks between them. The textures look fine in Google Sketchup even after I use the triangulation plugin, so I'm wondering if it's a problem with the triangulation plugin, the Level Importer, or the SM64 engine itself. It also might be a problem with the OBJ exporter that I use...

So, does anyone else get this problem? If so and you fixed it, how did you fix it? If not, what's your "chain" from Sketchup to SM64 (i.e. what plugins/methods do you use)?


Oh, sorry. I do not use the triangulation plugin. Im working on school projects about some architecture so i use the Triangulation and exporter from the Full version of Google SketchUp(Pro) it always worked well.
DarkSpacer
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Posted on 11-09-11 10:23:03 PM Link | Quote
Messain will have to tell us how the importer handles texture coordinates. It might be because the texture coordinate value is partially guessed at by the position of the polygon...wait what...

Uuuuuhhh yeah and it might be that SM64 guesses based on the size of the texture...no...the size of the ...sorry. Messain? Any guesses?

[/comprehensively confused ]
messiaen
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Posted on 12-01-11 10:24:16 PM Link | Quote
Sorry, I'm not interested anymore on SM64 Hacking. Here's a file containing source for the importer as well as other tools, docs and misc hacks done in C. Sometime I'll update it with some newer files which aren't here with me right now.

Download
Cajetan
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Posted on 12-06-11 11:06:34 AM Link | Quote
Originally posted by messiaen
Sorry, I'm not interested anymore on SM64 Hacking. Here's a file containing source for the importer as well as other tools, docs and misc hacks done in C. Sometime I'll update it with some newer files which aren't here with me right now.

Download

So it's true. I knew it. It was really great with you all the years. I really liked your hacks etc.

If you ever getting interess into SM64 Hacking again, we all will welcome back you again. You have my word.
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Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply




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