Register - Login
Views: 87370651
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
11-20-17 09:33:33 AM

Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 46 47 48 49 50 51 52 53 54 55Next newer thread | Next older thread
Vinnyboiler
Catgirl
Level: 62


Posts: 883/1028
EXP: 1981938
For next: 2748

Since: 12-27-07
From: London, England

Since last post: 137 days
Last activity: 28 days

Posted on 01-28-12 12:39:15 PM Link | Quote
Messiaen, I was wondering if your object importer will have the same texture limits as Skelux's one, or if you have a way to improve the limit.
messiaen
Catgirl
Level: 64


Posts: 1046/1085
EXP: 2160025
For next: 54072

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 01-28-12 01:50:22 PM (last edited by messiaen at 01-28-12 01:51 PM) Link | Quote
From what I understand, Celux has limited it because he isn't sure yet how to predict texture size, since his program doesn't actually import but rather repoints the output of the level importer. It can be done reading some display list commands, but it's a bit cumbersome from what I remember.

But answering your question, it will support the same textures type/size as the level importer, including alpha if it works correctly on objects. Max polygons will be limited to 150, however a few special objects may use more.
Kenshi
Member
Level: 20


Posts: 60/75
EXP: 39608
For next: 2831

Since: 09-15-07
From: NY

Since last post: 2.0 years
Last activity: 1.0 years

Posted on 01-29-12 12:04:10 PM (last edited by Kenshi at 01-29-12 07:12 PM) Link | Quote
So after looking through all the textures for about 10 minutes trying to find the water one I'm at a loss. I also went through reading every post of the Water Hex Hacking Thread and now I have two things I can't figure out.

I'm guessing that eventually you guys did figure out how to incorporate water polygons into a level without it crashing right? How or did he end up going with a 0x24 Water object? And on top of that, where can I find the water texture that SM64 uses and edit that?

Meltfire
User
Level: 11


Posts: 21/23
EXP: 5519
For next: 466

Since: 01-12-11


Since last post: 5.0 years
Last activity: 5.0 years

Posted on 01-29-12 07:59:10 PM Link | Quote
Originally posted by Kenshi
where can I find the water texture that SM64 uses and edit that?




I manage to change the water texture in my hack by using the Tile Molester program if that what you was looking for. Also there tutorial page on using Tile Molester but it in japanese.
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 183


Posts: 10829/12211
EXP: 83104979
For next: 1396124

Since: 07-03-07
From: 52-2-88-7

Since last post: 2.0 years
Last activity: 2.0 years

Posted on 01-29-12 09:16:57 PM Link | Quote
Beware, Tile Molester likes to corrupt stuff in SM64. I'd suggest you back up your data if you start using that.
Kenshi
Member
Level: 20


Posts: 61/75
EXP: 39608
For next: 2831

Since: 09-15-07
From: NY

Since last post: 2.0 years
Last activity: 1.0 years

Posted on 01-30-12 01:14:12 AM (last edited by Kenshi at 02-01-12 08:45 AM) Link | Quote
Originally posted by Metal_Man88
Beware, Tile Molester likes to corrupt stuff in SM64. I'd suggest you back up your data if you start using that.


Lol I'd so prefer not too because after the import and export textures features in TT64 were implemented, I thought those days of horrible Tile Molester editing were behind us. It eats ROM's and its also very difficult to edit using that. I guess TT doesn't actually have every texture in the game?
DarkSpacer
Member
Level: 29


Posts: 125/184
EXP: 132040
For next: 15845

Since: 03-23-10


Since last post: 1.0 years
Last activity: 215 days

Posted on 01-30-12 11:57:32 AM Link | Quote
TT64 doesn't have custom textures in the texture selection window, nor does it always display them in the 3D view.

And Tile Molester only corrupts ROMs if you happen to recolor a pixel that represents some game data because it displays the entire ROM as one big picture image.
Meltfire
User
Level: 11


Posts: 22/23
EXP: 5519
For next: 466

Since: 01-12-11


Since last post: 5.0 years
Last activity: 5.0 years

Posted on 01-30-12 12:55:36 PM Link | Quote
Yeah I learn that the hard way a while back and now my star door texture is missing. It just a solid dark green door. I always make a backup copy whenever I can.
Joe
Common spammer
🗿
Level: 104


Posts: 2465/3289
EXP: 11571402
For next: 290724

Since: 08-02-07
From: Pororoca

Since last post: 7 days
Last activity: 17 hours

Posted on 01-30-12 04:58:17 PM Link | Quote
Originally posted by DarkSpacer
And Tile Molester only corrupts ROMs if you happen to recolor a pixel that represents some game data because it displays the entire ROM as one big picture image.
This is incorrect.

Any textures you have edited or imported using Tile Molester are corrupt, and should be re-imported to a clean ROM using non-buggy tools. Keep in mind that Tile Molester uses incorrect addresses, so you should try exporting the original graphic before importing your replacement.
DarkSpacer
Member
Level: 29


Posts: 126/184
EXP: 132040
For next: 15845

Since: 03-23-10


Since last post: 1.0 years
Last activity: 215 days

Posted on 01-31-12 10:02:36 PM Link | Quote
Originally posted by Joe
Originally posted by DarkSpacer
And Tile Molester only corrupts ROMs if you happen to recolor a pixel that represents some game data because it displays the entire ROM as one big picture image.
This is incorrect.

Any textures you have edited or imported using Tile Molester are corrupt, and should be re-imported to a clean ROM using non-buggy tools. Keep in mind that Tile Molester uses incorrect addresses, so you should try exporting the original graphic before importing your replacement.


I challenge this.

Tile Molester has settings for how to read the ROM using groups of bytes. If you change a setting incorrectly, the textures will be unrecognizable, and may contain game data where you won't expect them to. If, inside the image window, you see a perfect 32x32 texture of say, wood, I don't see how drawing four green pixels in the center of the texture will corrupt that texture. if, however you accidentally draw out of the texture into random pixels, THEN you're overwriting game data or texture settings, and THAT will corrupt the texture or the game.

If you're using an incorrect byte order, then the texture will appear to be 16x16, or be stretched, colored wrongly, or just not appear to be there. THEN if you try to draw your four green pixels, you may be overwriting a sneaky piece of data that got in there.

Is this wrong?
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 183


Posts: 10834/12211
EXP: 83104979
For next: 1396124

Since: 07-03-07
From: 52-2-88-7

Since last post: 2.0 years
Last activity: 2.0 years

Posted on 01-31-12 11:08:34 PM Link | Quote
Yes, Tile Molester will display the image but corrupt the values of the pixels inside it, AFAIK.

If it were as simple as you say, we wouldn't have to tell people not to use it--it'd be self evident.

Instead, Tile Molester generally damages the ROM AFTER it has modified it.
Joe
Common spammer
🗿
Level: 104


Posts: 2467/3289
EXP: 11571402
For next: 290724

Since: 08-02-07
From: Pororoca

Since last post: 7 days
Last activity: 17 hours

Posted on 02-01-12 01:17:05 AM Link | Quote
As Metal_Man says, the damage is rather subtle.

In fact, if you look closely, Tile Molester doesn't actually display textures correctly. Had Super Mario 64 used 32bpp textures instead of 16bpp textures, it would be much more visible, but an odd coincidence related to how 16bpp data is stored makes the bug dangerously hard to spot.
cpuHacka101
Member
Level: 12


Posts: 14/25
EXP: 6228
For next: 1693

Since: 02-02-11
From: La Quinta, California

Since last post: 4.0 years
Last activity: 3.0 years

Posted on 02-01-12 07:04:03 PM (last edited by cpuHacka101 at 02-01-12 07:04 PM) Link | Quote
Originally posted by messiaen
Send me the .mtl file of one of those models whose textures don't show up.

After thinking many alternatives, I have decided how to implement the custom objects. There will be custom object banks, holding up to 50 objects, so there's room to import PLENTY of stuff.

There will be a polygon limit for imported objects, maybe 150 or even lower, as more complex solid objects tend to slow the game. A simple "solid" behavior script will be generated automatically, but I will include a few simple presets for less experienced users (rotating, breakable, floating, etc).

That's the plan .


Ahah! Custom object banks in the obj importer has always been my dream. (I am too inexperienced enough to make one myself) If you manage to shove that last feature in there, I think this may be made to perfection. I actually managed to import a few models myself, but I just replaced old textures and edited old vertexes. I'll make sure to fly by here again and see if this gets added some time
messiaen
Catgirl
Level: 64


Posts: 1048/1085
EXP: 2160025
For next: 54072

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 02-01-12 08:46:00 PM Link | Quote
The object importing seems to be working, that part was easy. Main problem now is the lazy way the importer deals with level scripts, that will need a major rewrite for more flexibility.

KDJewl
Member
Level: 16


Posts: 46/47
EXP: 16709
For next: 3547

Since: 07-11-10
From: Elnora, AB

Since last post: 5.0 years
Last activity: 5.0 years

Posted on 02-02-12 09:49:33 AM Link | Quote
Great work, Messiaen! are you also making the importer able to replace Mario's parts, as with Celux's?
Knuckles96
Random nobody
Level: 3


Posts: 1/1
EXP: 46
For next: 82

Since: 02-02-12


Since last post: 5.0 years
Last activity: 5.0 years

Posted on 02-02-12 12:23:49 PM Link | Quote
Just registered. sorry if in wrong place to post.

Anyway, whenever I put textures into Sketchup (say bob-omb battlefield textures) from the SM64 texture pack, all seems fine until I actually play the game itself. Textures from other levels replace the ones I used in sketchup.

Example; Mansion graphics appear instead of the grass, mountain textures. Is there a solution to this problem? It only happens in game and editing the level with Toad's Tool.
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 608/621
EXP: 950004
For next: 63934

Since: 07-27-07
From: Montreal, Canada

Since last post: 83 days
Last activity: 52 days

Posted on 02-04-12 03:27:44 PM Link | Quote
Originally posted by Joe
As Metal_Man says, the damage is rather subtle.

In fact, if you look closely, Tile Molester doesn't actually display textures correctly. Had Super Mario 64 used 32bpp textures instead of 16bpp textures, it would be much more visible, but an odd coincidence related to how 16bpp data is stored makes the bug dangerously hard to spot.


Tile Molester works perfectly with N64 graphics on old PowerPC Macs, that's because the bit order is reversed on those systems and this happens to fit into one of TM's CODEC perfectly, while Windows and intel Macs can display something that is seemingly close using another CODEC, what is hard to see is that the data bits are actually shifted by one. Editing the texture will result in corruption of a byte before or after the texture.

There is an option in TM to change the byte order, but it only affect the palette data.
messiaen
Catgirl
Level: 64


Posts: 1049/1085
EXP: 2160025
For next: 54072

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 02-07-12 12:29:19 PM (last edited by messiaen at 02-07-12 12:32 PM) Link | Quote
Hey VL-Tone, nice you're still around . Indeed, "The Star Road" has set a new milestone for SM64 Hacking, so much that it has motivated me to work a bit more on the importer.

I did some work today and object importing seems to be working finely, now I have to test alpha support and add a number of customization settings, such as shadow support, drawing distance and a number of preset behaviors.

I am also testing a built-in hex editor so you can quickly edit behaviors without having to fire up a hex editor and finding the proper offsets, etc. It will only edit custom behaviours, not the existing ones.



RussianDude: not sure why that happens, it could be a bug in the Irrlicht OBJ loader, or I am not providing correct path so it can locate textures.

Please send me a download link to the .obj + .mtl + textures files, ok?
cpuHacka101
Member
Level: 12


Posts: 15/25
EXP: 6228
For next: 1693

Since: 02-02-11
From: La Quinta, California

Since last post: 4.0 years
Last activity: 3.0 years

Posted on 02-07-12 04:43:18 PM Link | Quote
Originally posted by messiaen
Hey VL-Tone, nice you're still around . Indeed, "The Star Road" has set a new milestone for SM64 Hacking, so much that it has motivated me to work a bit more on the importer.

I did some work today and object importing seems to be working finely, now I have to test alpha support and add a number of customization settings, such as shadow support, drawing distance and a number of preset behaviors.

I am also testing a built-in hex editor so you can quickly edit behaviors without having to fire up a hex editor and finding the proper offsets, etc. It will only edit custom behaviours, not the existing ones.

*Picture*


My God, this is my dream xD Thanks alot messiaen. Just about everything you make is VERY helpful to me. Do you think you can also add a function for semi transparency? (Handled with the Geo-Layouts)
messiaen
Catgirl
Level: 64


Posts: 1051/1085
EXP: 2160025
For next: 54072

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 02-07-12 07:25:12 PM Link | Quote
Thanks RussianDude. It's an annoying problem with working directories from the Irrlitch model viewer sample I used. I'll see if I can fix it, but it may be not so trivial.

cpuHacka: I don't think semi-transparency is handled only by geo layouts, but probably in combination with specific display lists commands.

And ... much better now!

Pages: 1 2 3 4 5 6 7 8 9 10 ... 46 47 48 49 50 51 52 53 54 55Next newer thread | Next older thread
Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

35 database queries, 8 query cache hits.
Query execution time: 0.222821 seconds
Script execution time: 0.019153 seconds
Total render time: 0.241975 seconds