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12-15-17 12:25:36 AM

Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply
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Mariohacker14
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Posted on 03-17-12 08:04:58 PM Link | Quote
Hey Frauber, If you can, Please do a option to set RGB color to toxic haze.
It would be helpful, if you could.
Lyskar
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Posted on 03-17-12 08:07:05 PM (last edited by Metal_Man88 at 03-18-12 01:45 AM) Link | Quote
Please cut the suggestions; I already trashed two threads related to that and will delete further posts on it in here. Messiaen is not your personal programming servant.

To those whose messages I deleted: I said no, I mean no. That includes PMing him, unless he explicitly wants your suggestions.

In general, the programmer already knows what is needed to improve their application. User feedback is one thing; randomly throwing out "And maybe it should land on the moon!" suggestions is another.

Further Edit: Please, again, do not post in here unless it is related to the Mario 64 Level Importer and is not a direct request for features it does not have yet unless Messiaen says otherwise.

Those who try to derail the topic by making it about complaining about me will be warned, and if they continue it, banned, because this is a topic for the Mario 64 Importer, not for suggestions or complaining about me.

Please instead PM me if you have complaints, so as to not clutter the thread. Or, ask for Messiaen's permission to make suggestions. That said, if he wants your suggestions, then he will need a separate topic for them, because otherwise they will clutter this one.
messiaen
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Posted on 03-18-12 12:51:20 PM Link | Quote
My free time has been dramatically reduced, work on the importer has been halted for a few weeks and will probably continue so for a while.

I would appreciate if someone could convert Dudaw's list of behavior functinos into the format I described a few posts earlier.
Dudaw
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Posted on 03-19-12 05:46:38 PM Link | Quote
Originally posted by messiaen
I would appreciate if someone could convert Dudaw's list of behavior functinos into the format I described a few posts earlier.


Consider it done.
Panos99GR
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Posted on 02-21-13 12:40:29 PM Link | Quote
Sorry for reviving this topic, but I was looking at the capabilities of this tool. Does it also import vertex colors? I mean, all the "shadows" in most n64 games like goldeneye or ocarina of time and sm64, come from vertex paint. So, is it possible to import vertex colors from, let's say, Blender, into SM64 levels with this tool?
Kaze
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Posted on 02-23-13 04:00:18 AM Link | Quote
no, it doesnt.
but with this uograde of skelux:
http://www.mediafire.com/?i1w4a8nua5rzk2u

it also import shadings.
replace it in the obj import folder
Kinopio
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Posted on 04-12-13 01:01:52 PM Link | Quote
I have recently started using sketchup pro native obj exporter instead of the plugin. With the native exporter, textures in most cases keep their position in SM64 and the level looks exactly like on sketchup. However, sometimes happens that some textures coordinates are out of ranges, even if they are larger than the triangle they are wrapping, so the imported level shows texture artifacts. For this reason I have written a simple program that fix this problem, it seems to work quite well so I thought to share it with you.

download
Just drag and drop the level .obj file over the executable and use the newly created .obj file on the level importer.

Before and After:
some_text

PS: It doesn't work if textures are too small for the triangles.
DamiHack
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Posted on 07-25-13 06:05:26 PM (last edited by Metal_Man88 at 07-29-13 07:13:14 PM) Link | Quote
Originally posted by Kinopio
I have recently started using sketchup pro native obj exporter instead of the plugin. With the native exporter, textures in most cases keep their position in SM64 and the level looks exactly like on sketchup. However, sometimes happens that some textures coordinates are out of ranges, even if they are larger than the triangle they are wrapping, so the imported level shows texture artifacts. For this reason I have written a simple program that fix this problem, it seems to work quite well so I thought to share it with you.

download
Just drag and drop the level .obj file over the executable and use the newly created .obj file on the level importer.

Before and After:
some_text

PS: It doesn't work if textures are too small for the triangles.


Great work Kinopio

Frauber can I use you OBJImporterGUI's code for an all-in-one editor?
I'll give you credits

P.S. If anyone wants to help me in the project, PM me
messiaen
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Posted on 07-28-13 04:05:31 AM Link | Quote
Originally posted by DamiHack
Frauber can I use you OBJImporterGUI's code for an all-in-one editor?
I'll give you credits

P.S. If anyone wants to help me in the project, PM me


No.
DamiHack
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Posted on 07-28-13 11:07:09 AM (last edited by Metal_Man88 at 07-29-13 07:12:52 PM) Link | Quote
Originally posted by messiaen
Originally posted by DamiHack
Frauber can I use you OBJImporterGUI's code for an all-in-one editor?
I'll give you credits

P.S. If anyone wants to help me in the project, PM me


No.


Ok
Cajetan
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Posted on 07-29-13 02:58:31 AM (last edited by Cajetan at 07-29-13 03:06:07 AM) Link | Quote
Originally posted by DamiHack
Originally posted by messiaen
Originally posted by DamiHack
Frauber can I use you OBJImporterGUI's code for an all-in-one editor?
I'll give you credits

P.S. If anyone wants to help me in the project, PM me


No.


Ok


I've said it you a million times already, Dami. If you can't code in a programming language(and you obviously can't), why do you want to use messiaen's source code anyway? And please tell me, why do you want to make a all-in-one tool? It's completly useless. I simply could make a website, listing all SM64 Hacking tools. Done.

I've seen your(actually not "yours") codes already, and mostly everything is copied already from messiaen's source code, even after he said clearly "No." you still contain his source code on your GitHub site.

http://github.com/DamiHack/Super-Mario-64-Editor

The only thing, which is written by yourself is the "Credits.cs", ironic isn't it? Also, I see in your credits code only your name, but not messiaen's aka frauber's. What really happens is, you simply click on credits and you get lead to your Youtube Channel. No credits were given to the others.



using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;

namespace Super_Mario_64_Editor
{
public partial class Credits : Form
{
public Credits()
{
InitializeComponent();
}

private void Author_LinkClicked(object sender, LinkLabelLinkClickedEventArgs e)
{
System.Diagnostics.Process.Start("http://www.youtube.com/DamiHack");
}
}
}


(I'm proud of your mega awesome C# skills. Look how complex those codes are.)

This clearly means, that you deleted the credits out of the GUI, because messiaen's source code clearly contained(and still contains) an About code, where he writes, that the importer is made by him and giving thanks to yoshielectron, nagra, cellar_dweller and vl-tone. You simply could just add your name behind all the other names saying, that you put all tools into one. The end. There's nothing more you should get credit for, as nothing there is really wrote by yourself, you simply just put everything into one.

The last thing:
You beg for help on Skype and everywhere and try so hard to make a big drama out of your project, but it's nothing. It's simply copied code of messiaen's hard work.
You know the difference? I can't remember, that messiaen begged for help or wrote his program with other persons. No, he simply read through the documentation, which cellar_dweller and vl-tone etc. provided and wrote this thing completly himself. And if he had questions, he simply asked VL-Tone or others who were familiar with importing levels, but because VL-Tone was mainly working on it in his importer, VL-Tone was the best partner. That's how things work, that's how everything should work. And yes, he even documented own stuff, which VL-Tone never finished, because he stopped working on his TT64. The thing is, even if you understand how SM64, the N64 works, or how the processor works then it's good at all, but you can't do anything with it, because you're not able to code in any programming language. Of course, there are simply programming languages, which could be enough for SM64 Hacking, but if you want to deal with the big bosses like C, C++ or C#, then you have to learn, learn, learn. It's not something you can learn in two days. If you're talented, then it's faster, of course. But usually you will have to take up 6-7 months or more for learning and practising.

And I ask you again, what do you think is so special about an all-in-one tool? I said already, you could simply list all SM64 Hacking tools in a topic or on a website.

I'm sorry for being off-topic, but that's the last time this will happen. I just wanted to post this, so messiaen can know about the current situation well. It's just unfair, that Dami copies code and doesn't give credit. That's why I posted here. Also, it's not really unrelated, as we're talking here about messiaen's importer, which GUI was simply edited by DamiHack.

Greetings,
Cajetan(aka Tarek701)
Lyskar
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Posted on 07-29-13 07:13:59 PM Link | Quote
Thanks for the informative post, Cajetan. We have made sure the likes of Damihack will not be stealing code and annoying people here about it.
RIT123
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Posted on 08-12-13 06:43:11 AM (last edited by RIT123 at 08-12-13 06:46:36 AM) Link | Quote
I am making a hack called Super Mario Starshine (?!?!Name not confirmed yet?!?!). I have made the first level. When I try to import it with OBJ importer 1.8S, it says level imported successfully. But when I jump into the painting, the level stays blank when I triangulate. If I don't triangulate, it says:
"unhandled r43001 op code at 8005c044 unknown 7f 00 02 32
stopping emulation"
The model has-
*6329 Edges
*2529 Faces
*38 Textures
Here are some pictures:
http://img138.imageshack.us/img138/6492/9e54.png

http://img9.imageshack.us/img9/1819/2h73.png

http://img829.imageshack.us/img829/8059/ix5s.png

http://img692.imageshack.us/img692/728/z5md.png

http://img198.imageshack.us/img198/8721/bu5.png

http://img843.imageshack.us/img843/2475/no07.png


PLEASE REPLY!!!

PS: If you want to see the images, copy & paste them into the url bar. I don't know how to post pictures.
2Tie

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Posted on 08-15-13 06:23:31 PM Link | Quote
If I remember correctly, the actual SM64 game has a limit on how many faces the level geometry can be, I don't quite remember what that number was before. Earlier in the thread (a couple years IIRC) a few people were having issues with it as well. My best suggestion would be to try cutting polygons. The pipe would prolly be a good place to start.

And if i'm wrong, feel free to call me out on it, I'm not sure if this advice is even applicable anymore...
fortunato
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Posted on 10-07-13 10:29:58 PM Link | Quote
Hello,

just started doing some hacking with the level importer... i have a question about model boundaries. when I make a level model and import it, there will be some instances where I can walk through or into walls; i'll get stuck in some walls and be glitching through them (rapidly going "in and out of the wall" if i try to move out of them) and if there's no floor on the other side of the wall, i'll just fall right through and die, etc.

the weird part is i can walk through some walls, but other walls behave as i'd like them to. like a solid wall, that i can wall jump off of, hang on the ledge, and if i run into it, it stops Mario like a wall normally would. i thought that maybe it was because the walls that were solid were part of a chunk of the model that was a cube/rectangular, and maybe that had something to do with the game registering the boundaries of that part as walls. but other parts of my model that fit this or a similar description still had the "walking-through-walls" problem.

my question is how do i make it so walls behave correctly as a boundary/wall that you cant walk through, wont fall through, etc. floors work fine and as expected so far (i can walk and run around on a flat, "floor" part of a model") but walls seem to not work like i want, as you can just walk right through them sometimes. i've tried editing the texture/material behaviors with the importer, changing the way ive drawn the model, not triangulating, etc. none seem to work.

i'm using Sketchup 8 (free version) to make the models, the obj-exporter plugin posted on messian/frauber's (you go by 2 diff. names; it's confusing ) website, a free triangulation plugin & messian's level importer to import the levels. thanks for you help
Kaze
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Posted on 10-07-13 11:39:06 PM Link | Quote
Originally posted by fortunato
euite much

make sure not to texture walls from 2 sides. that'd give exactly, what you described.
but you'll have to get sketchup pro or blender alter anyways, because frauber's plugin doesn't export the UV mapping.
fortunato
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Posted on 10-08-13 01:17:28 PM Link | Quote
Originally posted by Kaze
Originally posted by fortunato
euite much

make sure not to texture walls from 2 sides. that'd give exactly, what you described.
but you'll have to get sketchup pro or blender alter anyways, because frauber's plugin doesn't export the UV mapping.


most of my model only had the front faces textured; i went back and made sure only the front faces were textured, remodeled a bit... then when i used frauber's objexporter plugin, i checked "export front faces", "export back faces", "use UV helper", and "export textured only". that seemed to solve my collision problem. before i was just using "guess which faces to export", and i guess that didnt work too well... thanks for your help.

one more question: when i import the model, theres no lighting and everything looks sort of flat. but all the other original SM64 levels have lighting... i looked around the level importer & toads tool 64 but i didnt find any option for lighting, other than texture brightness in the level importer... is lighting/shading a hard-coded thing? is it possible to add it in at all? if you could help, thanks in advance.
Kaze
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Posted on 10-08-13 02:51:43 PM Link | Quote
Originally posted by fortunato
quite much again


yes, it is possible. there's a display list command, 0x03, which loads a color:
[03] [88] [00 10] [08] [00 C0 90]
[1]: 03= Load color for next triangles.
[2]: When is 0x86, loads the bright color, when 0x88(?)
loads darkened color.
[3,4]: unused?
[5]: RAM segment number
[6,7,8]: Offset in segment

if you point this to new RGBs, that are not FF FF FF or 00 00 00, you should see some shadings.
i don't know, if you allready know enough about level scripts to do this, it would be a long explanation... alternatively, you could use skelux' importer branch, which has shadings implemented. i don't know, if it works fine with messiaens importer plugin. you'll have to use sketchup pro obj exporter probably (which is way better anyways)
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Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply




Rusted Logic

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