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05-03-22 05:50:51 AM
Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed
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Nikodude
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Posted on 03-25-09 03:31:11 PM Link
I have a suggrestion, what about putting mml2m64 into toads tool 64 so that you only need one tool to make all these changes.

Plus a suggrestion for the text editor (whatever it is caled)
To make a Find and replace feature so that i do not have to go troght all the text in the game just to change "Mario" to "Luigi".

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gamekrazzy
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Posted on 03-26-09 01:57:16 AM Link
that leads to another subject, I think Messian brought this up, but how about the option to switch characters ingame. Like a little checkmark that allows it. That would be cool. Messian brought up entering a pipe to change to luigi, and change back to mario.

Also about the text editor, if you do add that to it, this would also remove the problem that occurs when trying to play the game with the text editor on(Because the editor is still on (Might only occur on my computer) the game won't play and it has an error), But what I think would be cool is to give the option whether the text has options to select at end, and create all your own text without messing with previous texts.

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luigiman1928
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Posted on 03-26-09 02:07:26 AM Link
Originally posted by gamekrazzy
I believe he already has all textures but water, all the other stuff are colored objects, I.E. Mario has colors and it is able to be edited. So, that might be a good Idea to add the option to change color of Grass(Hills-Castle Grounds), Peaches Hair, Bob-omb legs... I believe water itself like the grass has a color to it, so maybe you could edit that color change it red or something with this option. Now it is Blood XD!

No i mean stuff like Yoshi, or HUD.

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gamekrazzy
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Posted on 03-27-09 04:02:56 AM Link
I nvr thought of that, yeah, that would be good too.

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VL-Tone
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Posted on 03-27-09 04:03:45 PM (last edited by VL-Tone at 03-27-09 01:05 PM) Link
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Originally posted by gamekrazzy
I have a suggestion for VL-Tone. Maybe you could add the title as a level, because it contains objects, and you not do this. I believe this also might be able to help alot, because I think that (IDK) if you were to do this you could edit the warps (if there are any). I believe that the exit level warp is there. My main point here is maybe you could add the exit level warp, because that way you could set it to being where ever you want it. This could help in a case scenario where you want people to have to fight bowser before entering the castle. So when you go to exit level you exit to Castle grounds instead of inside the castle.
I was smart enough for mine though just to get rid of the warp. But that leads to a black screen, and no gamer wants that do they...


The title/menu screen does contain objects, but also contains commands that TT64 doesn't currently deals with. It's very possible that the "exit level" warp is there, I'll have to check. Anyway it is a good suggestion.

As for other suggestions:

The text editor is not exactly my priority now, but I'll keep your suggestions in mind. The find/replace feature is a very good suggestion, and I'll try to implement it as soon as I can (that doesn't mean "soon" though...)

As for integrating the music importer into TT64, that should eventually be done, but again it's far from a priority.

Modifying polygon colors for specific objects is a feature that was always planned from the start but never got to add. Eventually, you'll be able to view/browse all 3d objects in the game and modify a few parameters (texture used, polygon colors, scale) for each of them.


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gamekrazzy
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Posted on 03-27-09 10:41:31 PM (last edited by gamekrazzy at 03-27-09 07:42 PM) Link
Wow, I am glad our suggestions could be of use VL-Tone!

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messiaen
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Posted on 03-28-09 01:03:48 AM Link
The music importer is still too experimental and the results far from satisfactory. With a proper GUI it will work OK as a standalone program. What could be implemented in the future is some music management, so you can rename tracks/insert custom music/change instrument sets used in a sequence straight from TT64 interface. It will be probably easy to modify the game to accept additional sequences (up to 127 different songs).
gamekrazzy
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Posted on 03-29-09 04:39:58 AM Link
If it is possible, wouldn't access to objects not found in levels, be cool. And I mean this in a way Noobs can get to it. Basically no Hex code for objects not found in levels. One object that most people might want is to have access to warp pipes in every level. It gives it more of a SMB feel. Of corse for me I could simply use Messians Patch to add warp pipes in bob-omb battlefield and Whomp's Fortress. But for some reason the patch wont work, and Messian does not know how to help me. So I can't even be creative in that respect.

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Gecko
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Posted on 03-30-09 07:18:45 AM Link
When I saw the guidelines-thread, I thought about integrating those guideline into the editor, e.g. by drawing a parabola for the wide jump, which shows how far Mario can jump, inside the editor. The starting point could be used like an object which can be rotated on one axis.

Raccoon Sam
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Posted on 03-30-09 01:36:57 PM Link
That would be helpful. Regardless of what game I'm editing, I usually crave for any kinds of physics simulation.
That, or a huge sticky note with all the values of how high Mario jumps, etc. but that wouldn't be the same case with SM64, which is a 3D game.
GhostMaster3000
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Posted on 04-07-09 02:34:29 PM Link
I got some things you can add:

1. The ability to add/remove water, haze, lava, etc. To the levels

2. Be able to move the platforms in the bowser levels with the collision data

3. Edit the lighting in the levels

4. Scale objects

5. Built in hex editor

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Stevoisiak
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Posted on 04-07-09 09:35:24 PM Link
Originally posted by GhostMaster3000
I got some things you can add:

1. The ability to add/remove water, haze, lava, etc. To the levels

2. Be able to move the platforms in the bowser levels with the collision data

3. Edit the lighting in the levels

4. Scale objects

5. Built in hex editor

1. Has been asked at least 20 times. It probably wont be added until 8.0
2. You can move the object, but the colision map is part of the level. You may be able to do it with the upcoming model importer.
3. I dont really ever recall lighting in the game. If you mean changing the sky to the kind you see in Boo's castle, that should be in 6.0
4. As far as I know, this is not possible without having a sperate object for each different size (As seen with Meissan's Platform Battlefield)
5. If I recall correctly, someone already suggested this and VL-Tone said he wasn't going to
gamekrazzy
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Posted on 04-15-09 09:12:12 PM Link
I don't know if this has been brought up, but because the picture at the end of the game is considered a level, Do you think you could involve it in future versions of TT64?

This would be useful for people who want as much levels as they can cramp in there. XD!

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luigiman1928
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Posted on 04-15-09 10:01:51 PM Link
Actually it is. It's in the Level select. Weird. I_I

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Bob-omb8194
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Posted on 04-23-09 09:29:28 PM Link
Originally posted by gamekrazzy
I don't know if this has been brought up, but because the picture at the end of the game is considered a level, Do you think you could involve it in future versions of TT64?

This would be useful for people who want as much levels as they can cramp in there. XD!


That probably won't be possible, since it lacks a lot of the required scripts for normal levels. I'm not saying it is impossible, but it would be difficult.
Gecko
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Posted on 04-26-09 10:23:23 AM Link
It would be nice having an indicator for Mario's size when importing an .obj file being asked to scale the level geometry.
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Posted on 04-26-09 10:29:11 AM Link
Originally posted by Gecko
It would be nice having an indicator for Mario's size when importing an .obj file being asked to scale the level geometry.


I agree. Many people have created some cool models but Iit's impossible to know if they'll ever fit in the game.
So the suggestion is:
1. Being able to scale the model once it's imported, so it'll fit inside the boundraries.
2. Indicator for Maro's size.


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gamekrazzy
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Posted on 04-26-09 07:21:26 PM Link
Originally posted by Bob-omb8194
Originally posted by gamekrazzy
I don't know if this has been brought up, but because the picture at the end of the game is considered a level, Do you think you could involve it in future versions of TT64?

This would be useful for people who want as much levels as they can cramp in there. XD!


That probably won't be possible, since it lacks a lot of the required scripts for normal levels. I'm not saying it is impossible, but it would be difficult.


I guess that makes sense, but you could replace pointers so that it points to a different level. So someone could manually do it, the only problem is there is no warps that lead there.

I do not think it impossible though. Because TT64 loads everything from a given level script, starting from a pointer and so forth. If VL-Tone added an extra flat world, and pointed the pic pointer there, he could obviously include it in TT64 because then there would be less difficulties because n ow the level has all the required scripts. The only one he would have to work on is the warps.

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VL-Tone
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Posted on 04-26-09 07:21:58 PM (last edited by VL-Tone at 04-26-09 04:24 PM) Link
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Originally posted by Gecko
It would be nice having an indicator for Mario's size when importing an .obj file being asked to scale the level geometry.


That's a great idea!

I'll add it, probably a sphere, since Mario's collision is spherical.

Originally posted by Me-me
1. Being able to scale the model once it's imported, so it'll fit inside the boundraries.


There's already a manual scale feature, and an "auto scale" button that will maximize the size of the level to fit within boundaries. This feature is necessary since some 3d programs will output fractional units (-1.0 to 1.0) while others use integer units.

Originally posted by gamekrazzy
I do not think it impossible though. Because TT64 loads everything from a given level script, starting from a pointer and so forth. If VL-Tone added an extra flat world, and pointed the pic pointer there, he could obviously include it in TT64 because then there would be less difficulties because n ow the level has all the required scripts. The only one he would have to work on is the warps.


It's possible but there may be some special camera mode that will be triggered when entering the level. We don't know yet how to edit these...

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gamekrazzy
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Posted on 04-26-09 07:33:40 PM Link
Originally posted by VL-Tone
Originally posted by gamekrazzy
I do not think it impossible though. Because TT64 loads everything from a given level script, starting from a pointer and so forth. If VL-Tone added an extra flat world, and pointed the pic pointer there, he could obviously include it in TT64 because then there would be less difficulties because n ow the level has all the required scripts. The only one he would have to work on is the warps.


It's possible but there may be some special camera mode that will be triggered when entering the level. We don't know yet how to edit these...


Yeah... I noticed that there is a radial around y axis for "Haunted Mansion" when it is flat world. So if I were to make an educated guess, I would think that the camera mode for that level would be still camera.

I have something else to say. from what I have thought up here, logically the camera type for levels are not located in the level script, because then the camera type would all be the same.

I am going to replace the picture level with a flat world, and test it to find out what happens. I will PM you the results.


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Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed


Rusted Logic

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