Me-me
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| Posted on 04-24-09 07:37:18 PM (last edited by Me-me at 04-24-09 04:39 PM) |
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Ok, Level spree!
I was in ''the mood'' to make yet another ''level''
While making this I decided to skip the entire ''snap to grid'' idea I had, and it turned out more natrual than the previous one. So enjoy these pics! (And hopefully the full level someday)
Also the bottle beside the fork will, if possible, lead to a sublevel AKA, area 2.
The level consists of a chair (starting point), a table with plates, forks, knives, bottles and such + a sublevel.
EDIT: Nice level Gecko. Hope SM64 can handle it 
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m4ck
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| Posted on 04-24-09 07:38:35 PM (last edited by m4ck at 04-24-09 04:43 PM) |
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Well, looks much better(to both of you ) The first one reminds me of some Darwinia maps. Same very simple, very low-polygon style, but just like them - interesting. It is clear that you could make more great levels - the other thing is creating enough stars to make them interesting. But I am sure all of us will have even too many ideas |
Gecko
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Nice theme! That would be great for a Koopa race around on the table.  |
Me-me
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Yeah, all levels so far by anyone looks awesome! Just creating these models is fun itself! (Or at least i think so.)
And as Gecko suggested, with Messiaen's Koopa the quick trajectory modifier it's possible to use koopa the quick in the new levels too.
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RDX
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How did you guys get so good?
Some of that stuff looks pretty advanced 
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Vinnyboiler
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It's the lack of spaming! . Anyway whose actually going to put theirs on tt64 0.6 and not just wait for 0.7. Because by the looks of things I bet most of you might want to create more than one texture levels. |
RDX
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| Posted on 04-25-09 02:29:09 AM (last edited by RDX at 04-24-09 11:29 PM) |
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Originally posted by vinnyboiler It's the lack of spaming! .
Anyway whose actually going to put theirs on tt64 0.6 and not just wait for 0.7. Because by the looks of things I bet most of you might want to create more than one texture levels.
you callin me a spamer? >:(
I'm gonna wait for 0.7 for the good stuff. I might throw something together (Using the grating texture because those pop out more from the environment than most other textures), but for actually intricate stuff I'd have to wait for 0.7.
Like, that table thing wouldn't work with only one texture. Maybe that one that's set up in the sky would, the one on the last page. But the metropolis one and the table one would require multiple textures to look nice.
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VL-Tone
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| Posted on 04-25-09 03:49:17 AM (last edited by VL-Tone at 04-25-09 02:36 AM) |
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Metal_Man88
Originally posted by vinnyboiler It's the lack of spaming! 
Yeah. Back in the old days you could hardly discuss findings on water levels without being attacked by people saying 'I WAHNT TO PUT PEACH AS PLAYABLE CHARACTERH' and 'YOU RAWK FUR SCRAMBLING TEH COLORZ.'
Man I remember having to put a "Geeky stuff" warning in the title of a thread
Ok... so about these nice level designs you guys submitted... It's really impressive stuff!
But it's getting clearer and clearer that multi-texture importing is where the fun will be. So, thinking about it, I realized that it wouldn't be that hard to add it to 0.6b. Read more and discuss about it in this post: http://jul.rustedlogic.net/thread.php?pid=123484#123484
Gecko: you're really good at level design, it's nice to have someone that experienced here
What I've noticed, trying to import the .OBJ file converted from your blender files, is that there's no UV texture mapping, and it's needed for the importer to work. I'll have to add an error message to warn people when the UV coordinates are missing.
Now, I have no idea how to create UV mapping in Blender. It looks to me like it will be the hard part of creating levels.
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Gecko
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| Posted on 04-25-09 06:24:52 AM (last edited by Gecko at 04-25-09 04:37 AM) |
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That's why the obj. export didn't work. I was desperately looking for the cause until I read your posting respectively that obj. files need a UV map and now the export works. Yay!
Here's the map with a simple UV map from one texture. I have to learn how to create UV maps.
http://depositfiles.com/files/h718lxt99
Here's a quick multi UV test which probably won't work right as I haven't unwrapped all faces.
http://depositfiles.com/files/woifg7tf4
I'm already creating multi UV maps but I'm having trouble selecting all faces. I wonder what happens if I leave a face wrapped/without a material. |
BigBrain
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Originally posted by Gecko That's why the obj. export didn't work. I was desperately looking for the cause until I read your posting respectively that obj. files need a UV map and now the export works. Yay!
Here's the map with a simple UV map from one texture. I have to learn how to create UV maps.
http://depositfiles.com/files/h718lxt99
Here's a quick multi UV test which probably won't work right as I haven't unwrapped all faces.
http://depositfiles.com/files/woifg7tf4
I'm already creating multi UV maps but I'm having trouble selecting all faces. I wonder what happens if I leave a face wrapped/without a material.
I've found a fairly easy tutorial at http://de.wikibooks.org/wiki/Blender_Dokumentation:_UV-Mapping - unfortunately in German, but maybe it helps you if you look at the pictures. The links at the bottom of the page may be helpful, too.
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Gecko
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| Posted on 04-25-09 11:32:33 AM (last edited by Gecko at 04-25-09 08:39 AM) |
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That tutorial is great! Thank you for the link. Fortunately, I speak German, hehe. XD
*digging out my German* Das Tutorial ist großartig! Danke dir für den Link.
Leopard print looks great on that marshmallowman.  |
VL-Tone
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Gecko That's why the obj. export didn't work. I was desperately looking for the cause until I read your posting respectively that obj. files need a UV map and now the export works. Yay!
Here's the map with a simple UV map from one texture. I have to learn how to create UV maps.
http://depositfiles.com/files/h718lxt99
Here's a quick multi UV test which probably won't work right as I haven't unwrapped all faces.
http://depositfiles.com/files/woifg7tf4
I'm already creating multi UV maps but I'm having trouble selecting all faces. I wonder what happens if I leave a face wrapped/without a material.
Now it has UV coordinates, but normals are missing! If you look at the .obj file, and look at lines starting with "f", you'll see that there's only 2 items per vertices ie. : f 470/523 469/521 467/507 468/506, and there's no "vn" commands in the file...
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VL-Tone
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| Posted on 04-26-09 04:41:40 AM (last edited by VL-Tone at 04-26-09 03:43 AM) |
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | One other setting that should be on is "triangulate", as the TT64 importer can't deal with polygons with more than 4 sides (triangulate will produce only triangles).
Question: did you create the "Materials" folder yourself or was it created by blender? The .mtl file contains the texture filenames, but without the \Materials\ folder needed to find them.
Here's how it look in the importer, with only one texture:
On the sides of the "skyscrapers", some parts of the texture are smeared up to the point of becoming lines instead of a
mesh, is it a problem on your side or in the importer? (I couldn't make the textures appear in blender to compare).
I'm going to use your model to try to implement multi-texture importation directly using the .mtl files. I'll keep you updated with the results...
Edit:
Hmm... That looks more like it?
I'm sure there are some bugs to be fixed, but at least it shows that I can do direct texture importing using .mtl files (note that I already wrote some code a while ago to do most of the work).
Before you guys get too excited, this is from the 3d preview in the importer, there are still a few things to be done until I can have this model inside the game, though the multi-texture aspect is not complicated to implement when generating the SM64 drawing lists.
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RDX
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| Posted on 04-26-09 07:07:54 AM (last edited by RDX at 04-26-09 04:19 AM) |
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An overview of the level. There's this churchy house on the right in blue and a ginormous pedestal on the backside of the church. Behind the pedestal is a ginormous mountain. Then off to the side there is a slope leading to the top of a smaller peak, and then there are two more peaks behind the first one. The one at the end has blocks inside of it, and a tiny hole for Mario to fall through in the floor. The middle peak will probably have a bunch of coin rings and a 1-up mushroom
(In-game the blue won't be so blue and ugly. The bumps in the mountainside will be the same texture as the mountain)
Pic
That's the interior of the church. I should've solidified the textures before I took the snapshot. Either way if you look hard enough you'll see the cubes jutting out and the doorway at the bottom. At the top is a window. To get up to the cubes you have to walljump.
Pic2
Outside of the window is more cubes and a little more walljumping. I had no idea how big Mario is when I was making this level, so honestly I might be screwed entirely in my level design. Hopefully I'm not, but if I am, no biggy.
Pic3
Inside of the big mountain is a boss fight. There's a hole in the mountain that you can get into, and inside you'll find the Rock Hand boss. The ground is uneven so if I'm lucky the fight just might be harder D:
Pic4
The tiny hole that I mentioned earlier leads Mario to this super mega drop that is perhaps too super. The star sits at the bottom.
Pic5
On the middle peak there's this little "ruined shrine" that's attached to the peak by a thin strip of land.
So, I've got all 6 stars covered.
1 - Rock Hand Boss
2 - Ruined Shrine
3 - Climb the third peak
4 - Red Coins around the church and the base of the mountains
5 - Mega Drop
6 - Puzzle inside of the big mountain
It's a little rough, if the pictures didn't show that then we'll probably see in-game. But it's a good start, I s'pose.
(2085 verts, BTW. Not bad...)
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Whoa, VL-Tone, that's awesome. Those are in-game textures? I'm surprised the grass texture works so well. Keep up the good work 
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Gecko
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| Posted on 04-26-09 09:11:30 AM (last edited by Gecko at 04-26-09 07:07 AM) |
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Originally posted by VL-Tone One other setting that should be on is "triangulate", as the TT64 importer can't deal with polygons with more than 4 sides (triangulate will produce only triangles).
Question: did you create the "Materials" folder yourself or was it created by blender? The .mtl file contains the texture filenames, but without the \Materials\ folder needed to find them.
I created the materials folder by myself. Blender simply outputs the texture name without folder paths.
Originally posted by VL-Tone
Here's how it look in the importer, with only one texture:
On the sides of the "skyscrapers", some parts of the texture are smeared up to the point of becoming lines instead of a mesh, is it a problem on your side or in the importer? (I couldn't make the textures appear in blender to compare).
This is probably caused by flipped normals. Only the top side of a plane can be assigned a material wheras the bottom side always is invisible, because you won't ever see it ingame, unless you leave the map boundaries, of course.
When opening the map inside Blender, I cannot see a flipped normal (invisible face), but let's see how we can fix this issue:
Originally posted by VL-Tone
I'm going to use your model to try to implement multi-texture importation directly using the .mtl files. I'll keep you updated with the results...
Edit:
Hmm... That looks more like it?
Yes, absolutely. Nice to see, that you're getting different materials into a working state.
It's also nice to see that materials/textures can be scaled down already. Blender simply scales the original 32x32 texture up onto all faces.
For those who do not unterstand why the assigned textures look so ugly, when I created the UV map, I simply assigned materials to the faces without scaling or aligning them and choose different looking textures in order to distinguish the UV groups. When importing the .obj file into the editor, it should not matter which textures originally were assigned, because that will be changed inside Toad's Tool.
Originally posted by VL-Tone
I'm sure there are some bugs to be fixed, but at least it shows that I can do direct texture importing using .mtl files (note that I already wrote some code a while ago to do most of the work).
Before you guys get too excited, this is from the 3d preview in the importer, there are still a few things to be done until I can have this model inside the game, though the multi-texture aspect is not complicated to implement when generating the SM64 drawing lists.
I'm excited, because you're doing great work on your editor taking every step needed to develop the .obj importer into a working state.  |
Raccoon Sam
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| Everything in this thread looks fantastic |
VL-Tone
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| Posted on 04-27-09 04:16:52 AM (last edited by VL-Tone at 04-27-09 01:18 AM) |
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Gecko
This is probably caused by flipped normals. Only the top side of a plane can be assigned a material wheras the bottom side always is invisible, because you won't ever see it ingame, unless you leave the map boundaries, of course.
When opening the map inside Blender, I cannot see a flipped normal (invisible face), but let's see how we can fix this issue:

I don't think it has anything to do with normals. The 3d preview inside TT64 doesn't use them, they are generated automatically.
I opened the obj file inside another 3d program (Wings 3d) and textures show the same glitches at the same places. Note that you can't really see the glitches inside Blender because the texture scaling is so low.
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Gecko
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| Posted on 04-27-09 08:13:18 PM (last edited by Gecko at 04-27-09 05:27 PM) |
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I'm having a hard time reproducing the error and determining the cause for it in Blender after having changed the material file to a hi-res one. Could you tell me where exactly these/one of these glitches appear at?
There could probably be overlapping faces if they appeared at one of the ledges (the lower platforms in front of the skyscrapers).
RDX, I've uploaded the second tutorial which shows a basic way of creating an environment in Blender. I think it will help you creating a smaller and simpler map which is important because we will have to deal with the engine's limitations which probably would not allow for such a big map. However, I really like your idea of Mario jumping into a deep cave.  |