| Gecko Member Level: 25 ![]() Posts: 9/113 EXP: 83008 For next: 6612 Since: 03-27-09 Since last post: 9.1 years Last activity: 7.6 years |
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| Update Feb 28th I've uploaded a basic texturization tutorial showing breegullbeak's level. Blender - Texturization Tutorial -------------------- Update May 1st The third tutorial will be postponed until there's a compatible way of texturization that fully works with the importer. Until then, I'd suggest you to read the following tutorial: Vertex groups ![]() There are also tutorials dealing with texturization, which you can also read. But, for the video I will try to show you the easiest way and I will also address problematic issues that will appear. -------------------- Blender is a 3D editor which is completely free and with its ability to export Wavefront .OBJ files predestined for the creation of level geometry for Mario 64. I've created a tutorial which shows you the basic use of the editor. It will teach you how to create a 3D environment with Blender. Blender - Preperations for Creating a 3D Environment Blender - Creating a 3D Environment Blender - Texturization Tutorial -------------------- Ressources I will always release my sources to the public, because I think it will others help understanding how I did certain things. Finished map - Blender, .obj and material files -------------------- In the next step I will create a video showing you how to utilize those tools for the creation of a level. I have created this tutorial, because I saw Bob Omb and RDX writing that they were having problems using Blender. I'm still a beginner by myself, but I can assure you that I haven't been using this editor for more an 2 hours and by now I'm somewhat able to create a 3D environment. ![]() -------------------- How to flip normals: ![]() Only the top side of a plane gets drawn, which means that after assigning a material/texture to it, you'll see the texture on the top side. When you're looking on bottom side of the plane, it's invisible. If both sides of a plane would be drawn, the engine would also use twice as many ressources. Usually, you will never see the bottom side of a plane, because it would mean that you have to leave the map and fly to the bottom side of the level. However, you may have seen level geometry from it's back side becoming invisible to you. Here's a top and bottom view of the level: ![]() When extruding edges and creating new faces, Blender sometimes does not know which side is supposed to be the top and simply flips it over onto the wrong side resulting in it becoming invisible. In order to fix this issue, you have to flip normals, which is shown in the picture above. Additionally, point 4 shows you how to change what you will select by right clicking. In the tutorial I always selected single vertices. Using these buttons will allow you to select edges or complete faces. Point 2 shows you how to change model view: Textured mode (hotkey is ALT+Z), shaded mode, solid mode (Hotkey Z) or wireframe mode (Hotkey also Z). At point 1 you're able to go into "Material mode" which allows you to assign textures. -------------------- Mario often fell through the ground around the tree bark which is covered by that rose texture at first or there were invisible walls which made it possible for Mario to pass through even though there were no obstacles. I started rebuilding that ground after having deleted all faces and even could save some polygons and it worked afterwards. Mario did not push against invisible walls anymore. It could be that the engine has problems with planar grounds consisting of more polygons than actually needed like in the upper part of the picture. At the botton there are no unneeded faces anymore. ![]() -------------------- Something else bugging me was when Mario fell through the ground at some points. That always was due to the level geometry. I could trick the engine by extruding all those foul faces and put them minimally above their surrounding ground: 1. Select foul faces or the whole connected ground (edit mode - face selection - right click on faces holding shift) 2. Press E for extrusion 3. Press e.g. 0.01 (zero point zero one or any other minimal value) 4. Press Enter The polygon count becomes bigger, but the buggy grounds vanished, at least for those I tried. It would be nice if someone checked and veryfied/falsified this. -------------------- Next thing was disappearing objects and water after having added objects to the game in TT64. ![]() I excluded object by object and found out that the Bullet Bill cannon was responsible for this. After deleting them everything worked fine again. |























