Register - Login
Views: 96200827
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
12-14-18 07:20:29 AM

Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 11 ... 46 47 48 49 50 51 52 53 54 55Next newer thread | Next older thread
Breegullbeak
Member
Level: 26


Posts: 94/135
EXP: 92500
For next: 9775

Since: 06-06-09


Since last post: 7.1 years
Last activity: 6.3 years

Posted on 02-17-10 03:20:42 PM Link | Quote
Originally posted by VideoGuy
Originally posted by BTTF Forever
i know theres a plugin to export vrml with an emulator, but it would be better if you could export the real 3d model instead of somthing captured from directx

What's the difference?

The vrml only rips the textures that are being viewed. So you get the whole model, but not all the textures.
messiaen
Catgirl
Level: 65


Posts: 730/1085
EXP: 2272104
For next: 63524

Since: 11-20-07


Since last post: 4.7 years
Last activity: 3.8 years

Posted on 02-17-10 05:22:57 PM (last edited by messiaen at 02-17-10 05:42 PM) Link | Quote
Sorry, couldn't login for a few days. I'm checking what's wrong with the textures (I should have included better debug options).

Gecko: Your obj use quads, not triangles. Blender's fault .

BTT: Just checked your material file. It uses some spaces after each Mtl, which throws my parser out. I can fix that in a next version. Just try opening it in another 3D program and rewriting the .obj file (try Meshlab, which is free and fast).

Also, your 3D modeller is pointing to files with absolute paths, which is bad practice --> map_Kd E:\VRML\487E6E47_c.bmp. What program did you use?
BTTF Forever
Member
Level: 19


Posts: 9/70
EXP: 33290
For next: 2487

Since: 02-08-10

From: Australia

Since last post: 7.9 years
Last activity: 7.9 years

Posted on 02-18-10 01:21:02 AM (last edited by BTTF Forever at 02-18-10 01:27 AM) Link | Quote
i use Vivaty Studio 1.0 Beta.

i actually captured the 3d VRML file and the textures on a pc at school (cause to use the plugin you have to have a pixel shader, and my home pc doesn't), i put the folder on my USB then i import it straight off the USB into Vivaty

When i open the VRML in Vivaty, the textures are all there and working in the VRML file, i save it as an .obj file, and reopen it in Vivaty to test it, the textures still work reading off the .mtl file, so Vivaty finds the texture files even with spaces in the .mtl file, but your program does not. cant wait for Ver 0.8!

Questions.....

1. what do you mean it uses "absolute paths
2. what do you think of my .obj exporter idea?
3. Do you think you could make it that you have a choice to use the .mtl file or select a folder that contains the textures? EG:

Texture Origin (drop down menu)
1.Use in game textures
2.Use .mtl file as a pointer to the textures (default)
3.Select a folder that contains the textures (use this if the .mtl file doesn't work)

when you click on the 3rd one, a pop up "Browse" box pops up

I think its a good idea, just in case the .mtl file doesn't work, you can manually point to the textures.
what do you think?
Gecko
Member
Level: 24


Posts: 67/113
EXP: 71559
For next: 6566

Since: 03-27-09


Since last post: 5.7 years
Last activity: 4.3 years

Posted on 02-18-10 02:05:06 AM (last edited by Gecko at 02-18-10 02:08 AM) Link | Quote
Originally posted by messiaen
Sorry, couldn't login for a few days. I'm checking what's wrong with the textures (I should have included better debug options).

Gecko: Your obj use quads, not triangles. Blender's fault .

BTT: Just checked your material file. It uses some spaces after each Mtl, which throws my parser out. I can fix that in a next version. Just try opening it in another 3D program and rewriting the .obj file (try Meshlab, which is free and fast).

Also, your 3D modeller is pointing to files with absolute paths, which is bad practice --> map_Kd E:\VRML\487E6E47_c.bmp. What program did you use?


You're right. Triangulation was not applied until I saved the original file triangulated and then exported the obj file.




I used the alpha version of Blender 2.5. The current mtl file looks as following:

# Material Count: 3
newmtl Sand_01_-_sand.png
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd 01 - sand.png


newmtl Sand_01_-_Stone_with_grass
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd 01 - Stone with grass on top.png


newmtl Sand_01_-_grass.png
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd 01 - grass.png

Updated download
messiaen
Catgirl
Level: 65


Posts: 731/1085
EXP: 2272104
For next: 63524

Since: 11-20-07


Since last post: 4.7 years
Last activity: 3.8 years

Posted on 02-18-10 07:09:46 AM (last edited by messiaen at 02-18-10 07:30 AM) Link | Quote
Your .obj file worked for me except for one texture (because of spaces in the file). Spaces should have been handled correctly (and in some cases they are), I have to look more carefully at it.

I changed the .png files to simpler names (sand.png, water.png, etc), updated the .mtl with the new file names and it seems to work well.

Edit:



The sand texture (512x320) was resized to 32x20, however that size didn't work well for some reason I don't quite understand yet. After making it a 320x320 texture, it got to 40x40 and worked fine.

For best results, I recommend working directly with 32x32 textures.
Gecko
Member
Level: 24


Posts: 68/113
EXP: 71559
For next: 6566

Since: 03-27-09


Since last post: 5.7 years
Last activity: 4.3 years

Posted on 02-18-10 07:25:39 AM (last edited by Gecko at 02-18-10 07:35 AM) Link | Quote
Just let me know if you need further files for testing purposes.

Edit: Hey, that looks great! The map looks completly different with its new textures.
The converter will probably keep aspect ratio while resizing textures. I did not look after the textures being 8 times (or similar) as big as the original file since the plugin I've created the texture for also works well with differently sized textures. I will check that next time.
messiaen
Catgirl
Level: 65


Posts: 732/1085
EXP: 2272104
For next: 63524

Since: 11-20-07


Since last post: 4.7 years
Last activity: 3.8 years

Posted on 02-18-10 03:14:17 PM Link | Quote
Originally posted by vinnyboiler
I allso have the same texture problem, but I thought it was just because I was using Blender.


Can you send me the .obj file (with textures and material file) ?

Originally posted by Me-me
Yep, I have the same problem as BTTF Forever, but I have Vista. It won't import my textures. Am I missing something?
Also, while the importer does replace the level of choice, the warp destinations and the objects are from Bob-ombs battlefield.
Still this have helped me a lot! Once those things are fixed I won't have any complains whatsoever


Just change the warp destinations using Toad's Tool 64. As for the objects, you still can't change which banks are loaded.
Aamelo
Member
Level: 16


Posts: 23/46
EXP: 18236
For next: 2020

Since: 08-06-09


Since last post: 8.4 years
Last activity: 7.4 years

Posted on 02-18-10 05:38:54 PM Link | Quote
I will just quote back my post...

Originally posted by Aamelo

Not Working...

I have done all steps, and when I run the ROM on PJ64 it gives the following errors:

First Error - Unknown Cic Chip
Second Error - UnHandled CicChip(-1) in First DMA

And the level keep unchanged.

Am I doing something wrong?
Breegullbeak
Member
Level: 26


Posts: 97/135
EXP: 92500
For next: 9775

Since: 06-06-09


Since last post: 7.1 years
Last activity: 6.3 years

Posted on 02-18-10 06:00:02 PM Link | Quote
Originally posted by Aamelo
I will just quote back my post...

Originally posted by Aamelo

Not Working...

I have done all steps, and when I run the ROM on PJ64 it gives the following errors:

First Error - Unknown Cic Chip
Second Error - UnHandled CicChip(-1) in First DMA

And the level keep unchanged.

Am I doing something wrong?


THose always pop up. Just click Ok and continue.
messiaen
Catgirl
Level: 65


Posts: 735/1085
EXP: 2272104
For next: 63524

Since: 11-20-07


Since last post: 4.7 years
Last activity: 3.8 years

Posted on 02-20-10 08:15:35 AM Link | Quote
Fixed the problem with spaces! My previous code was correct, however I forgot to add a null terminator when doing some low-level string operations . This should fix most texture problems. Next step is flexibilizing the parsing so that different .obj file spacings can be recognized.

.obj and .mtl files from a variety of programs will help me .
TheSuperyoshi
Member
Level: 20


Posts: 69/74
EXP: 36712
For next: 5727

Since: 11-05-09

From: Germany

Since last post: 8.8 years
Last activity: 8.8 years

Posted on 02-20-10 10:23:26 AM Link | Quote
Originally posted by Breegullbeak
THose always pop up. Just click Ok and continue.


The Problem is the level is unchanged.

I'm having the same problem - if I import a .obj to Bob-Omb Battlefield, the background changes to whatever I chose - but the landscape is just a giant green box, no matter if I check "Don't use textures from material file" (I don't have any in there) or not. If I try to import it somewhere else, like Whomp's Fortress, it doesn't change the BG nor the landscape.

The .obj is flawless, if I import it to Blender, it's okay.

ZIP with .obj, .mat, .blend and screenshot:
http://www.runouw.com/forums/viewtopic.php?f=9&t=11
messiaen
Catgirl
Level: 65


Posts: 736/1085
EXP: 2272104
For next: 63524

Since: 11-20-07


Since last post: 4.7 years
Last activity: 3.8 years

Posted on 02-20-10 01:27:22 PM (last edited by messiaen at 02-20-10 02:55 PM) Link | Quote
Superyoshi: Have you followed the video tutorial when it comes to preparing your ROM? Have you tried different scaling settings? Are you sure you didn't use an older version of obj_Import.exe ?

Also, I couldn't find the zip file in the link you sent (please send a direct URL for the .ZIP file).

Edit: Here's a temporary version with the texture file name problems solved: Level Importer v.0666. There's also a new feature which isn't working 100% yet: intro screen (the Mario 64 logo) replacement.

This is the relation the logo should have with the ground:



Not that the image is very helpful since you can't say really what is the X or Z axis , but just in case any of you want to try it.

Edit 2: At least someone is making good use of the importer , looking forward to see more:

<object width="425" height="344"><embed src="http://www.youtube.com/v/0KzDoUzuOi4&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Boing
450
Level: 45


Posts: 173/458
EXP: 621128
For next: 39036

Since: 12-16-07

From: Michigan, US

Since last post: 7.7 years
Last activity: 7.7 years

Posted on 02-20-10 08:50:32 PM Link | Quote
The program says I need rom_expander.exe and obj_import.ppf used on my rom... where do I find these? It'd be awesome if you included a readme of some sorts.
messiaen
Catgirl
Level: 65


Posts: 738/1085
EXP: 2272104
For next: 63524

Since: 11-20-07


Since last post: 4.7 years
Last activity: 3.8 years

Posted on 02-20-10 09:21:32 PM Link | Quote
Originally posted by Boing
The program says I need rom_expander.exe and obj_import.ppf used on my rom... where do I find these? It'd be awesome if you included a readme of some sorts.


Download first the 0.6 version, which contains everything you need as well as a readme file and even a video tutorial to help the less ... computer literate . The download link in the last post, which isn't an official release or anything, includes just the essential components to be replaced over the 0.6 version.
hennahacker

Level: 25


Posts: 11/132
EXP: 86049
For next: 3571

Since: 02-19-10

From: The Endless Cabal

Since last post: 2.9 years
Last activity: 2.6 years

Posted on 02-21-10 05:26:24 AM (last edited by hennahacker at 02-21-10 05:32 AM) Link | Quote
Does anyone have anything along the lines of a complete dump of level textures from SM64 so I can texture my models? I know I could rip them myself, but it's a long and laborious process that I'd rather sidestep if possible. It'd be a good resource for others doing the same, too.
messiaen
Catgirl
Level: 65


Posts: 739/1085
EXP: 2272104
For next: 63524

Since: 11-20-07


Since last post: 4.7 years
Last activity: 3.8 years

Posted on 02-21-10 08:33:47 AM (last edited by messiaen at 02-21-10 08:34 AM) Link | Quote
Originally posted by hennahacker
Does anyone have anything along the lines of a complete dump of level textures from SM64 so I can texture my models? I know I could rip them myself, but it's a long and laborious process that I'd rather sidestep if possible. It'd be a good resource for others doing the same, too.


Almost all Mario 64 Textures, dumped with the TR64 (it can dump all textures as you play). Note that textures with alpha aren't supported by importer (yet).

I'm almost done rewriting the .obj parsing code, next version shall work with pretty much every .obj file variation.
TheSuperyoshi
Member
Level: 20


Posts: 70/74
EXP: 36712
For next: 5727

Since: 11-05-09

From: Germany

Since last post: 8.8 years
Last activity: 8.8 years

Posted on 02-21-10 08:59:20 AM Link | Quote
Originally posted by messiaen
Superyoshi: Have you followed the video tutorial when it comes to preparing your ROM? Have you tried different scaling settings? Are you sure you didn't use an older version of obj_Import.exe ?

Also, I couldn't find the zip file in the link you sent (please send a direct URL for the .ZIP file).


Whoopsies, gave you the wrong link ^.^"

Aynways, by now, back on my own computer, I tried a different .obj and it worked. So either it was because of the computer, the OS (before XP, now Vista), the .obj or the fact I used v0.666 this time. I dunno.

So it perfectly imports the landscape, but it still gives me that eye-bleeding lightgreen. Seems my material file is wrong. Can you look into it?

Download .obj, .mtl, .blend and .png (texture):
http://www.mediafire.com/download.php?zmomvizo2g4
Boing
450
Level: 45


Posts: 174/458
EXP: 621128
For next: 39036

Since: 12-16-07

From: Michigan, US

Since last post: 7.7 years
Last activity: 7.7 years

Posted on 02-21-10 09:44:43 AM Link | Quote
I'm using Blender to model my .obj files, but I get an error upon trying to import that there are no vertices or faces found to process. Can anyone tell me what my export settings should be?
Gecko
Member
Level: 24


Posts: 69/113
EXP: 71559
For next: 6566

Since: 03-27-09


Since last post: 5.7 years
Last activity: 4.3 years

Posted on 02-21-10 09:49:11 AM Link | Quote
I'm currently reinstalling my system, so I cannot access Blender right now. I think it worked when hitting the "export scene" option as well as "triangulate". If that does not work, write again.
messiaen
Catgirl
Level: 65


Posts: 740/1085
EXP: 2272104
For next: 63524

Since: 11-20-07


Since last post: 4.7 years
Last activity: 3.8 years

Posted on 02-21-10 09:55:48 AM (last edited by messiaen at 02-21-10 10:12 AM) Link | Quote
Originally posted by Boing
I'm using Blender to model my .obj files, but I get an error upon trying to import that there are no vertices or faces found to process. Can anyone tell me what my export settings should be?


Open your .obj file with Notepad. Are there any spaces/tabs before the "v" or "f" entries ? If so, do a "search and replace" and get rid of the leading whitespaces. Right now I'm rewriting the code to parse .obj files, so any variations with leading spaces will be supported in the next version, which hopefully I'm finishing today.

Edit: Forgot to tell you about triangulation. Follow Gecko's advice .

I will also include a option to revert levels to the original ones, which should have been included before .

Superyoshi: Just opened your .obj file. There's no texture coordinates on your .obj file, you are probably missing some export option on Blender. I will make the importer output a warn if that happens.
Pages: 1 2 3 4 5 6 7 8 9 10 11 ... 46 47 48 49 50 51 52 53 54 55Next newer thread | Next older thread
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 6fc366a [2018-12-11]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

34 database queries, 11 query cache hits.
Query execution time: 0.315729 seconds
Script execution time: 0.042266 seconds
Total render time: 0.357995 seconds