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05-03-22 05:39:28 AM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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TheSuperyoshi
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Posted on 02-21-10 02:14:04 PM Link | Quote
dummy text
Day 108
--------------------

Originally posted by messiaen
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.


Oh yeah, that was my problem last time too, I always forget this :/ A warning would be very good.

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Gecko
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Posted on 02-21-10 02:19:28 PM (last edited by Gecko at 02-21-10 01:38 PM) Link | Quote
Download updated testmap

The new importer unfortunately still ignores my textures.
Edit: Or maybe I'm just too stupid.
messiaen
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Posted on 02-21-10 06:51:04 PM Link | Quote
Gecko: Dunno what your problem was, but at least your .obj file served me to test the new version .

Download Level Importer v0.7


Changes from v0.6
- Revert levels feature (restore the original levels)
- Intro screen replacement (not sure if it works well, it needs to be tested further)
- Better error trapping
- Much better .obj and .mtl parsing
- Debugging features

After the level is imported, you can see a conversion log. Please paste this log if you have any problems with your .obj file.
Gecko
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Posted on 02-21-10 06:58:30 PM (last edited by Gecko at 02-21-10 04:32 PM) Link | Quote
[Environment]
Convert path = C:\Dokumente und Einstellungen\Nisa\Eigene Dateien\obj_import6\cvt.exe
[Import Parameteres]
ObjFile = C:\Dokumente und Einstellungen\Nisa\Eigene Dateien\obj_import6\untitled2_Scene.obj
Scaling = 100.000000
Level = 5
Weather = 0
Background = 4
Create Death at Bottom plane = 1
Restore Level Flag = 0
[Material]
Material Library = untitled2_Scene.mtl
Material #1 = Grass_sand.png.001
Texture File = sand.png
[Warning]
Error opening texture "sand.png.bmp"
Material #2 = Grass_grass.png.001
Texture File = grass.png
[Warning]
Error opening texture "grass.png.bmp"
Material #3 = Grass_stone2.png.001
Texture File = stone2.png
[Warning]
Error opening texture "stone2.png.bmp"
[ObjFile]
Average X = -5.469558
Average Y = 44.774142
Average Z = -6.273762
[ObjFile]
Vertex Count = 122
Face Count = 210
Material Count = 3
Vertex data size = 0x2790 bytes
Display List data size = 0xa50 bytes
[ROM]
Display List pointer = 0x07002790
Collision Pointer = 0x070031e0

Probably, the bmp files aren't created. Maybe I'm missing some library or similar for the converter to work.

Edit: Download Microsoft Visual C++ 2008 SP1 Redistributable Package (x86)
was missing, it works now, yay!
messiaen
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Posted on 02-21-10 07:37:12 PM (last edited by messiaen at 02-21-10 04:41 PM) Link | Quote
Ah, nice that you found the problem! I wouldn't never find this myself . I will include a note about this.
Gecko
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Posted on 02-21-10 07:41:00 PM Link | Quote
Thank you for your effort. Installing the Microsoft Visual C++ 2008 SP1 Redistributable Package (x86) fixed it.

Aamelo
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Posted on 02-21-10 08:53:02 PM (last edited by Aamelo at 02-21-10 05:53 PM) Link | Quote
Wheel... it started to work...



But still a lot to fix.

NEXT STEP: Make the level big with a bigger scaling
messiaen
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Posted on 02-21-10 09:16:46 PM Link | Quote
Looks like you haven't triangulated your .obj, so half of the polygons are missing. What 3D modeller did you use? Re-check your .obj export settings.

Also, I'm interested in why the background looks glitched. Could you redo the import and send me your conversion log? There may be a bug with the specific setting you used.
Breegullbeak
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Posted on 02-21-10 10:47:06 PM Link | Quote
I can't install Visual C++ until I confirm my copy of Vista premium, but I get this error as well.
messiaen
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Posted on 02-21-10 11:05:21 PM Link | Quote
You don't have to install Microsoft Visual Studio C++, just the runtime libraries (link in Gecko's post).

What error are you talking about? Glitched backgrounds? Triangulation? Textures?
Aamelo
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Posted on 02-22-10 06:16:39 PM Link | Quote
Now with the progress:

I Expanded the Model so it would be the correct size at scaling 1 and exported with the faces triangulated



But now the textures don't match and i used textured the textures from the game, as you can see in this picture from S-UP



Next Step: Find an away to fix the textures

~ Aamelo

PS - Also, Messiaen, I Think the background wasn't working right because the Model Faces not be Triangulated
Breegullbeak
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Posted on 02-22-10 06:47:13 PM Link | Quote
Originally posted by messiaen
You don't have to install Microsoft Visual Studio C++, just the runtime libraries (link in Gecko's post).

What error are you talking about? Glitched backgrounds? Triangulation? Textures?

Glitched back grounds and textures. I can't install that. My windows vista isn't regeistered because I never new about regestrations. My computer doesn't let me install programs that come from Microsoft until I get a new code to confirm it, which costs form 100 to 200 dollars.
messiaen
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Posted on 02-22-10 11:15:28 PM (last edited by messiaen at 02-22-10 08:16 PM) Link | Quote
Please tell me what settings you used to produce the glitched background. As for textures, it's probably something related to the DLLs.

I did some research and found out that if you are using a 64-bit Windows OS, you have also to download the Visual C++ 2008 Redistributable Package (x64) in addition to the Visual C++ 2008 Redistributable Package (x86)

Could you also test replacing cvt.exe in your folder with THIS version? To anyone with texture problems, please try using this version of Imagemagick's converter and write back if it works or not.

And here's a preview of the next version .
.
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Posted on 02-22-10 11:17:38 PM Link | Quote
Quick question-
Will Rom Extender 1.3b work? Just checking, the readme said not to use anything after 1.3...
Breegullbeak
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Posted on 02-22-10 11:40:08 PM (last edited by Breegullbeak at 02-22-10 08:42 PM) Link | Quote
[Environment]
Convert path = C:\Users\Carol\Downloads\obj_import7\cvt.exe
[Import Parameteres]
ObjFile = C:\Users\Carol\Downloads\obj_import7\ttc\5D93D0.obj
Scaling = 0.600000
Level = 20
Weather = 0
Background = 6
Create Death at Bottom plane = 0
Restore Level Flag = 0
[Material]
Material Library = 5D93D0.mtl
Material #1 = SETTIMG_SEG_0x840
Texture File = 0x840.png
(32x32) Texture Pointer = 07000000
Material #2 = SETTIMG_SEG_0x5160
Texture File = 0x5160.png
(32x32) Texture Pointer = 07000800
Material #3 = SETTIMG_SEG_0x4940
Texture File = 0x4940.png
(32x32) Texture Pointer = 07001000
Material #4 = SETTIMG_SEG_0x20A0
Texture File = 0x20A0.png
(32x32) Texture Pointer = 07001800
Material #5 = SETTIMG_SEG_0x3900
Texture File = 0x3900.png
(32x32) Texture Pointer = 07002000
Material #6 = SETTIMG_SEG_0x30E0
Texture File = 0x30E0.png
(32x32) Texture Pointer = 07002800
Material #7 = SETTIMG_SEG_0x1880
Texture File = 0x1880.png
(32x32) Texture Pointer = 07003000
Material #8 = SETTIMG_SEG_0x28C0
Texture File = 0x28C0.png
(32x32) Texture Pointer = 07003800
Material #9 = SETTIMG_SEG_0x9260
Texture File = 0x9260.png
(32x32) Texture Pointer = 07004000
Material #10 = SETTIMG_SEG_0x9A80
Texture File = 0x9A80.png
(32x32) Texture Pointer = 07004800
Material #11 = SETTIMG_SEG_0x8A40
Texture File = 0x8A40.png
(32x32) Texture Pointer = 07005000
Material #12 = SETTIMG_SEG_0x8220
Texture File = 0x8220.png
(32x32) Texture Pointer = 07005800
Material #13 = SETTIMG_SEG_0x7A00
Texture File = 0x7A00.png
(32x32) Texture Pointer = 07006000
Material #14 = SETTIMG_SEG_0x61A0
Texture File = 0x61A0.png
(32x32) Texture Pointer = 07006800
Material #15 = SETTIMG_SEG_0x71E0
Texture File = 0x71E0.png
(32x32) Texture Pointer = 07007000
Material #16 = SETTIMG_SEG_0x20
Texture File = 0x20.png
(32x32) Texture Pointer = 07007800
Material #17 = SETTIMG_SEG_0x69C0
Texture File = 0x69C0.png
(32x32) Texture Pointer = 07008000
Material #18 = SETTIMG_SEG_0xD360
Texture File = 0xD360.png
(32x32) Texture Pointer = 07008800
Material #19 = SETTIMG_SEG_0x1060
Texture File = 0x1060.png
(32x32) Texture Pointer = 07009000
Material #20 = SETTIMG_SEG_0x5980
Texture File = 0x5980.png
(32x32) Texture Pointer = 07009800
Material #21 = SETTIMG_SEG_0xC320
Texture File = 0xC320.png
(32x32) Texture Pointer = 0700a000
Material #22 = SETTIMG_SEG_0xA2A0
Texture File = 0xA2A0.png
(32x32) Texture Pointer = 0700a800
Material #23 = SETTIMG_SEG_0x4120
Texture File = 0x4120.png
(32x32) Texture Pointer = 0700b000
Material #24 = SETTIMG_SEG_0xAAC0
Texture File = 0xAAC0.png
(32x32) Texture Pointer = 0700b800
Material #25 = SETTIMG_SEG_0xBB00
Texture File = 0xBB00.png
(32x32) Texture Pointer = 0700c000
Material #26 = SETTIMG_SEG_0xE3A0
Texture File = 0xE3A0.png
(32x32) Texture Pointer = 0700c800
Material #27 = SETTIMG_SEG_0x13AE0
Texture File = 0x13AE0.png
(32x32) Texture Pointer = 0700d000
Material #28 = SETTIMG_SEG_0x11C80
Texture File = 0x11C80.png
(32x32) Texture Pointer = 0700d800
Material #29 = SETTIMG_SEG_0x11460
Texture File = 0x11460.png
(32x32) Texture Pointer = 0700e000
Material #30 = SETTIMG_SEG_0x132C0
Texture File = 0x132C0.png
(32x32) Texture Pointer = 0700e800
Material #31 = SETTIMG_SEG_0xDB80
Texture File = 0xDB80.png
(32x32) Texture Pointer = 0700f000
Material #32 = SETTIMG_SEG_0x10C40
Texture File = 0x10C40.png
(32x32) Texture Pointer = 0700f800
Material #33 = SETTIMG_SEG_0xEBC0
Texture File = 0xEBC0.png
(32x32) Texture Pointer = 07010000
Material #34 = SETTIMG_SEG_0x10420
Texture File = 0x10420.png
(32x32) Texture Pointer = 07010800
Material #35 = SETTIMG_SEG_0x12680
Texture File = 0x12680.png
(32x32) Texture Pointer = 07011000
Material #36 = SETTIMG_SEG_0xCB40
Texture File = 0xCB40.png
(32x32) Texture Pointer = 07011800
Material #37 = SETTIMG_SEG_0xB2E0
Texture File = 0xB2E0.png
(32x32) Texture Pointer = 07012000
Material #38 = SETTIMG_SEG_0xFC00
Texture File = 0xFC00.png
(32x32) Texture Pointer = 07012800
Material #39 = SETTIMG_SEG_0x16380
Texture File = 0x16380.png
(64x32) Texture Pointer = 07013000
Material #40 = SETTIMG_SEG_0x167A0
Texture File = 0x167A0.png
(32x32) Texture Pointer = 07014000
Material #41 = SETTIMG_SEG_0x16FC0
Texture File = 0x16FC0.png
(32x32) Texture Pointer = 07014800
Material #42 = SETTIMG_SEG_0x15B60
Texture File = 0x15B60.png
(32x32) Texture Pointer = 07015000
Material #43 = SETTIMG_SEG_0x14B20
Texture File = 0x14B20.png
(32x32) Texture Pointer = 07015800
Material #44 = SETTIMG_SEG_0x15340
Texture File = 0x15340.png
(32x32) Texture Pointer = 07016000
Material #45 = SETTIMG_SEG_0x14300
Texture File = 0x14300.png
(32x32) Texture Pointer = 07016800
Material #46 = SETTIMG_SEG_0xF3E0
Texture File = 0xF3E0.png
(32x32) Texture Pointer = 07017000
Material #47 = SETTIMG_SEG_0x12AA0
Texture File = 0x12AA0.png
(32x32) Texture Pointer = 07017800
Material #48 = SETTIMG_SEG_0x177E0
Texture File = 0x177E0.png
(32x32) Texture Pointer = 07018000
Material #49 = SETTIMG_SEG_0x18000
Texture File = 0x18000.png
(32x32) Texture Pointer = 07018800
Material #50 = SETTIMG_SEG_0x18820
Texture File = 0x18820.png
(32x32) Texture Pointer = 07019000
Material #51 = SETTIMG_SEG_0x19040
Texture File = 0x19040.png
(32x32) Texture Pointer = 07019800
[Warning]
Vertex 3340 out of range (between +8192 and -8192) = -9191.400365 -603.000024 -1796.400071
[Warning]
Vertex 3341 out of range (between +8192 and -8192) = -4689.600186 -603.000024 -11715.600466
[Warning]
Vertex 3342 out of range (between +8192 and -8192) = -10416.600414 -603.000024 -1796.400071
[Warning]
Vertex 3344 out of range (between +8192 and -8192) = -4077.000162 -603.000024 -10654.800423
[Warning]
Vertex 3345 out of range (between +8192 and -8192) = -9191.400365 -603.000024 -1796.400071
[Warning]
Vertex 3346 out of range (between +8192 and -8192) = -4077.000162 -603.000024 -10654.800423
[Warning]
Vertex 3347 out of range (between +8192 and -8192) = -4689.600186 -603.000024 -11715.600466
[Warning]
Vertex 3348 out of range (between +8192 and -8192) = -9191.400365 -603.000024 -1796.400071
[Warning]
Vertex 3350 out of range (between +8192 and -8192) = 6151.200244 -603.000024 -10654.800423
[Warning]
Vertex 3351 out of range (between +8192 and -8192) = -4077.000162 -603.000024 -10654.800423
[Warning]
Vertex 3352 out of range (between +8192 and -8192) = 6151.200244 -603.000024 -10654.800423
[Warning]
Vertex 3353 out of range (between +8192 and -8192) = 6763.800269 -603.000024 -11715.600466
[Warning]
Vertex 3354 out of range (between +8192 and -8192) = -4077.000162 -603.000024 -10654.800423
[Warning]
Vertex 3355 out of range (between +8192 and -8192) = -4689.600186 -603.000024 -11715.600466
[Warning]
Vertex 3357 out of range (between +8192 and -8192) = -10416.600414 -603.000024 -1796.400071
[Warning]
Vertex 3359 out of range (between +8192 and -8192) = -9191.400365 -603.000024 -1796.400071
[Warning]
Vertex 3361 out of range (between +8192 and -8192) = -9191.400365 -603.000024 -1796.400071
[Warning]
Vertex 3365 out of range (between +8192 and -8192) = 11265.600448 -603.000024 -1796.400071
[Warning]
Vertex 3367 out of range (between +8192 and -8192) = 12490.800496 -603.000024 -1796.400071
[Warning]
Vertex 3368 out of range (between +8192 and -8192) = 11265.600448 -603.000024 -1796.400071
[Warning]
Vertex 3371 out of range (between +8192 and -8192) = 11265.600448 -603.000024 -1796.400071
[Warning]
Vertex 3372 out of range (between +8192 and -8192) = 6151.200244 -603.000024 -10654.800423
[Warning]
Vertex 3373 out of range (between +8192 and -8192) = 6151.200244 -603.000024 -10654.800423
[Warning]
Vertex 3374 out of range (between +8192 and -8192) = 12490.800496 -603.000024 -1796.400071
[Warning]
Vertex 3375 out of range (between +8192 and -8192) = 6763.800269 -603.000024 -11715.600466
[Warning]
Vertex 3376 out of range (between +8192 and -8192) = 11265.600448 -603.000024 -1796.400071
[Warning]
Vertex 3602 out of range (between +8192 and -8192) = 367.200015 -603.000024 -10177.800404
[Warning]
Vertex 3604 out of range (between +8192 and -8192) = 5064.000201 -603.000024 -8815.200350
[Warning]
Vertex 3631 out of range (between +8192 and -8192) = 5064.000201 -603.000024 -8815.200350
[Warning]
Vertex 4272 out of range (between +8192 and -8192) = 367.200015 -603.000024 -10177.800404
[ObjFile]
Average X = 88.429361
Average Y = 1027.292326
Average Z = -124.495958
[ObjFile]
Vertex Count = 4667
Face Count = 2664
Material Count = 51
Vertex data size = 0x393e0 bytes
Display List data size = 0xade8 bytes
[ROM]
Display List pointer = 0x070393e0
Collision Pointer = 0x070441c8

This was with the new CVT.

Textures work great. Background is still a mess though. I'm switching it to JRB's background if that helps.





Seems that one of the levels textures got into the background.
hennahacker

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Posted on 02-22-10 11:58:24 PM Link | Quote
I'd say the background glitch is being caused by the out of range verticies; try scaling the model smaller so that none of the verticies fall outside the 8192 to -8192 range on any of the axes.

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messiaen
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Posted on 02-23-10 12:05:05 AM (last edited by messiaen at 02-22-10 09:08 PM) Link | Quote
There's no relation between out of bound vertices and the background. The bug, as I suspected, was a typo in Jolly Roger Bay's background data. I'll recheck all the background data for more problems like this one. For now, just use a different background and it will work fine.

Breegullbeak: Did you have problems with the old cvt.exe? The one I uploaded is an older version which seems to be have less DLL problems.
BTTF Forever
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Posted on 02-23-10 04:41:38 AM Link | Quote
this is great!

haven't been able to reply in a while since my internet died........but it works now.

there are still a few texture errors, for example, there's a texture for a stereo speaker, but when its in game, the texture doubles beside itself, it doesn't stretch to the width of the 3d face. and there's also some missing textures that appear in the modeler but not in game, ill try to send pics later.

your doing a great job! keep up the good work.

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Gecko
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Posted on 02-23-10 05:33:51 AM (last edited by Gecko at 02-23-10 02:36 AM) Link | Quote
Originally posted by messiaen

And here's a preview of the next version .
.

That's awesome! Could you include music selection? It'd also be nice, if levels were ordered by their level number.
messiaen
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Posted on 02-23-10 11:46:19 AM Link | Quote
Originally posted by Gecko
That's awesome! Could you include music selection? It'd also be nice, if levels were ordered by their level number.

I was avoiding including settings you can change inside Toad's Tool interface such as level terrain properties and music in order to avoid bloating the interface, though now with the Save/Load settings button I'll think about this.

Levels are ordered according to the order they are in the ROM, I need to keep this for easier data handling.

If I ever get to rewriting the music importer (the idea is to use MusicXML as an input format instead of MIDI) it would be nice to have an integrated interface for music inserting, but don't count on this anytime soon.

Also, the next version won't be compatible with the previous patch: you'll have to patch a clean ROM again. That's because I will change a bit the data layout in order to simplify the bank swapping and to make some improvements to the base level script.
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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

35 database queries, 12 query cache hits.
Query execution time: 0.099524 seconds
Script execution time: 0.030617 seconds
Total render time: 0.130141 seconds