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05-03-22 05:39:05 AM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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messiaen
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Posted on 02-24-10 02:43:43 PM Link | Quote
Originally posted by TheGreatMan55580
hi Messian I have a problem,
I imported a Model (.obj) made with Google Sketchup but everytime I import a model this happens:
http://img521.imageshack.us/img521/3141/snap0003q.jpg

can you help me?

Thanks in Advance


We've already been through this problem, you haven't triangulated your .obj file.

Next version won't even open .obj files with quads or polygons with more than three verts in order to avoid this problem.
Conte de Contis
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Posted on 02-24-10 05:02:08 PM Link | Quote
I also have a problem with patching:

I use a regular clean US ROM, i extend it with rom extender1.2b, i expand it and i apply the obj import6.ppf patch. when i open it (before importing the obj file), PJ64 V1.7 gives me this:



What's the problem?

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Gecko
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Posted on 02-24-10 05:14:03 PM Link | Quote
Use PJ64 1.6 and ignore these errors.
Emoluvjd2
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Posted on 02-24-10 07:17:26 PM (last edited by Emoluvjd2 at 02-24-10 04:17 PM) Link | Quote
Originally posted by Conte de Contis
I also have a problem with patching:

I use a regular clean US ROM, i extend it with rom extender1.2b, i expand it and i apply the obj import6.ppf patch. when i open it (before importing the obj file), PJ64 V1.7 gives me this:

image

What's the problem?

Just ignore it. Click okay and then F2 to continue.
messiaen
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Posted on 02-25-10 12:56:53 AM Link | Quote
It was LOTS of work but I got the object selector to work. I'll probably release a fully functional beta version this week, if I have time to finish some minor stuff add a few other goodies.

I may include a waterbox function, however it won't be very user friendly. I can't make any kind of graphical preview, so you would havel to input the rectangle extreme points (ie in a ABCD rectangle the A and C coordinates). Very unpractical if you want small waterboxes, however it would still be useful to create underwater
levels, in which almost all the level is covered by water.

Next big thing to work on is alpha support for .png textures, though at this point one could already make a full scale kickass hack of Mario 64 .
Aamelo
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Posted on 02-25-10 05:17:32 PM Link | Quote
Finally, Using the Tip from Messiaen from This Post I have finally was able to fix the textures



Next Task: Add Some items and Probably Import some music

There's also something else to do... but I will have Messiaen to release the feature that will let me able to do it...



~ Aamelo
messiaen
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Posted on 02-26-10 05:02:56 PM (last edited by messiaen at 02-26-10 02:04 PM) Link | Quote
v0.8 Beta is up . This is not the final 0.8 yet, just a first beta I'm releasing just to the Jul community. Screenshot of the interface:



All features are functional, however I haven't tested much the program. NO ADDITIONAL PATCHING is necesary (the .ppf patch is still the same from the 0.6 version). After you use the importer though, your ROM won't be compatible anymore with older versions of the tool.

Feel free to report any bugs/suggestions, or even suggestions to object bank names.

To assign collision types, you'll have to modify your .mtl file in Wordpad, adding a "collisionType" command under the material properties, followed by the collision type number (in decimal). Example:


newmtl _Lava_3C96C6A_c_png

Ka 0.000000 0.000000 0.000000
Kd 1.000000 1.000000 1.000000
Tr 1.0
Ks 0.000000 0.000000 0.000000
Ns 3.200000
map_Kd 3C96C6A_c.png
collisionType 1



To get lava working with the "lava bubble" effect, use collisionType 1 and use the "lava" weather effect.

Here is a list of Collision types (don't forget to convert from hex to decimal). Some of the 8-byte commands probably won't work and I will have to add exceptions to handle them.

Please report back bugs, suggestions and questions (if they haven't been answered yet in previous pages of this thread).

Download v0.8 Jul Beta
Gecko
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Posted on 02-26-10 06:44:11 PM Link | Quote
wow, you're such a fast working person ^^ Incredible work! Hope I'll find some time at the weekend for your tool.
Does anyone have ideas for a level which I should cover inside the texturing tutorial?
messiaen
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Posted on 02-26-10 08:39:12 PM (last edited by messiaen at 02-26-10 05:40 PM) Link | Quote
My summer vacations are almost over so that's why I am rushing with this (also it helps that I practically don't play video games or watch TV hehe). Toad's Tool script dumper (thanks VL-Tone for this nice feature!) made it much easier than I thought to write the bank selector stuff.

Morever, it has been very nice to work with C# (for the GUI stuff), seeing results so quickly is motivating .

One feature I want to add is another menu with called "ROM modifications" or something like that which will deal with some of the hardcoded data in the game. For instance, changing bosses star positions, number of stars needed for something to happen, skipping intro's/cutscenes, item box contents. The idea is to use information from Gameshark codes and gradually design hacks to flexibilize these details of the game engine.
wwwarea
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Posted on 02-26-10 09:13:04 PM Link | Quote
Wow, your fast at making these messiaen. =D

The collision type part where we type 1 looks like the idea of mine that if we wanted multi collision type in levels like in other levels, there are more then one sound like when you step on this grass texture, it sounds like grass and if you step on this brick texture, it sounds like your walking on bricks.

Even though, I want to add the objects from other levels using toads tool after but in toads tool, I get a black screen in there when I try viewing the level. Does this happen with anyone else? If not then it must be how I'm setting the object banks.

In 0C, I selected Lava Objects: Big bully.

In 0D I selected Castle Objects: Toads

In 0E I selected Inside Castle: Castle Floor Trap
Breegullbeak
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Posted on 02-27-10 05:07:59 PM Link | Quote
Originally posted by Gecko
wow, you're such a fast working person ^^ Incredible work! Hope I'll find some time at the weekend for your tool.
Does anyone have ideas for a level which I should cover inside the texturing tutorial?


This! Or you could make a very basic level out of a few planes. Like this one.

Only problem I'm having with the new version of the importer is having the level appear in Toad's Tool.
messiaen
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Posted on 02-27-10 07:12:44 PM Link | Quote
Originally posted by wwwarea
Even though, I want to add the objects from other levels using toads tool after but in toads tool, I get a black screen in there when I try viewing the level. Does this happen with anyone else? If not then it must be how I'm setting the object banks.

In 0C, I selected Lava Objects: Big bully.
In 0D I selected Castle Objects: Toads
In 0E I selected Inside Castle: Castle Floor Trap


Just a clarification, you don't have to select anything on the "Object List" combobox, this is just so you can know which objects are included in the bank you chose. In fact, I will change that to "Objects Included", which is much more clear.

A few questions:
1 - Do you get any error message from Toad's Tool 64?
2 - Are the objects available in Toad's Tool interface? (note that Bank 0x0E objects will all shown up as "unknown" because of some changes I did,
3 - Does the level shows fine in Mario 64?
4 - Does your level have more than 2000 faces? (see this in the log file)

Originally posted by Breegullbeak
Only problem I'm having with the new version of the importer is having the level appear in Toad's Tool.


As far as I have tested, the level shows up but there might be texture errors (mainly texture coordinates) and some missing faces (in case you have more than 2000 faces). Try importing without textures and see if Toad's Tool 64 can display it now (wwwarea, also try this).

Also, something I forgot to say from the beggining: when you import a level again, object lilsts aren't touched, so there won't be any loss of data if you edit the objects and reimport the .obj file again.

If possible, it would be nice if you could test your .obj file on version 0.7 (but remember you can't use the ROM you already used in 0.8 beta), this way I could know if its a new bug or something old.
wwwarea
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Posted on 02-27-10 07:50:20 PM (last edited by wwwarea at 02-27-10 06:11 PM) Link | Quote
Oh, OK.
And here are my replies to the questions,

I don't get error messages in toads tool.

You mean the list of the objects in toads tool that are in red? I think they show up in the list and I see the names of some castle objects.

Yeah, the level shows fine in the game when I play it.

I don't think it was over 2000, it was less then 100 I think.


But in toads tool v0.5.98b, I don't get a black screen but the level is invisible. I could only see it in Collision Map mode and with out the lines of the collision. (Probably because of the Renderer) So I tested some objects and I got them to load in the level but the trap floor, the texture on it looks really strange. Its like this green texture with lines kind of.
messiaen
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Posted on 02-27-10 08:03:36 PM (last edited by messiaen at 02-27-10 06:23 PM) Link | Quote
First, try using Toad's Tool 64 v0.5994b and see if there's any difference, 5.98b is too old. Please send me a screenshot of it viewing the collision, at least this should work right. With the collision being show properly, you can use it as a guide to edit your level.

Edit: Sorry I read your post wrong. Anyway I found whay may be the problem. Toad's Tool parses the level correctly, but simply ignores my 0x1F (set level geometry layout) command. I think it's related to same bank modifications I did (level scripts are in bank 0x19), since the script dumper also isn't working correctly. I will try to find a solution, but I still don't have any clue about what's causing the bug .
wwwarea
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Posted on 02-27-10 09:09:55 PM Link | Quote
I tried v0.5994b but it still gives me the black screen in the window where you view your level. (Before the black screen, the map is still invisible.) I think I can still edit with the list and other around the window. This black screen problem might be because I'm using Vista.

Also heres the old toads tool in collision mode.

http://i250.photobucket.com/albums/gg244/wwwarea/Collisionmode.png
messiaen
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Posted on 02-27-10 09:35:41 PM (last edited by messiaen at 02-27-10 06:36 PM) Link | Quote
I'm defintely puzzled as to why Toad's Tool simply ignores my 0x1F command. I tried v.0598, which doesn't loads polygon on the fly, and it also ignores it, however with the "blue" screen it's at least possible to work in collision mode, while in further versions even this can't be done due to the "black screen" blocking everything.

I'll just have to go back to my previous ROM and try to find why it stopped working. As a last resource, I may have do two Wo separate ROMs, one compatible with Toad's Tool 64 and other one that will work correctly with emulators. There would be a separate tool which would convert the TT64-compatible ROM do a working ROM.

It sucks, but it may be the only to work around TT limitations .
BTTF Forever
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Posted on 02-28-10 08:10:57 AM Link | Quote
ok, i cant even get into my level...

i have a brand newly patched rom, imported the object, went into SM64, jumped in the painting, selected the first star, mario said "letsa gooo..."...............White screen stays there, it doesnt load the level, i have done everything perfectly, what am i doing wrong?

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messiaen
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Posted on 02-28-10 08:48:42 AM (last edited by messiaen at 02-28-10 05:49 AM) Link | Quote
Originally posted by BTTF Forever
ok, i cant even get into my level...

i have a brand newly patched rom, imported the object, went into SM64, jumped in the painting, selected the first star, mario said "letsa gooo..."...............White screen stays there, it doesnt load the level, i have done everything perfectly, what am i doing wrong?


Log please? Did it work with previous versions of the importer?
Gecko
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Posted on 02-28-10 09:28:29 AM (last edited by Gecko at 02-28-10 06:33 AM) Link | Quote
For some reason, the image converter does not work for me anymore.

[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 = 1500.000000
Level = 5
Weather = 0
Background = 3
Create Death at Bottom plane = 1
Restore Level Flag = 0
Bank 0x0C = 3
Bank 0x0D = 3
Bank 0x0E = 4
Music = 0
Terrain = 3
[Material]
Material Library = untitled2_Scene.mtl
Material #1 = Grass_sand.png.001
Texture File = sand.png
[BMP conversion]
Command = C:\Dokumente und Einstellungen\Nisa\Eigene Dateien\obj_import6\cvt.exe "sand.png" BMP3:"sand.png.bmp"
Return Value = 1
[Warning]
ImageMagick's converter couldn't open the texture file or initialize properly
[Warning]
Error opening texture "sand.png.bmp"
Material #2 = Grass_grass.png.001
Texture File = grass.png
[BMP conversion]
Command = C:\Dokumente und Einstellungen\Nisa\Eigene Dateien\obj_import6\cvt.exe "grass.png" BMP3:"grass.png.bmp"
Return Value = 1
[Warning]
ImageMagick's converter couldn't open the texture file or initialize properly
[Warning]
Error opening texture "grass.png.bmp"
Material #3 = Grass_stone2.png.001
Texture File = stone2.png
[Warning]
Error loading file stone2.png - using texture from the game
[ObjFile]
Average X = -95.735248
Average Y = 2171.613336
Average Z = -96.209049
[ObjFile]
Vertex Count = 122
Face Count = 210
Material Count = 3
[Collision groups]
Collision group 1 of 1
StartFace = 1
EndFace = 210
NumFaces = 210
ColType = 0
Vertex data size = 0x2790 bytes
Display List data size = 0xa50 bytes
Collision data size = 0xa50 bytes
[ROM]
Display List pointer = 0x0e002790 (ROM 0x1672790)
Collision Pointer = 0x0e0031e0 (ROM 0x16731e0)
[Collision groups]
Collision group 1 of 1
StartFace = 1
EndFace = 210
NumFaces = 210
ColType = 0
Level Size = 0x000039dc
messiaen
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Posted on 02-28-10 09:40:34 AM Link | Quote
Originally posted by Gecko
For some reason, the image converter does not work for me anymore.

[BMP conversion]
Command = C:\Dokumente und Einstellungen\Nisa\Eigene Dateien\obj_import6\cvt.exe "grass.png" BMP3:"grass.png.bmp"



Can you go to the command prompt, type that and see what the error message is?

In this beta version, I used on purpose a different version of cvt.exe, compiled from source instead of a downloadble binary release, just to check if compatibility was better. It may be something related to DLLs, but please don't download anything to try to fix this problem, you can help me finding the optimal linker setting so that it doesn't requires any additional .DLL file.

By the way, VL-Tone will take a look and see if there's a Toad's Tool bug preventing the level to be displayed.
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


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