BTTF Forever
Member
Level: 20
   

Posts: 19/70
EXP: 39142 For next: 3297
Since: 02-08-10
From: Australia
Since last post: 11.3 years Last activity: 11.3 years
|
|
ok, cool, so why didn't it import when i did it?
another thing about the textures, if you take a look at the radio, the speakers are a separate texture each, and if you look, they double beside each other instead of stretching to the size of the polygon, is there any way to fix this?
and how come only .PNG is supported alpha?
____________________ See You In The Future.........Or The Past!
Long Live Back To The Future! |
messiaen
Catgirl
Level: 68
   
Posts: 773/1085
EXP: 2596341 For next: 132459
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
Originally posted by BTTF Forever ok, cool, so why didn't it import when i did it?
another thing about the textures, if you take a look at the radio, the speakers are a separate texture each, and if you look, they double beside each other instead of stretching to the size of the polygon, is there any way to fix this?
and how come only .PNG is supported alpha?
Your textures uses various sizes which aren't perfectly supported by the importer (32x32 is the safest choice), eventually this may be fixed but not a priority now since what I want to see coming from this importer are custom maps designed around its limitations, not imports from other games.
24-bit .BMP file doesn't contain an alpha channel, .PNG is more widely used for that. Your .obj file, which came from a VRML file (and probably lost many important informations during this conversion), has alpha channels mapped in separate .BMP files, which is too much a hassle for me to even consider supporting. |
Vinnyboiler
Catgirl
Level: 66
   

Posts: 84/1045
EXP: 2445467 For next: 16384
Since: 12-27-07
From: London, England
Since last post: 6 days Last activity: 2 days
|
|
| The OBJ importer looks great. Just as a suggestion, can you add a feature that lets you change the background and weather effects without changing the level. |
messiaen
Catgirl
Level: 68
   
Posts: 775/1085
EXP: 2596341 For next: 132459
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
Originally posted by vinnyboiler The OBJ importer looks great. Just as a suggestion, can you add a feature that lets you change the background and weather effects without changing the level.
You mean, without reimporting the level .obj file ? Unfortunately that would require many changes in the program and in the interface, so it's not feasible. Just use the "Save/Load" settings feature and that should be fairly easy. When importing levels, object lists are left untouched, so don't worry about your work inside Toad's Tool 64 being lost. |
BTTF Forever
Member
Level: 20
   

Posts: 20/70
EXP: 39142 For next: 3297
Since: 02-08-10
From: Australia
Since last post: 11.3 years Last activity: 11.3 years
|
|
OK Messiaen, thanks for that, one more thing though, i don't know if you got this suggestion or not, but Ive said it 3 times before but you never replied to it.
Could you please reinsert the culling (reverse faces) option in the next version or this version if possible? i really need it.
because when i import some things from other games, i just fall through the faces when i enter the level. LOL.
please reply.
thank you.
For Metal_Man88:
Was that polite enough? LOL
____________________ See You In The Future.........Or The Past!
Long Live Back To The Future! |
messiaen
Catgirl
Level: 68
   
Posts: 776/1085
EXP: 2596341 For next: 132459
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
The reverse faces option shouldn't be necessary, I only included it because sometimes Google SketchUp native .OBJ exporter sometimes messes up when it comes to exporting front/back faces (not sure why, other unnoficial plugins seems to work better), but that could be my lack of expertise in dealing with it.
Send me the .obj files you are having problems with, I'm curious to see it. Do they come from .VRML exports? If so, the original game could be using different culling settings and it won't be imported correctly no matter what I do. |
TheGreatMan55580
Utter failure
Level: 10
   
Posts: 5/14
EXP: 3495 For next: 919
Since: 02-21-10
From: Binary
Since last post: 11.8 years Last activity: 10.8 years
|
| Posted on 03-05-10 08:35:34 PM (last edited by TheGreatMan55580 at 03-05-10 05:35 PM) |
Link | Quote
| |
here I made a model for the Importer i dosent know if it works but you all can try it i worked long on it so i will try if the model work in Super Mario 64
-------------------------------------------------------------------------
here a Screenshot of the model editing in Google Sketchup:
here a picture
download the .obj file here!
I will try if the model can be imported in Super Mario 64.
and the .obj file dosent have textures so the textures from the game will be used.
Greetings,
TheGreatMan55580
____________________ -----------------------
Im a newbie |
BTTF Forever
Member
Level: 20
   

Posts: 21/70
EXP: 39142 For next: 3297
Since: 02-08-10
From: Australia
Since last post: 11.3 years Last activity: 11.3 years
|
| Posted on 03-05-10 08:56:37 PM (last edited by BTTF Forever at 03-05-10 06:21 PM) |
Link | Quote
| |
To Messiaen:
yes, the .obj is from a VRML export, and i converted it from .wrl to .obj using Meshlab, but meshlab has no reverse face option (well i haven't been able to find it if there is one). For exporting from games, i use the nemu exporting plugin for the 1964 emulator, In the options for the plugin, there is no option for reverse faces.
the .obj i was trying to import was from Goldeneye, the first part where you start on the dam level, it imports fine, but when i hop in the level, i fall straight through it.
PS: in 0.4 alpha version of the importer that you made, i exported the actual dam from Goldeneye, and with the -culling option, I was able to put it in and walk along the dam, but it had no textures.
NOTE: it also does this with the south park n64 exports, the faces are reversed.
ill see if i can make a list of n64 games that have faces reversed and ones that don't when you VRML export them.
here's the .obj, .mtl......etc
http://www.megaupload.com/?d=305HZBJX -DOES NOT WORK
NEW-http://www.megaupload.com/?d=0NFC1YEI
it's in .7z format, you need 7-zip to open it, the old file didn't work for some reason?
NOTE2:some of the textures are from other VRML exports (eg: mario kart) this was because of vivaty studio i used to use, but this shouldnt effect anything, also, it exported 3d models of the people in the level, so the poly count might be a bit high, but just delete those people and it should be fine.
____________________ See You In The Future.........Or The Past!
Long Live Back To The Future! |
Gecko
Member
Level: 25
   

Posts: 81/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
| Posted on 03-06-10 11:49:12 AM (last edited by Gecko at 03-06-10 08:50 AM) |
Link | Quote
| |
| Why is everyone so eager importing levels from other games? I think that these tools should be used for the creation of new material instead of ripping levels from other games turning the whole importing process into an illegal act. Think about something new, be creative. Learn a lesson from Celux. |
Vinnyboiler
Catgirl
Level: 66
   

Posts: 85/1045
EXP: 2445467 For next: 16384
Since: 12-27-07
From: London, England
Since last post: 6 days Last activity: 2 days
|
|
| Well I'm doing both in my hack, creating my own levels like my city level but at the same time borrow models from other games(my final boss battle is in a wwe ring). It is hard working within SM64 limitations, most of my level have collision errors which makes it even more tempting to use other game models. |
Lyskar
12210          -The Chaos within trumps the Chaos without-
Level: 192
   

Posts: 4674/12211
EXP: 99321343 For next: 552228
Since: 07-03-07
From: 52-2-88-7
Since last post: 7.4 years Last activity: 7.3 years
|
|
| Stats | Time/Date
03-06-10 11:49:32 AM
Posts
4674
Days Here
977
Level
99
|
| | Metal_Man88's Post | I, too, find the importing of other models from other games to be kind of cheap and sleazy.
If it became too common, I might daresay eliminate it where I can; at this point, though, I'd argue it will help us debug the importer stuff.
In the future, though? If it becomes an annoying, commonplace behavior in people's hacks, it may be wise to shun them.
____________________
|
| |
|
BTTF Forever
Member
Level: 20
   

Posts: 22/70
EXP: 39142 For next: 3297
Since: 02-08-10
From: Australia
Since last post: 11.3 years Last activity: 11.3 years
|
|
the only reason i do it is that i find it cool!
I mean think about it, Goldeneye Dam level in SM64, how cool is that?
but i do agree with you both, that's why i have Google sketch up, and I'm making my own levels, but i just make tests here and there, whenever a new importer comes though, i always use a rip from another game (eg: the bedroom from super smash bros.) because i want to see how close the importation is to the real thing, And it being cool
i don't really think about the legal side of things though, i mean, downloading roms that you don't have already as a cartridge, is illegal too...
And i have 15 roms, and only about 7 of them i have as cartridges for my N64!
____________________ See You In The Future.........Or The Past!
Long Live Back To The Future! |
Me-me
340      
Level: 41
   

Posts: 92/341
EXP: 462081 For next: 18064
Since: 08-05-07
Since last post: 9.7 years Last activity: 8.1 years
|
|
It's cool to use levels from other games BUT it's so much more fun creating levels from scratch!
And about that legal-stuff: Downloading ROMs is illegal. It doesn't matter if you own the catridges in real-life.
Meh, not many cares about it being illegal or legal anyway.
____________________ Wow! SM64 is totally turned upside-down! |
messiaen
Catgirl
Level: 68
   
Posts: 777/1085
EXP: 2596341 For next: 132459
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
I checked the GoldenEye export. Reversing faces won't help at all, the only problem is that your .obj file orientation is different than Mario 64. Just rotate 180 degrees around the X (or Z?) axis, find a good scaling and it will be perfectly fine:
I'm releasing the final 0.8 today, which fixes a few collisions bug in the last beta as well as path problems that prevented textures from being correctly loaded. Proper alpha support will be in the next release, once I solve a few issues and rewrite some older parts of the program. |
BTTF Forever
Member
Level: 20
   

Posts: 23/70
EXP: 39142 For next: 3297
Since: 02-08-10
From: Australia
Since last post: 11.3 years Last activity: 11.3 years
|
|
hang on a second, your telling me that all i have to do is flip the entire model, upside down????
but won't the model then be upside down?
I'm confused, could you please explain a little clearer??
thanks.
____________________ See You In The Future.........Or The Past!
Long Live Back To The Future! |
messiaen
Catgirl
Level: 68
   
Posts: 779/1085
EXP: 2596341 For next: 132459
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
Originally posted by BTTF Forever hang on a second, your telling me that all i have to do is flip the entire model, upside down????
but won't the model then be upside down?
I'm confused, could you please explain a little clearer??
thanks.
Yes, that's it. This will happen frequently with VRML exports, some models will need to be rotated 90 degrees because the orientation a specific game use is different. Remember, in 3D everything is camera-relative . |
BTTF Forever
Member
Level: 20
   

Posts: 24/70
EXP: 39142 For next: 3297
Since: 02-08-10
From: Australia
Since last post: 11.3 years Last activity: 11.3 years
|
| Posted on 03-06-10 09:22:39 PM (last edited by BTTF Forever at 03-06-10 06:54 PM) |
Link | Quote
| |
well what program should i use to turn everything upside down?
EDIT: ok, i turned some of it upside down, but i went int the level, an i landed on the ground, but the ground was upside down, are you sure culling wont do anything? im sure it will put them round the right way, is there a way with 0.7, that i can manually tell it to add culling, so i can see what it looks like?
____________________ See You In The Future.........Or The Past!
Long Live Back To The Future! |
messiaen
Catgirl
Level: 68
   
Posts: 780/1085
EXP: 2596341 For next: 132459
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
Changes from the earlier "beta":
- Levels should work now in TT64 (but textures will probably look weird)
- A minor collision bugs was fixed
- Path bugs were fixed, so texture problems are much less prone to happen |
BTTF Forever
Member
Level: 20
   

Posts: 25/70
EXP: 39142 For next: 3297
Since: 02-08-10
From: Australia
Since last post: 11.3 years Last activity: 11.3 years
|
| Posted on 03-06-10 11:27:08 PM (last edited by BTTF Forever at 03-06-10 08:31 PM) |
Link | Quote
| |
im getting annoyed now...
it still does'nt work, i imported the level, and when i start it it just stays white, just like the beta version, beforehand i tested the same .obj file on 0.7, and it worked perfectly.
whats going on?!?!?!!?
EDIT: heres the conversion log
[Environment]
Convert path = C:\N64\0.8\cvt.exe
[Import Parameteres]
ObjFile = C:\Documents and Settings\Jared Doevendans\My Documents\playground\test.obj
Scaling = 100.000000
Level = 5
Weather = 0
Background = 4
Create Death at Bottom plane = 1
Restore Level Flag = 0
Bank 0x0C = 4
Bank 0x0D = 1
Bank 0x0E = 5
Music = 0
Terrain = 0
[Material]
Material Library = test.mtl
Material #1 = __Brick_Antique__Brick_Antique_jpg
Texture File = Brick_Antique.jpg
[BMP conversion]
ShellExecute = "C:\N64\0.8\cvt.exe" "Brick_Antique.jpg" "BMP3:Brick_Antique.jpg.bmp"
[BMP Resizing]
ShellExecute = "C:\N64\0.8\cvt.exe" -resize 48x32 "Brick_Antique.jpg.bmp" "BMP3:Brick_Antique.jpg.bmp"
.BMP DataOffset = 0x36
(48x32) Texture Pointer = 0x0e000010
[ObjFile]
Average X = 195.582187
Average Y = -2.507375
Average Z = 318.259096
[ObjFile]
Vertex Count = 94
Face Count = 104
Material Count = 1
[Display List conversion]
[Collision groups]
Collision group 1 of 1
StartFace = 1
EndFace = 104
NumFaces = 104
ColType = 0
Vertex data size = 0x1fc0 bytes
Display List data size = 0x4a0 bytes
Collision data size = 0x4a0 bytes
[ROM]
Display List pointer = 0x0e001fc0 (ROM 0x1671fc0)
Collision Pointer = 0x0e002460 (ROM 0x1672460)
[Collision groups]
Collision group 1 of 1
StartFace = 1
EndFace = 104
NumFaces = 104
ColType = 0
Level Size = 0x00002938
____________________ See You In The Future.........Or The Past!
Long Live Back To The Future! |
Breegullbeak
Member
Level: 27
   

Posts: 111/135
EXP: 107688 For next: 8471
Since: 06-06-09
Since last post: 10.5 years Last activity: 9.7 years
|
|
Originally posted by messiaen
Changes from the earlier "beta":
- Levels should work now in TT64 (but textures will probably look weird)
- A minor collision bugs was fixed
- Path bugs were fixed, so texture problems are much less prone to happen
Side by side configuration error has returned. The beta imports the levels, but upon entering, I freeze in a postion that looks like I was just tossed b King Bomb-Omb with out a hat in an empty area. After this I immediately hear Bowser laugh and every thing else that happens when you die. Backround is changed and the weather is changed though.
Originally posted by BTTF Forever well what program should i use to turn everything upside down?
EDIT: ok, i turned some of it upside down, but i went int the level, an i landed on the ground, but the ground was upside down, are you sure culling wont do anything? im sure it will put them round the right way, is there a way with 0.7, that i can manually tell it to add culling, so i can see what it looks like?
Do you mean the level or the what? Post a screen. If the level is upside down, rotate it so it's right side up in an editor like blender or sketch up. |