Register - Login
Views: 99796527
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 05:41:47 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 12 13 14 15 16 17 ... 46 47 48 49 50 51 52 53 54 55Next newer thread | Next older thread
BTTF Forever
Member
Level: 20


Posts: 26/70
EXP: 39142
For next: 3297

Since: 02-08-10

From: Australia

Since last post: 11.3 years
Last activity: 11.3 years

Posted on 03-07-10 01:46:07 AM Link | Quote
no, Messiaen told me to turn everything upside down, and said that turning it upside down would fix it, but it didn't, I think it has something to do with culling, but Messiaen said it didn't.

____________________
See You In The Future.........Or The Past!
Long Live Back To The Future!
hennahacker

Level: 26


Posts: 66/132
EXP: 101226
For next: 1049

Since: 02-20-10

From: The Endless Cabal

Since last post: 6.3 years
Last activity: 6.0 years

Posted on 03-07-10 04:42:49 AM Link | Quote
Try flipping the face normals on your model, that might be what he meant.

Also, by culling do you mean backface culling (having the texture show up on one side, the other, or both)?

____________________
I am the sum of my parts, but none of my parts are me.
wwwarea
Member
Level: 21


Posts: 60/74
EXP: 45076
For next: 4867

Since: 08-10-08


Since last post: 9.8 years
Last activity: 9.4 years

Posted on 03-07-10 05:46:29 AM (last edited by wwwarea at 03-07-10 03:05 AM) Link | Quote
Hmm, I get the white screen too. But its because of some obj files. Most of them I tried importing gives me the white screen when I start the level. I only got 1 map imported with out the white screen. I tried importing the same obj file in another level also and still no freeze so then I tried another obj file, it freezes again. =/

One of the obj files that froze in the game looks OK in toads tool 64 though.

Edit: It seems the obj files that are working for me are the ones exported from Wings 3D. The ones that freezes the game is the ones from google sketch up. I think I tried to import a obj that was exported from google sketch up and then exported from Wings 3D but still diddn't work. Some obj files that were from something else and then exported from Wings 3D or made in Wings 3D and then export from it did work. So I'm guessing its google sketch up again.
Gecko
Member
Level: 25


Posts: 83/113
EXP: 83089
For next: 6531

Since: 03-27-09


Since last post: 9.1 years
Last activity: 7.7 years

Posted on 03-07-10 06:09:22 AM (last edited by Gecko at 03-07-10 03:37 AM) Link | Quote
Originally posted by messiaen

v0.8 up!



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

Maybe it's just a false alarm.


Edit: Yep, it was.




For those of who are experiencing whitescreens, if you're using savestates, create a new savestate after updating your object importer files. Each update makes former savestates unusable resulting in a white screen.
Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
Level: 135


Posts: 2881/5390
EXP: 29075402
For next: 259603

Since: 07-22-07

Pronouns: he/him/whatever
From: RSP Segment 6

Since last post: 342 days
Last activity: 342 days

Posted on 03-07-10 07:31:40 AM Link | Quote
03-07-10 02:31:40 AM
Post #2881
So for those of you playing with the microcode, is there something I'm missing with texture modes? For Mario Kart, I extract the modes from G_SETTILE like so:ROM.RSP.TileCache[idx] = {
Format = ROM.RSP.TextureFormat[tonumber(param[1] >> 5)],
Size = (param[1] >> 3) & 3,
Line = ((param[1] & 3) << 7) | (param[2] >> 1),
TMem = ((param[2] & 1) << 8) | param[3],
Palette = param[5] >> 4,
TFlags = (param[5] >> 2) & 3,
TMask = ((param[5] & 3) << 2) | (param[6] >> 6),
TShift = (param[6] >> 2) & 15,
SFlags = param[7] & 3,
SMask = param[7] >> 4,
SShift = param[7] & 0xF }
then pass the SFlags and TFlags to glTexParameter, where 0=GL_REPEAT, 1=GL_MIRRORED_REPEAT, 2=GL_CLAMP_TO_EDGE, 3=GL_CLAMP. The result is that everything displays fine, except all of the track polygons are using GL_REPEAT when they should use GL_MIRROR.

____________________


witty comment
why not?
messiaen
Catgirl
Level: 68


Posts: 781/1085
EXP: 2596321
For next: 132479

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 03-07-10 09:25:17 AM Link | Quote
Originally posted by Gecko
Maybe it's just a false [virus] alarm.

Edit: Yep, it was.



Hmm, I was expecting some false positive like this. My program now uses "ShellExecuteEx" to create hidden sub-processes (to launch ImageMagick's converter) and probably that specific Anti-Virus find it a sign of this specific trojan.

About whitescreens, I just found an error in one of the bank loading commands, I will fix it today and release a 0.8b version. Also, what Gecko said about savestates is valid.
Me-me
340
Level: 41


Posts: 95/341
EXP: 462078
For next: 18067

Since: 08-05-07


Since last post: 9.7 years
Last activity: 8.1 years

Posted on 03-07-10 05:22:38 PM (last edited by Me-me at 03-07-10 02:23 PM) Link | Quote
The new importer works nicely, but in addition to the texture glitch in TT64, half of my level don't show up:

This can be "fixed" by ticking the "collision map" box, but still. Any ideas?

____________________
A new pic! And after almost 3 years!
Aamelo
Member
Level: 17


Posts: 33/46
EXP: 21280
For next: 3463

Since: 08-06-09


Since last post: 11.8 years
Last activity: 10.8 years

Posted on 03-07-10 05:24:30 PM Link | Quote
Thanks for Bug Fixing, Mess.

and now...
Test Level V0.85 is Done.

The level had some updates but still got to get some stuff fixed.
Ah, Messiaen are you still devolving the water feature?
messiaen
Catgirl
Level: 68


Posts: 782/1085
EXP: 2596321
For next: 132479

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 03-07-10 06:17:44 PM Link | Quote
Uploaded the v0.8b to the Level Importer site.

Me-me: If your object has more than 2000 faces or so, the exceeding faces won't show up in TT64. It's a limitation of TT64, and indeed a logical limitation since none of the original levels contains more than 2000 faces.

Aamelo: my priority now is getting the alpha support to work correctly, then I'll think about the best way to implement water box/toxic haze creation.

By the way, if anyone wants to help creating textures packs (with only 32x32 textures), that would be nice. A quick way to dump textures is either using TR64's plugin or doing a VRML export and then saving the textures. A nice texture database from a variety of N64 games would be a very nice resource for creating new levels.
wwwarea
Member
Level: 21


Posts: 61/74
EXP: 45076
For next: 4867

Since: 08-10-08


Since last post: 9.8 years
Last activity: 9.4 years

Posted on 03-07-10 06:53:47 PM Link | Quote
Thanks for the new release. My map from google sketch up works now.

You should add a fog feature for version 0.9 like in Peach's secret slide, it has this dark fog in it.
messiaen
Catgirl
Level: 68


Posts: 783/1085
EXP: 2596321
For next: 132479

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 03-07-10 08:19:36 PM Link | Quote
Originally posted by wwwarea
Thanks for the new release. My map from google sketch up works now.

You should add a fog feature for version 0.9 like in Peach's secret slide, it has this dark fog in it.


Ah, good to hear that!

Fog is a nice suggestion, I did some tests on it a few weeks ago, and it wouldn't be hard to add it as a global parameters, that is, something that will affect the whole level. Finding good values, however, takes some time.

Another useful feature I forgot to add is the option to have non-solid textures, ie, in case you want a decorative texture (this might be very useful with alpha). It would be done by assigning a specific collisionType parameter.
Aamelo
Member
Level: 17


Posts: 34/46
EXP: 21280
For next: 3463

Since: 08-06-09


Since last post: 11.8 years
Last activity: 10.8 years

Posted on 03-07-10 08:33:56 PM Link | Quote
Originally posted by messiaen

Ah, good to hear that!

Fog is a nice suggestion, I did some tests on it a few weeks ago, and it wouldn't be hard to add it as a global parameters, that is, something that will affect the whole level. Finding good values, however, takes some time.

Another useful feature I forgot to add is the option to have non-solid textures, ie, in case you want a decorative texture (this might be very useful with alpha). It would be done by assigning a specific collisionType parameter.



I Don't know if you able, but, what about making the importer compatible with other games than just SM64?
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 4703/12211
EXP: 99320606
For next: 552965

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 03-07-10 09:16:28 PM Link | Quote
Stats
Time/Date
03-07-10 03:16:28 PM
Posts
4703
Days Here
978
Level
100
Metal_Man88's Post
That would be missing the point, Aamelo.

Other games have other systems and working with SM64 is hard enough as it is.

____________________
Don't let an old saying get in the way of a good idea.
Eisnaught - SSQ² - Mobius Roleplay - SSS
wwwarea
Member
Level: 21


Posts: 62/74
EXP: 45076
For next: 4867

Since: 08-10-08


Since last post: 9.8 years
Last activity: 9.4 years

Posted on 03-08-10 03:04:17 AM Link | Quote
Just found another bug. This one is major... =/ Seems if I import more then 1 map into the game like 2 levels replaced with 2 diffrent obj files, it could crash the game when I enter the next custom obj level, and opening the rom with toads tool 64 doesn't work. It gives me this error pop up saying Handler not found or something or List expected for handler.

Another bug, would be other texture sizes like 64 x 32 I think but when importing, the texture comes repeated in the texture. Kind of like: Before import, texture looked like (1234) and after import, it looked strange in the game so I ripped it and the texture was still 64 x 32 but the texture diddn't look the same, it did something like (1212).
BTTF Forever
Member
Level: 20


Posts: 27/70
EXP: 39142
For next: 3297

Since: 02-08-10

From: Australia

Since last post: 11.3 years
Last activity: 11.3 years

Posted on 03-08-10 04:03:10 AM (last edited by BTTF Forever at 03-08-10 01:27 AM) Link | Quote
Originally posted by wwwarea

It seems the obj files that are working for me are the ones exported from Wings 3D. The ones that freezes the game is the ones from google sketch up. I think I tried to import a obj that was exported from google sketch up and then exported from Wings 3D but still diddn't work. Some obj files that were from something else and then exported from Wings 3D or made in Wings 3D and then export from it did work. So I'm guessing its google sketch up again.



well i tried importing an .obj from google sketchup into wings 3d, then exported it as an .obj file, it still gave me the white screen, anyone who has it working, could they please post there settings so i could try to import with the same settings you have to see if it makes a difference?

EDIT: oh and by the way, 0.8b is up

EDIT2: tried 0.8b, white screen........

EDIT3: tried opening in toads tool, it freezes at loading script bank 2346188, does this mean anything?

____________________
See You In The Future.........Or The Past!
Long Live Back To The Future!
messiaen
Catgirl
Level: 68


Posts: 784/1085
EXP: 2596321
For next: 132479

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 03-08-10 10:17:54 AM Link | Quote
wwwarea: Can you try reproducing the bug in a new ROM? Also, please say exactly what levels have you replaced and send the logs for each level, ok?

BTT: Try working from a clean ROM too. If it still gives you the white screen error, please send the the .obj file, your log AND your ROM (upload everything to mediafire or another free file host).
BTTF Forever
Member
Level: 20


Posts: 28/70
EXP: 39142
For next: 3297

Since: 02-08-10

From: Australia

Since last post: 11.3 years
Last activity: 11.3 years

Posted on 03-08-10 05:51:49 PM (last edited by Metal_Man88 at 03-08-10 03:53 PM) Link | Quote
the rom i tried importing was a clean rom by the way, ill see if i can upload it by tomorrow, since i have stuff to do.

User Should really learn how to edit their posts instead of double posting -MM88

i was able to upload it just now, had to compress 50mb of data to 7mb...

http://www.megaupload.com/?d=IRZXKX14

if it says the file is temporarily unavailable, wait till the next day, it will say its fine in about 24 hours, at most, from this post onwards.

____________________
See You In The Future.........Or The Past!
Long Live Back To The Future!
wwwarea
Member
Level: 21


Posts: 63/74
EXP: 45076
For next: 4867

Since: 08-10-08


Since last post: 9.8 years
Last activity: 9.4 years

Posted on 03-08-10 09:55:32 PM (last edited by wwwarea at 03-08-10 06:57 PM) Link | Quote
messiaen: Oh like re try importing obj files into levels on a clean rom? And the levels I was replaceing was Secret Aquarium and then bomb-omb's battlefield. Then in the game, the Bomb-Omb's Battlefield gives me that white screen but I think the Secret Aquarium level still works, I kind of forgot. And then couldn't open the rom in toads tool 64 anymore, even when I restore the levels. I did repleace other levels in another rom, but the only other ones I could only seem to remember was wet dry world and I think it was the 2nd try witch crashed the rom. But I think that part already had some maps imported from version 8 final. Not the 8b one. As for logs, you mean import a obj file into every level and send you the log txt file after?
messiaen
Catgirl
Level: 68


Posts: 785/1085
EXP: 2596321
For next: 132479

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 03-09-10 02:37:17 AM Link | Quote
BTTForever: Thanks, I found what went wrong with your ROM. There was an error in the level script caused by the specific bank combination you chosed which corrupted your ROM.

Please refrain from using "Rainbow Ride", "Lethal Lava Land", "Whomp Fortress" and any of the "Bowser Courses" as Bank 0x0E for now. Also, don't use this corrupted ROM anymore.

Wwwarea: You probably had the same problem.

This will be fixed in the next release (v0.9).
BTTF Forever
Member
Level: 20


Posts: 30/70
EXP: 39142
For next: 3297

Since: 02-08-10

From: Australia

Since last post: 11.3 years
Last activity: 11.3 years

Posted on 03-09-10 03:29:43 AM Link | Quote
YES!!!!!!!

It Works!!!!

thank you Messiaen.

____________________
See You In The Future.........Or The Past!
Long Live Back To The Future!
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 ... 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 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

33 database queries, 11 query cache hits.
Query execution time: 0.103840 seconds
Script execution time: 0.029290 seconds
Total render time: 0.133130 seconds