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05-03-22 06:46:47 AM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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Lyskar
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Posted on 03-13-10 05:27:16 PM Link | Quote
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Metal_Man88's Post
Originally posted by maczkopeti
You need to export it to .obj first, dummy


Hey, you, we don't need you attacking people who are legitimately requesting help in here. Don't do that again if you know what's good for you.

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maczkopeti
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Posted on 03-13-10 05:29:15 PM Link | Quote
Originally posted by Eedan
Originally posted by maczkopeti


You need to export it to .obj first, dummy


I did, I just uploaded the unexported version incase there would be something wrong, if it wasn't an obj. i wouldn't be seeing those random walls >.>

Edit: noticed I wasn't using the same exporter so i tried it and it worked, but I can walk through all my walls
Link to object http://www.mediafire.com/?qfdjxnnykzi


Ok, well i didn't knowed how you imported the .obj, you should've explained better.

Well, i think your walls aren't enough strength. Post a video of it to see.

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VL-Tone
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Posted on 03-13-10 05:50:31 PM Link | Quote
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by maczkopeti
I tried importing my new level, i opened in toad's tool and after loading the replaced level it gives an error:

Propety not found


#texture

Script Error, Continue?

I also tried it without using the mtl file, same result...

Can you help?


Unfortunately there's an unintended limitation in TT64 0.5994b when it comes to the number of additional textures that it can open. The maximum number is about 112 additional textures.

It's gonna be fixed in 0.6b but I'm thinking of releasing an intermediary version that fixes a few things including this (this version would have the level importer and the sky importer disabled).


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Eedan
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Posted on 03-13-10 06:53:18 PM Link | Quote
Originally posted by maczkopeti



Ok, well i didn't knowed how you imported the .obj, you should've explained better.

Well, i think your walls aren't enough strength. Post a video of it to see.


If you insist...
<object width="425" height="344"><embed src="http://www.youtube.com/v/XRE5Hm3IkYo&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
maczkopeti
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Posted on 03-13-10 07:49:52 PM Link | Quote
Originally posted by Eedan
Originally posted by maczkopeti



Ok, well i didn't knowed how you imported the .obj, you should've explained better.

Well, i think your walls aren't enough strength. Post a video of it to see.


If you insist...
<object width="425" height="344"><embed src="http://www.youtube.com/v/XRE5Hm3IkYo&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>



Well, try using stronger walls, they aren't enough strong
Here's an Example:

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

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messiaen
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Posted on 03-13-10 08:27:36 PM (last edited by messiaen at 03-13-10 07:35 PM) Link | Quote
maczkopeti: I just looked at your .obj file. The problem is that both front and back faces are being exported, when only front faces should be. One of the reasons the .obj export plugin mentioned by BTT forever works better for my importer than the native SketchUp plug-in is that it "guesses" better which faces to export (that is, only front faces).

However, that's not the main problem. Only exporting front faces might still not fix your file.

Quoting from somewhere else:

"In Google SketchUp, all faces have a backface. This is no good for real-time rendering, in general, because faces that are never visible (like the interior of certain objects) are still processed, thus wasting rendering resources. "

Not only that, but Mario 64 collision goes crazy when there's two version of the same triangle (front and back face) occupying the same space.

Doing a Google Search tells me that my importer isn't the only program suffering from weird backface behaviors on Sketchup exports .

This might be of help, however I haven't used SketchUp enough to give advice about reversing faces and preventing these problems from happening. Perhaps some SketchUp power user could do a tutorial for us?

Blender doesn't seem to have these issues, since it probably doesn't even create backfaces by default.

Edit: v10 of the importer is now available for download at my site. It fixes some of the #texture errors (but not really related to textures!) generated by some messier display lists. Still, enabling fog may turn your level incompatible with TT64.

There's also a new "ROM settings" feature, still very limited until I finish researching more about some stuff I want to include. Also, from now on, further releases will simple be numbered v10, v11, etc.
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Posted on 03-13-10 11:53:51 PM Link | Quote
Is it possibe to include myst like when you first go on Jolly Rodgers Bay after you start the game.
maczkopeti
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Posted on 03-14-10 11:10:55 AM (last edited by maczkopeti at 03-14-10 08:11 AM) Link | Quote
Originally posted by messiaen
maczkopeti: I just looked at your .obj file. The problem is that both front and back faces are being exported, when only front faces should be. One of the reasons the .obj export plugin mentioned by BTT forever works better for my importer than the native SketchUp plug-in is that it "guesses" better which faces to export (that is, only front faces).

However, that's not the main problem. Only exporting front faces might still not fix your file.

Quoting from somewhere else:

"In Google SketchUp, all faces have a backface. This is no good for real-time rendering, in general, because faces that are never visible (like the interior of certain objects) are still processed, thus wasting rendering resources. "

Not only that, but Mario 64 collision goes crazy when there's two version of the same triangle (front and back face) occupying the same space.

Doing a Google Search tells me that my importer isn't the only program suffering from weird backface behaviors on Sketchup exports .

This might be of help, however I haven't used SketchUp enough to give advice about reversing faces and preventing these problems from happening. Perhaps some SketchUp power user could do a tutorial for us?

Blender doesn't seem to have these issues, since it probably doesn't even create backfaces by default.

Edit: v10 of the importer is now available for download at my site. It fixes some of the #texture errors (but not really related to textures!) generated by some messier display lists. Still, enabling fog may turn your level incompatible with TT64.

There's also a new "ROM settings" feature, still very limited until I finish researching more about some stuff I want to include. Also, from now on, further releases will simple be numbered v10, v11, etc.


v10? isn't it v1.0? or we jumped that much?
Well, my level works on TT64 now (without fog) but... now the weather doesn't works
I wanted to give blizzard effect to it but it doesn't shows in the game.
I tried other effects, doesn't works either.
Can you fix this problem in 1.1?
Also, please fix the vertically flipped texture problem too.

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Gecko
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Posted on 03-14-10 11:20:58 AM Link | Quote
Are you mixing fog with weather effects?
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Posted on 03-14-10 01:41:55 PM Link | Quote
The #texture error happened to me a few seconds ago, with my new level with fog, but I disabled fog and it worked.

I also deleted my Test Level since I wasn't happy with it, and I designed a whole new one.
And I finally got it working.

I possible going to release it.
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Posted on 03-14-10 02:55:13 PM (last edited by messiaen at 03-14-10 11:57 AM) Link | Quote
My bad, indeed there was a problem with weather settings in v10 caused by some changes in the way the terrain layout is written. It will be corrected in v11.

Still waiting to read (and see) more about alpha issues.

maczkopeti: please send me the .obj / .mtl and texture files which results in vertically flipped textures. This is probably a possible quirck of the .bmp format I haven't bothered to implement yet.
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Posted on 03-14-10 03:23:45 PM Link | Quote
Originally posted by messiaen
My bad, indeed there was a problem with weather settings in v10 caused by some changes in the way the terrain layout is written. It will be corrected in v11.

Still waiting to read (and see) more about alpha issues.

maczkopeti: please send me the .obj / .mtl and texture files which results in vertically flipped textures. This is probably a possible quirck of the .bmp format I haven't bothered to implement yet.


Well it happens me on all levels i import made in Google SketchUp so i need to flip them.
But i have to flip textures with alpha in photoshop and it can mess the alpha channel up on some textures.
Well i hope you can fix this or, instead make an option to it.
Also, i used only .png format textures

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Posted on 03-14-10 03:50:54 PM Link | Quote
(Firsy, excse my bad english, i'm french)
Hi! I'm new here, but i have been following this project since a month or two. I finally tested it today, and i gotta say good job! It's really effective and easy to use, but i had some problems:
-whatever i did, i always got a "texture coordinate out of range" warning, even after subdividing the faces of my model.
-The textures i use in my editor don't load is SM64
-Some very minor collision problems
I fixed the first issue by doing a very little model and then scaling it bigger in the editor.
I still have those texture problems, which replace the ones i use by the ones of the game.
If you wanna try it, here is the link.

Th3_housetest.zip - 9.30MB


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Posted on 03-14-10 07:35:56 PM Link | Quote
Hey Messiaen, how come you didn't find King Bob-omb's star co-ordinates and made it changeable yet? I thought that would be the first thing you would have made customizable, instead of koopa-the-quick.

It really shouldn't be that hard to find his star co-ordinates, can you explain to me how you do it? I'm a bit curious...

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Posted on 03-14-10 08:22:18 PM Link | Quote
Originally posted by Th3 Lucky
-The textures i use in my editor don't load is SM64

They did load correctly in Mario 64, however you can't expect a model with high-res textures to work correctly when the N64 can only support images resolutions 8 times smaller than the ones you used. Even when the textures are shrunk by the importer, they will barely look like they did in the original model since the texture mapping was originally made for very big textures.

Just respect the N64 and the importer limitations and you'll get better results.

maczkopeti: can't guess what's going wrong if you don't send me the .obj/.mtl and textures.

Originally posted by BTTF Forever
Hey Messiaen, how come you didn't find King Bob-omb's star co-ordinates and made it changeable yet? I thought that would be the first thing you would have made customizable, instead of koopa-the-quick.

It really shouldn't be that hard to find his star co-ordinates, can you explain to me how you do it? I'm a bit curious...


Just included setting KTQ in v10 because it was easier than simply removing the unfinished menu and because that's the only star position which is actually simple to change. Others will require doing simple ASM hacks, so it's more complicated and time demanding than you think.

Also, please tone down your requests, the way you write sounds rude.
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Posted on 03-14-10 08:56:28 PM (last edited by maczkopeti at 03-14-10 05:56 PM) Link | Quote
Originally posted by messiaen
Originally posted by Th3 Lucky
-The textures i use in my editor don't load is SM64

They did load correctly in Mario 64, however you can't expect a model with high-res textures to work correctly when the N64 can only support images resolutions 8 times smaller than the ones you used. Even when the textures are shrunk by the importer, they will barely look like they did in the original model since the texture mapping was originally made for very big textures.

Just respect the N64 and the importer limitations and you'll get better results.

maczkopeti: can't guess what's going wrong if you don't send me the .obj/.mtl and textures.

Originally posted by BTTF Forever
Hey Messiaen, how come you didn't find King Bob-omb's star co-ordinates and made it changeable yet? I thought that would be the first thing you would have made customizable, instead of koopa-the-quick.

It really shouldn't be that hard to find his star co-ordinates, can you explain to me how you do it? I'm a bit curious...


Just included setting KTQ in v10 because it was easier than simply removing the unfinished menu and because that's the only star position which is actually simple to change. Others will require doing simple ASM hacks, so it's more complicated and time demanding than you think.

Also, please tone down your requests, the way you write sounds rude.


http://www.mediafire.com/?m4jzzijjjym

I posted also a SketchUp model to see the difference.

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Posted on 03-14-10 09:13:35 PM Link | Quote
Sorry, but it's way too hard to notice a flipped texture in a patterned image such as the one you used in your .obj file. Please try a more distinctive texture and see if it's really flipped. If so, send me the model.

I think I found what was causing the #texture problem on TT64 when fog was enabled: there was an error in one display list. Emulators are used to skipping faulty commands, but TT64 probably tried to parse it which resulted in an exception. Should be fixed in v11.
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Posted on 03-15-10 04:38:18 AM Link | Quote
Sorry about that Messiaen, i couldn't think of any other way to word it, but i have another question...

I started up SM64 this afternoon, and i noticed something, the waterfall...

and i was wondering how it works, is it just a set of 5 or more images that rotates through the images (like a GIF image) or is it more complicated then that.

And then i thought is it possible to import .gif image files into a level, so you could make a waterfall that moves or something like that?

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Posted on 03-15-10 05:23:35 PM (last edited by messiaen at 03-15-10 02:26 PM) Link | Quote
More complicated than that. You can't expect a tool to do everything for you.

First try at inserting a custom image as background (new feature for v11):


The importer will accept 320x256 image files as backgrounds (the file used in this image was bigger, so it got resized and lost some resolution and aspect ratio, that's why it looks so blurred).
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Posted on 03-15-10 09:46:34 PM Link | Quote
Wow, a sky background importer? Now thats just awesome.

BTW, another bug I got to report would be that objects that has alpha in it isn't working. Like the 2D coins now are coins with the black around it, only when the fog is on.
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Rusted Logic

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