Register - Login
Views: 99796914
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 05:46:56 AM
Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13Next newer thread | Next older thread
fiercelink
Random nobody
Level: 8


Posts: 1/9
EXP: 1977
For next: 210

Since: 08-26-07


Since last post: 14.5 years
Last activity: 12.7 years

Posted on 08-26-07 11:07:37 PM; last edit by fiercelink on 09-11-07 05:56 PM Link
Im Making This Thread So We Can Post our suggestions so VL-tone can put the ones he likes in ToadsTool


EDIT:
Here's My Suggestions

1 A script editor (TO make stuff like a fire mario (shooting fireballs)

2 Model Importer/Exporter

3 if not the 1 above a model editor

Ill post more
blakerobinson2u
Member
holly1
Level: 14


Posts: 13/29
EXP: 11451
For next: 1620

Since: 08-13-07


Since last post: 14.6 years
Last activity: 14.7 years

Posted on 08-27-07 12:34:51 AM Link
you might be able to make a fire mario if you extend the punch attack to go on infedinentally, but there would be side effects...
Ebeb

Level: 18


Posts: 3/54
EXP: 29115
For next: 782

Since: 08-06-07

From: NY

Since last post: 14.4 years
Last activity: 14.3 years

Posted on 08-27-07 12:39:12 AM; last edit by Ebeb on 08-28-07 08:20 PM Link
I think VL Tone already said it was impossible import/export objects in SM64.

____________________
Kles

Level: 87


Posts: 587/1947
EXP: 6311881
For next: 80893

Since: 07-23-07


Since last post: 78 days
Last activity: 4 days

Posted on 08-27-07 01:49:43 AM Link
Originally posted by Ebeb
I think VL Tone already said it was impossible import/export objects in SM64.


I don't think they're "impossible" but I don't think the specific model format is known yet, so there's no way to make a converter.

____________________
؟
VL-Tone
Member
Super Mario 64 forum moderator
Level: 53


Posts: 49/621
EXP: 1136482
For next: 20637

Since: 07-27-07

From: Montreal, Canada

Since last post: 4.7 years
Last activity: 6 days

Posted on 08-27-07 03:35:56 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by fiercelink
Im Making This Thread So We Can Post our suggestions so VL-tone can put the ones he likes in ToadsTool


(VL-Tone Plz Sticky)

EDIT:
Here's My Suggestions

1 A script editor (TO make stuff like a fire mario (shooting fireballs)

2 Model Importer/Exporter

3 if not the 1 above a model editor

Ill post more


1. No... You don't seem to understand how this works. While there are "behavior scripts", these are usually 3-10 commands that refer to ASM code. Editing the actual behavior would require a Dissasembler/Assembler, and some deep knowledge of the variables/registers used. We're far from that point.

2. You're the 100th person to ask this! You win a prize! Click HERE to claim your prize.

3. Look for the link found in number 2.

So if you have other suggestions, please try not to ask for obvious things. It's obvious that everyone would like to import/export objects. It's obvious that everyone would like to at least edit the geometry. It's also obvious that people would like to make heavy modifications to behaviors. I would like these myself to happen someday, I don't need them to be suggested to me.

Sorry if that sounded rude, but if you read the TT64 FAQ you'd know why number 2 and 3 are not planned anytime soon, and that these are frequently requested features.




I never said it was impossible to import objects, and the model format is known up to a point, because if I didn't find how, I wouldn't have been able to decode the level and object geometry that's displayed in TT64.

The SM64 model format is not simply a bunch of data fields, they are sequences of commands that control the RSP graphic chip. These commands include features that don't exist as-is in popular 3d model formats. For example, some command initialize the RSP chip, other set multiple parameters affecting how polygons are drawn, or reset them. Commands are used to jump all around the drawing script. Models like Mario's head with animated eyes have different entry points for each eye animation, setting a different eye texture, but then jumping back to a shared set of commands.

And this is only part of the problem. Importing new models would mean having to manage polygon data banks that can vary in size, and I'm sure there would be endless problems with trying to import certain models that happen to produce unsuitable n64 drawing code.

I'm a little tired of having to explain these things, especially since many people asking for it probably don't understand why it wouldn't be easy, despite my explanations. I while some smarter people might be able to tell me how to get around each of the issues I could have, the total amount of problems/issues I could run into just doesn't inspire me to do it.

I simply don't feel like working on this and no amount of begging will change a thing.


____________________
The Glitch
Member
Speaks his mind
Level: 32


Posts: 20/199
EXP: 205650
For next: 792

Since: 08-23-07

From: Pittsburgh, PA.

Since last post: 14.5 years
Last activity: 14.5 years

Posted on 08-27-07 09:54:38 AM; last edit by The Glitch on 08-27-07 09:55 AM Link
Well, Before this thread goes away, I'll use it to post my ideas.

1.This is a minor feature, but I would still view it as cool, You could make skins for the TT64 program, and ethier use skins you made for yourself, or put it up for DL for others to use.

2.Merging the Text Editor with TT64, and making it appear as a menu by using a button next to the edit textures button.

____________________
Why are you reading this?
Ebeb

Level: 18


Posts: 6/54
EXP: 29115
For next: 782

Since: 08-06-07

From: NY

Since last post: 14.4 years
Last activity: 14.3 years

Posted on 08-27-07 08:28:03 PM; last edit by Ebeb on 08-28-07 08:20 PM Link
Skins would be cool, but I'd rather have bug fixes and useful new features.
I would like the text editor integrated into TT64 as well.

____________________
John2k4
490
Bubble Bobble
Level: 48


Posts: 147/499
EXP: 817953
For next: 5590

Since: 08-05-07

From: Arizona

Since last post: 8.9 years
Last activity: 7.8 years

Posted on 08-27-07 09:55:31 PM; last edit by roger3245 on 09-01-07 01:27 PM Link

It already is...

____________________
I GET NEW LAYOUT!
Roger3245
Ebeb

Level: 18


Posts: 8/54
EXP: 29115
For next: 782

Since: 08-06-07

From: NY

Since last post: 14.4 years
Last activity: 14.3 years

Posted on 08-27-07 10:08:54 PM; last edit by Ebeb on 08-29-07 10:16 AM Link
Wow, you're right- I didn't even notice. Thanks for pointing that out.
EDIT: Wait, no it's not!

____________________
VL-Tone
Member
Super Mario 64 forum moderator
Level: 53


Posts: 62/621
EXP: 1136482
For next: 20637

Since: 07-27-07

From: Montreal, Canada

Since last post: 4.7 years
Last activity: 6 days

Posted on 08-29-07 07:13:08 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Integrating the text editor was always in the plans. Currently it's not integrated. The menus for signs and Toad will show you the text from the game, but won't let you edit it. Actually it only shows the original text, it doesn't load it from the ROM.

The main issue is that the Text Wrangler shares some function names but the functions are sometimes different. Also, TT64 uses a different Binary I/O Xtra (Director Plug-in), so I'll have to change the code so it uses the same one (using both Xtras at the same time creates problems).

It won't be that hard, but the fact that it's not straightforward kept me from adding it sooner.

____________________
The Glitch
Member
Speaks his mind
Level: 32


Posts: 26/199
EXP: 205650
For next: 792

Since: 08-23-07

From: Pittsburgh, PA.

Since last post: 14.5 years
Last activity: 14.5 years

Posted on 08-29-07 03:59:42 PM; last edit by The Glitch on 08-29-07 04:03 PM Link
What about getting rid of the "images" folder?
I deleted it and loaded up TT64, and nothing happened to it.

____________________
Why are you reading this?
Dark Mario
Member
Level: 17


Posts: 19/43
EXP: 20690
For next: 4053

Since: 08-05-07

From: US/Prarie city

Since last post: 13.8 years
Last activity: 13.8 years

Posted on 08-29-07 11:23:49 PM; last edit by Dark Mario on 08-29-07 11:25 PM Link
My suggestions

1.Windows vista bug fixes (Optional) I can still use it thats all that really matters but it would be nice.

2.Make Mario fully customizable. (including collision sphere.)

3.Labeled audio editor. (secondary tool not embedded in toads tool unless you want to.)

4.More editable textures.

5.modle exporter and importer. (I know this was suggested before.)
But it would probably be in the category of xml models.
And yes i know that this would probably be impossible so it's (Optinal)

____________________
The Glitch
Member
Speaks his mind
Level: 32


Posts: 31/199
EXP: 205650
For next: 792

Since: 08-23-07

From: Pittsburgh, PA.

Since last post: 14.5 years
Last activity: 14.5 years

Posted on 08-30-07 08:03:47 PM Link
1. Will Happen, by December I belive.
2. Will never fully happen, but more and more stuff is bound to happen however.
3. Will happen, no Problems here.
4. Same.
5. Read the post VL made, unless a miracle from God himself happenes, it will not occur.

____________________
Why are you reading this?
blakerobinson2u
Member
holly1
Level: 14


Posts: 19/29
EXP: 11451
For next: 1620

Since: 08-13-07


Since last post: 14.6 years
Last activity: 14.7 years

Posted on 08-30-07 10:08:47 PM Link
Is there any way you could make a punch's range infinity? Or rediculusly far?
Dark Mario
Member
Level: 17


Posts: 20/43
EXP: 20690
For next: 4053

Since: 08-05-07

From: US/Prarie city

Since last post: 13.8 years
Last activity: 13.8 years

Posted on 08-30-07 10:21:36 PM Link
Originally posted by blakerobinson2u
Is there any way you could make a punch's range infinity? Or rediculusly far?

Thats basically what i asked here.
Originally posted by Dark Mario
2.Make Mario fully customizable. (including collision sphere.)

And here's the answer.
Originally posted by The Glitch
2. Will never fully happen, but more and more stuff is bound to happen however.


____________________
JensTheComposer
Random nobody
Level: 6


Posts: 1/5
EXP: 820
For next: 87

Since: 08-05-07


Since last post: 14.6 years
Last activity: 14.0 years

Posted on 08-31-07 12:04:35 PM Link
Originally posted by Dark Mario
3.Labeled audio editor. (secondary tool not embedded in toads tool unless you want to.)

Originally posted by VL-Tone
Well I'll probably work on sound importing/exporting someday. But like many other things of this nature, the problem will be that importing larger sounds will be impossible unless the data is moved around to free up space.
KINGDUDE139

I Don't post as much as I should....
Level: 13


Posts: 5/26
EXP: 9728
For next: 539

Since: 08-05-07

From: Youtube

Since last post: 14.2 years
Last activity: 13.9 years

Posted on 08-31-07 08:40:02 PM Link


Originally posted by The Glitch
1. Will Happen, by December I belive.
2. Will never fully happen, but more and more stuff is bound to happen however.
3. Will happen, no Problems here.
4. Same.
5. Read the post VL made, unless a miracle from God himself happenes, it will not occur.


Actually , and audio editor would be pretty hard to do, cause you'd have to find some way to move and compress data to make room for sounds that wern't intended for that specific behavior, wether or not you add in your own sounds or just changed the exsiting ones. Not impossible though.

And on the model import/export/editor, theroreticly, it COULD happen, not anytime soon though, but VL is working on adding prexisting objects into a level, as he says in his FAQ.

____________________
WOOT! DANCING FROGGY MARIO!WOOT! DANCING FROGGY MARIO!
NintendoMasters
Member
Level: 22


Posts: 7/84
EXP: 56488
For next: 1862

Since: 08-06-07


Since last post: 14.3 years
Last activity: 13.2 years

Posted on 09-01-07 02:16:01 PM Link
Ok, This is only a small suggestion, but is it possible to make all the model ID's appear in the geometry layout data so you can turn mario into almost anything. Cuz it could make it more funny, like monkey Mario lol.
(I know it'll look glitchy but still would be good fun)
John2k4
490
Bubble Bobble
Level: 48


Posts: 164/499
EXP: 817953
For next: 5590

Since: 08-05-07

From: Arizona

Since last post: 8.9 years
Last activity: 7.8 years

Posted on 09-01-07 03:29:54 PM Link

Maybe support mouse wheel zooming in with the camera, so you don't have to click and drag if you have a mouse wheel.

____________________
I GET NEW LAYOUT!
Roger3245
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: 857/5390
EXP: 29075411
For next: 259594

Since: 07-22-07

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

Since last post: 342 days
Last activity: 342 days

Posted on 09-02-07 04:27:39 AM Link
JL2 - Post #857 - 09-01-07 11:27:39 PM
Day 41, rank 7; Level 30 (77.4%)
13926/17984 (161811/165869)
GPP: 283; GT: 44.423
Originally posted by NintendoMasters
Ok, This is only a small suggestion, but is it possible to make all the model ID's appear in the geometry layout data so you can turn mario into almost anything. Cuz it could make it more funny, like monkey Mario lol.
(I know it'll look glitchy but still would be good fun)
Not much point. Swapping other models in place of Mario will just get you garbage, basically, since they aren't compatible with his complex animations and structures.

____________________
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13Next newer thread | Next older thread
Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed


Rusted Logic

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

36 database queries, 7 query cache hits.
Query execution time: 0.078586 seconds
Script execution time: 0.039025 seconds
Total render time: 0.117611 seconds