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05-03-22 05:41:45 AM
Jul - SM64 Hacking (Archive) - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply
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moma919
"No ROM links" isn't that hard to understand.
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Posted on 02-25-10 10:59:23 AM (last edited by Metal_Man88 at 02-25-10 01:14 PM) Link | Quote
I am a moron who doesn't read the rules! Go to my website and break them into tiny pieces! Oops, someone blew up the link to my website!
Conte de Contis
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Posted on 02-25-10 03:12:31 PM Link | Quote
Originally posted by moma's site
Note: on the SM64 Forums then they say you can't have any link to your roms.... at this site you can =).

mmmmh.... On the SM64 forum (i acutally mean this) they say you can't have any link to your roms.... this is because rom links are not aganist the rules, they are illegal, this is why we don't redistribuite roms! We didn't invented it. This is an advice don't redistribuite roms, you may have problems with the law (on the few changes, i guess)

BTW, there is a model i made:



Could not import textures (Download Microsoft Visual C++ 2008 SP1 Redistributable Package (x86)) though

____________________
Where i walk, the grass doesn't grow anymore
Lyskar
12210
-The Chaos within trumps the Chaos without-
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Posted on 02-25-10 04:13:35 PM Link | Quote
Stats
Time/Date
02-25-10 10:13:35 AM
Posts
4514
Days Here
968
Level
98
Metal_Man88's Post
Moma is an idiot, I have deleted his post, and will delete any other links to his site. And maybe him next, since he can't seem to realize that you DON'T LINK ROMS HERE DAGNABBIT.

____________________
Don't let an old saying get in the way of a good idea.
Eisnaught - SSQ² - Mobius Roleplay - SSS
Celux

Red Cheep-cheep
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Posted on 03-03-10 07:28:48 AM (last edited by Celux at 12-09-14 10:37:39 AM) Link | Quote

Super Mario 64 - Star Road




Super Mario 64- Star Road
(sorry, the embed still isn't working. Just click the link)

In this video I show you a preview of a level which will be in my major Mario 64 hack. The hack will be called "Super Mario 64 - Star Road", and will contain 6 main levels and various secret ones. In the video, i collect the red coin star, from a level which is yet to be named. The music in this level will be custom once finished, as will all music in the game.

More previews and possibly a downloadable beta are soon to come.
Conte de Contis
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Posted on 03-03-10 11:08:54 AM Link | Quote
That looks great, yes, it is made of cubes, but i pretty like this!
Didn't you try to make smoother terrains BTW?

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Where i walk, the grass doesn't grow anymore
messiaen
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Posted on 03-03-10 12:09:12 PM Link | Quote
Originally posted by Celux
Super Mario 64- Star Road
(sorry, the embed didn't work, I'll fix it tomorrow)

In this video I show you a preview of a level which will be in my major Mario 64 hack. The hack will be called "Super Mario 64 - Star Road", and will contain 6 main levels and various secret ones. In the video, i collect the red coin star, from a level which is yet to be named. The music in this level will be custom once finished, as will all music in the game.

More previews and possibly a downloadable beta are soon to come .


Looking forward to see more . For those who don't remember, Celux was responsible for the best level in the "Missing Stars" hack (Secret Woods), indeed his level was my initial motivation for that hack.

I have plans of working on a new music importer in the future (no idea when) with a better method for adding (not replacing) sequences and probably using the MusicXML format as input (MML won't provide good results).
Celux

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Posted on 03-04-10 01:55:41 AM Link | Quote

Heres a quick pic of the view from the main hub . If you hadn't guessed, the main hub is Star Road. Basically just a smallish area with pipes to different levels. There will be plenty of scenery, though.
Conte de Contis
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Posted on 03-04-10 02:33:10 PM Link | Quote
Cool, even if with a BG would be cooler, but we'll have to wait TT64 0.6.0. =3

I have got a question, though: did you edit castle grounds (or inside castle) to get that result? Is also possible to start making SM64 hacks with the experimental importer?

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Celux

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Posted on 03-04-10 09:21:20 PM (last edited by Celux at 03-05-10 03:54 AM) Link | Quote
By changing the object banks which are loaded, it is possible to overwrite castle grounds without it freezing. But when opened in tt64, castle grounds turns into a black screen after a few seconds. And Mario's spawn is in the corner of the level.

Is it possible to re-direct castle grounds to a different level? That way, i can overwrite, for example, the secret slide with the hub and have castle grounds instantly take you there.

By the way, Messiaen, i replied to your comment about the black screen glitch.
Vinnyboiler
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Posted on 03-05-10 03:35:24 PM (last edited by vinnyboiler at 03-05-10 12:38 PM) Link | Quote
http://www.youtube.com/watch?v=hS8sNjapbSs
I thought I make a 30 star SM64 hack while I have some free time. I have already made 3 sub words and a main area. I have started a second world and have set myself a deadline of 3 weeks!
messiaen
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Posted on 03-05-10 04:49:51 PM Link | Quote
Originally posted by Celux
Is it possible to re-direct castle grounds to a different level? That way, i can overwrite, for example, the secret slide with the hub and have castle grounds instantly take you there.


When I was working on The Missing Stars, dealing with the castle grounds as well as the inside castle level was one of the main problems. I have to search my notes, but I think there's a way to change the start level, so that it just skips the castle grounds. Mario's initial position, however, seems hardcoded and I haven't found it, but now it may be a good time to look again at that.
ottokas
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Posted on 03-11-10 04:09:20 PM (last edited by ottokas at 03-11-10 01:19 PM) Link | Quote
EMPEROR ISLAND

A little level i did today when i discovered object importer 0.9.
Textures are from NSMBW and there are no enemies or stars here.
Just an eyecandy for you.






And a model in Sketchup:


For some reason all models are mirrowed in game and textures are flipped upside down :p

Stay tuned for more levels
Conte de Contis
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Posted on 03-11-10 04:56:37 PM Link | Quote
Ehi that looks cool so far, congratulations, maybe for a problem of number of faces you couldn't add more stuff.

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ottokas
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Posted on 03-11-10 07:05:23 PM Link | Quote
What is the polygon/face limit?
Conte de Contis
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Posted on 03-11-10 07:49:55 PM Link | Quote
Originally posted by ottokas
What is the polygon/face limit?


Sometimes, when the face of the number our model goes over the limit (kinda if the number of the faces is 2000), it won't show up correctly on TT64 and i guess, even ingame. (as read here). I'm not sure if it goes both toTT64 and ingame, though.

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Vinnyboiler
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Posted on 03-12-10 01:09:49 PM Link | Quote
http://www.sendspace.com/file/wf3ojx
I like the ideas of downloadable betas.
I do have a devious reason to realese this though, I need better textures and if someone helps me create them I will include them in the creadits. I allso would like suggestions and beta testers which is allso why I realesed one of my levels.
messiaen
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Posted on 03-12-10 03:01:35 PM Link | Quote
vinnyboiler: Please include detailed patch instructions. Is this to be patched on an extended ROM expanded with rom_expand.exe with or without the obj_import6.ppf patch applied?

After trying both I figured it out, but remember to include this information when releasing patches. Also, the act names looks corrupted to me (maybe a patching issue).

A few suggestions:

- Don't use the death at bottom plane, unless you make it clear to the player that you'll fall and die.
- For closed levels, you may want to try replacing Hazy Maze Cave, since the camera follows Mario more closely. By the way, Mario 64 doesn't work very well with closed ambients, more "open levels" are usually more adequate for the camera system. You may want to redesign your level so that there's a better balance between closed and open areas, otherwise camera gets too much on the way.
- Use signs to indicate what should be done.
Celux

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Posted on 04-08-10 03:53:00 AM Link | Quote

Super Mario 64 - Star Road (Preview 2)



http://www.youtube.com/watch?v=ArocmGt5Ujk


This video shows you the first section of the main hub which will be in SM64 Star Road. There will be four main parts of the hub, with bowser's castle being the last. The large stone gate you see in the video leads to the second part of the hub, which you unlock after defeating the first boss (There will be a locked door on it). Note that this section of the hub is not yet in its final stage, and will be much more interesting once finished (I am also thinking of changing the house textures). I am now putting a good 8 hours+ in to each level, to ensure a very high quality, and making them polygon by polygon.

This video also plays the title screen music.

The level from the last preview is unlikely to be included. It is too blocky and i didn't put much thought into each star (It was my very first model in blender any way). Instead i will be making a new level with a similar theme to it.
Gecko
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Posted on 04-08-10 08:36:45 PM Link | Quote
I already like your first video very much!

I think I'll need to make another tutorial showing you how to texturize specific parts of your model in the right way. Hope I'll have time for that next Sunday.

Which settings did you use for the water box?
messiaen
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Posted on 04-09-10 01:29:43 PM Link | Quote
Celux: That's awesome! Your level seems very fitting and N64-like.

Are you using Blender? The texture mapping looks strange, so you should try fixing these issues.

As for the custom music, don't waste your time using mml2m64, I have been working on a new music tool which will make things way, WAY easier.
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Jul - SM64 Hacking (Archive) - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply


Rusted Logic

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