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Emoluvjd2 Member Level: 20 ![]() Posts: 27/70 EXP: 39606 For next: 2833 Since: 10-24-09 Since last post: 4.1 years Last activity: 2.7 years |
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How do you change the size of the water box? I imported my level with one, but it came out too small.
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| Jul - SM64 Hacking (Archive) - Mario 64 Level Importer |
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Emoluvjd2 Member Level: 20 ![]() Posts: 27/70 EXP: 39606 For next: 2833 Since: 10-24-09 Since last post: 4.1 years Last activity: 2.7 years |
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How do you change the size of the water box? I imported my level with one, but it came out too small.
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messiaen Catgirl Level: 68 Posts: 840/1085 EXP: 2596321 For next: 132479 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Ah, forgot to explain it. The "X" and "Z" parameters of the water box are respectively the X min and Z max values, which are the extremes of a rectangle. By default those values are -8192 and +8192, so that they cover the entire playing area:
|--------| Z max (+8192)
So, with these values, the vertices of your water box rectangle will be at (8192, 8192), (8192, -8192), (-8192, 8192), (-8192, -8192). To find the correct values, just place two objects in TT64, one at (-8192, 0, -8192) and the other at (+8192, 0, +8192), use the "Top view" camera and move them around until you get your ideal water box values. The "Z" value always have to be higher than the X, otherwise the triangle order is affected and the object will be only visible from the back side. |
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Emoluvjd2 Member Level: 20 ![]() Posts: 28/70 EXP: 39606 For next: 2833 Since: 10-24-09 Since last post: 4.1 years Last activity: 2.7 years |
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| Found a bug... When you import a level with a custom background in the new importer (I haven't tried it without a custom background,) all backgrounds from the last version glitch up. But I guess that's why you have the save settings feature and made it so that object don't get replaced when you re-import it. |
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ganef Level: 7 Posts: 3/6 EXP: 976 For next: 472 Since: 04-05-10 Since last post: 12.0 years Last activity: 10.1 years |
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| I ran into some snags in the process of getting the object importer to work. I read through all 21 pages of posts on this thread, and found solutions to every problem, including some that were not addressed.
The first one not addressed was this: 1) Messeiaen's object importer GUI not opening I downloaded the .NET 3.5 framework full package! Viola! 2) blank screen / empty Level I adjusted the scaling of the level I made to 2,000. Viola! 3) No textures Downloaded the Visual C++ 2008 Redistributable Package (x86) 4) Still no textures I changed my custom texture size to be 32 x 32. Viola! Here is the results of my success. How is that for post-modern?
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messiaen Catgirl Level: 68 Posts: 842/1085 EXP: 2596321 For next: 132479 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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This screen capture should tell enough :
The open .txt files are only debug stuff, there won't be any manual editing required. |
hennahacker![]() Level: 26 Posts: 93/132 EXP: 101226 For next: 1049 Since: 02-20-10 From: The Endless Cabal Since last post: 6.3 years Last activity: 6.0 years |
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| Hot damn messiaen, you've been busy XD Looks like I'll have even more fun with this :3 ____________________ I am the sum of my parts, but none of my parts are me. |
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messiaen Catgirl Level: 68 Posts: 845/1085 EXP: 2596321 For next: 132479 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Little sample:
<object width="480" height="385"><embed src="http://www.youtube.com/v/bIx_YnR3Ex8&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> There's still a lot to work on, however it's already much better than mml2m64 . |
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BTTF Forever Member Level: 20 ![]() Posts: 62/70 EXP: 39142 For next: 3297 Since: 02-08-10 From: Australia Since last post: 11.3 years Last activity: 11.3 years |
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| OMG!
A lot has changed, wow this is cool, messiean your the best, but i just dont understand about the .xml file format, could you explain? thanks EDIT: i cant get the water to work properly, i dont understand how x min and z max work, it is so confusing, why cant we just input 2 different x and z values, and then adjust the height? it seems a lot simpler, im not trying to be anoying, im just a little frustrated this thing doesnt work! :lol: ____________(x,z) 1---------|IN GUI>>> Point 1: X____ Z____ |------------|---------------|-----------Point 2: X____ Z____ |------------|---------------|-----------Height:____ |------------|---------------|_______________________________________ |-Top View--| |------------| |------------|-----------------------This Way Seems A Lot Simpler, To Me Anyway |------------| (x,y) 2 ____________________ See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
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ganef Level: 7 Posts: 4/6 EXP: 976 For next: 472 Since: 04-05-10 Since last post: 12.0 years Last activity: 10.1 years |
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| What is the maximum number of textures the level importer can put in a level (and can it be expanded)?
I got a feel for the limits of the maximum number of textures possible, and I wanted to know if there is an official answer! In trying to import some original paintings into Mario64, I got an error message. I took a picture of a painting of mine, sliced it into 32 x 32 tiles, reassembled the tiles in SketchUp, and exported them as a .obj. If I try to import a whole painting, 322 unique textures, I get an official looking error message from the Windows system saying that the object importer has to quit. However, if I do half a painting, say 160 textures, I get no error message at all, and everything seems fine. Here is half a painting, in-game:
Any thoughts? |
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Gecko Member Level: 25 ![]() Posts: 89/113 EXP: 83089 For next: 6531 Since: 03-27-09 Since last post: 9.1 years Last activity: 7.7 years |
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Originally posted by ganef You could combine your texture(s) with hi-res textures using Rice Video or similar video plugin allowing you to use hi-res textures. |
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messiaen Catgirl Level: 68 Posts: 847/1085 EXP: 2596321 For next: 132479 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Gecko's solution seems the most practical. I'm amazed that 160 textures actually worked, so I guess the limit is more on level space. With the current level space, you can have a maximum of about 200 textures without using a custom background and about 140 using it. All of this, in a very simple level such as your. A complex level, with about 2000 faces would probably support much less textures.
BTT forever: Just read my post again explaining the water boxes and how to map them in TT64, it's not very hard. If the water simply doesn't show, try inverting the Z and X values, as probably the order is incorrect. |
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BTTF Forever Member Level: 20 ![]() Posts: 63/70 EXP: 39142 For next: 3297 Since: 02-08-10 From: Australia Since last post: 11.3 years Last activity: 11.3 years |
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| im sorry Messiaen, i have read your post dozens of times, and dozens of times again, i just cant get my head around it, i dont know whether you havent explained it properly, or im missing something, i put in the x values and z values i got from the 2 cubes, but i dont know which axis goes with which cube, so i made cube 1= axis x, and cube 2= axis z, i put in the coordinates, and the water is no where in that position, its just so confusing, but ill keep trying ____________________ See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
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bowsersbane Random nobody Level: 8 ![]() Posts: 2/8 EXP: 1516 For next: 671 Since: 01-12-10 From: why do you care? Since last post: 11.3 years Last activity: 6.5 years |
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| Hey guys i have a question...
When i import a obj file and its saved in sketchup and the obj is saved also (the file is not a export from another game) When i test it i can go through walls (when i make a cube) and when i make a cube out of flat surfaces i just get stuck in it until i walk out of a corner. Anyone have a way to fix this? (sorry if this question has already been answered) |
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ganef Level: 7 Posts: 5/6 EXP: 976 For next: 472 Since: 04-05-10 Since last post: 12.0 years Last activity: 10.1 years |
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| Gecko. Messiaen.
-------------------------- It seems project 64 allows you to replace regular level textures with hi-res textures. So far, I haven't been able to replace custom level textures with hi-res textures. So I guess I am off to the PJ64 forums. Bowser'sBane: -------------------------- Your question was answered somewhere in the depths of this thread. You'll have to wade through it! |
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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: 3111/5390 EXP: 29075401 For next: 259604 Since: 07-22-07 Pronouns: he/him/whatever From: RSP Segment 6 Since last post: 342 days Last activity: 342 days |
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04-15-10 04:16:47 PM Post #3111 Providing hi-res textures to replace the in-game ones for your levels: Good.
Relying on a feature added by emulators, making your level unplayable on real hardware (or other emulators): Bad. If your texture is just way too huge, feel free to provide hi-res texture packs (in fact please do), but please insert a scaled-down version in the game. Not everyone can use those packs. In theory the number of textures you can use at once should be limited only by available RAM and fill rate, and IIRC the importer extends level data into the Expansion Pak memory, so you should have plenty... ![]() ____________________ why not? |
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Emoluvjd2 Member Level: 20 ![]() Posts: 29/70 EXP: 39606 For next: 2833 Since: 10-24-09 Since last post: 4.1 years Last activity: 2.7 years |
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Originally posted by ganef Although it might not look good, you could take larger chunks of your image and resize them to 32x32 so then you won't have too many, and you won't have to use hi-res textures. |
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BTTF Forever Member Level: 20 ![]() Posts: 64/70 EXP: 39142 For next: 3297 Since: 02-08-10 From: Australia Since last post: 11.3 years Last activity: 11.3 years |
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| messiean, i am having problems with this obj and mtl i exported from skechup.
http://www.megaupload.com/?d=MR925I70 i used your plugin that you sugested on your site to export to obj, and ive been using it for all my models in the past, and its only been playing up now. the problem is the textures dont import at all, yes i have installed the 2008 C++ thing, and i have even tried on other obj files that havent been exported using the plugin, they work perfectly, also, when i import the level, it says the level is outside the bounds, so i lower it to the point where it says it is fine, then i go into the level, and the level is tiny, no where near the limits of the level. here is the log (ignore the fact that it is out of bounds, cause it isnt in game) MASSIVELY HUGE DEBUG THING CUT DOWN SO PEOPLE CAN SCROLL THE PAGE (PLEASE PUT THIS IN A TEXT FILE AND HOST IT SOMEWHERE INSTEAD OF FLOODING THE TOPIC) -MM88 [Environment] Convert path = C:\N64 Model extraction Tools\obj_import12\cvt.exe obj_import.exe version = v12 [Import Parameters] ObjFile = C:\Documents and Settings\Christopher Hawkins\Desktop\playingff\playingff6.obj Scaling = 1500.000000 Level = 5 Weather = 0 Background = 4 Create Death at Bottom plane = 1 Restore Level Flag = 0 Bank 0x0C = 5 Bank 0x0D = 2 Bank 0x0E = 15 Music = 3 Terrain = 6 DeatHeight = -8192 Enable Fog = 0 Fog Preset = 0 Fog Red = 0x00 Fog Green = 0x00 Fog Blue = 0x00 Custom Background = 0 Background image = nocustombg Offset Model = 0 ( X = 0, Y = 0, Z = 0) Water = 0 FlipTextures = 0 [Material] Material Library = playingff6.mtl Material #1 = __Stone_Masonry_Multi__Stone_Masonry_Multi_jpg Material #2 = __Stone_Pavers_Walk__Stone_Pavers_Walk_jpg Material #3 = __Groundcover_Sand_Smooth__Groundcover_Sand_Smooth_jpg Material #4 = __Stone_Flagstone_Ashlar__Stone_Flagstone_Ashlar_jpg Material #5 = __Water_Sparkling__Water_Sparkling_jpg Material #6 = __Stone_Sandstone_Ashlar_Light__Stone_Sandstone_Ashlar_Light_jpg Material #7 = Default_Material [Warning] Vertex 1 out of range (between +8192 and -8192) = 1961.099982 1334.999979 8234.250069 [Warning] Vertex 2 out of range (between +8192 and -8192) = 2781.149983 1334.999979 9171.750069 [Warning] Vertex 3 out of range (between +8192 and -8192) = 2771.099925 1334.999979 9209.399700 [Warning] Vertex 4 out of range (between +8192 and -8192) = 2800.650001 1334.999979 9138.000011 [Warning] Vertex 5 out of range (between +8192 and -8192) = 2828.249931 1334.999979 9110.549927 THIS REPEATS FOR 1400ISH VERTEXES Material 8 = Default_Material @ 0x09004800 [ObjFile] Average X = 4121.742725 Average Y = 1671.415150 Average Z = 7453.765154 [ObjFile] Vertex Count = 1505 Face Count = 1044 Material Count = 8 [Display List conversion] Face 1 Texture = __Groundcover_Sand_Smooth__Groundcover_Sand_Smooth_jpg Alpha = 0 DL Command = fd10000009006000 DL Command = f510000007000000 DL Command = e600000000000000 DL Command = f3000000073ff100 DL Command = e700000000000000 DL Command = f510100000014050 DL Command = f20000000007c07c Face 112 Texture = __Stone_Pavers_Walk__Stone_Pavers_Walk_jpg Alpha = 0 DL Command = fd10000009009800 DL Command = f510000007000000 DL Command = e600000000000000 DL Command = f3000000073ff100 DL Command = e700000000000000 DL Command = f510100000014050 DL Command = f20000000007c07c Face 142 Texture = __Stone_Masonry_Multi__Stone_Masonry_Multi_jpg Alpha = 0 THIS REPEATS ENDLESSLY FOR EACH TEXTURE [Collision groups] Collision group 1 of 1 StartFace = 1 EndFace = 1044 NumFaces = 1044 ColType = 0 Vertex data size = 0xc400 bytes Display List data size = 0x31f0 bytes Collision data size = 0x3bf2 bytes [ROM] Display List pointer = 0x0e00c400 (ROM 0x167c400) Collision Pointer = 0x0e00f5f0 (ROM 0x167f5f0) [Collision groups] Collision group 1 of 1 StartFace = 1 EndFace = 1044 NumFaces = 1044 ColType = 0 Alpha Faces = 0 Level Size = 0x13908 Please Help! ____________________ See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
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DarkSpacer Member Level: 31 Posts: 10/184 EXP: 165998 For next: 19365 Since: 03-23-10 Since last post: 5.7 years Last activity: 5.0 years |
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Originally posted by ganef THE FOLLOWING IS BACKSEAT MODERATINGHow are you Level 2 and you have the syntax of a moderator? IDK if this is classified as backseat moderating...it looks like it to me... ANYONE ELSE WHO FEELS LIKE BACKSEAT MODERATING (BY CALLING OTHERS BACKSEAT MODERATING) WILL HAVE THEIR POSTS HIGHLIGHTED LIKE THIS -MM88EDIT: Originally posted by BTTF Forever Same here. If you think the above things with gamef are n00bie-ish, moderators, delete everything but the edit (and this sentence if you want). Telling me what to do and telling me what is backseat moderating IS backseat moderating. Don't do it again--you have been warned. -MM88 |
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ganef Level: 7 Posts: 6/6 EXP: 976 For next: 472 Since: 04-05-10 Since last post: 12.0 years Last activity: 10.1 years |
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| HyperHacker,
I agree that having in-Game textures is better than doing a hi-res texture pack, and I also agree that, in theory, I should be able to put as many textures I want into a game. Unfortunately, in practice (for the time), there are design limits within the object importer, that, (again unfortunately), must be worked around. Thank you for the comment. EmoLuvJD, I have thought of your solution myself. What I want to create is something more akin to an art gallery experience than an actual game. I'd like to empty a level, and fill it with my own art. To have more than one art-piece in a level I have to go the hi-res texture route. I still think that having in-game textures would be way better than doing a texture pack because it would mean that the art is built into the ROM, and not outside it. So I see what you are saying, and understand the sentiment. Thank you. DarkSpacer, 1) Backseat moderating by a noob; you could call it nooberating. 2) Where do get the syntax? I write first, I think second, I edit third. Sometimes I solve my own questions in the process of thinking them through. 3) Thank you. Bowser'sBane, It isn't that bad to wade through old posts. Think of it as the Bar-Mitzvah of the object importer thread: a rite-of passage on your way to becoming a real man. BTTF, You posts are a nuisance! DarkSpacer, THAT is called nooberating. Gecko, Messiaen, Thank you for directing me to Project 64. It solved the problem. For a while I thought that the wavefront importer and the hi-res texture option were incompatible. I am evidence of that they ARE compatible. I have succeeded in importing a hi-res painting into the Mario world, and in the process, I came across two snags: 1) Correctly naming files. When you do a texture dump (from PJ64), your low-res texture turns into a filename, such as GANEFS GALLERY#DAE4477blah#0#2_rbg.jpg When you re-name your hi-res texture, you have to include the _rbg at the tail end of the name. Otherwise it won't work. Name fixed, and Viola! 2) Having the right resolution. When you add a hi-res texture, it has to be exactly 2x, 4x, 8x, 16x, 32x, 62x larger than your file. My hi-res file was 18x bigger than the low res, and it wasn't importing. Changed the file size, and viola! I'll put up my results later today! |
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Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 5259/12211 EXP: 99320605 For next: 552966 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
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| Jul - SM64 Hacking (Archive) - Mario 64 Level Importer |
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Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.
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