Register - Login
Views: 99824722
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 07:49:00 PM
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 ... 17 18 19 20 21 22 23 24 25 ... 46 47 48 49 50 51 52 53 54 55Next newer thread | Next older thread
Emoluvjd2
Member
Level: 20


Posts: 27/70
EXP: 39609
For next: 2830

Since: 10-24-09


Since last post: 4.1 years
Last activity: 2.7 years

Posted on 04-07-10 01:47:16 AM Link | Quote
How do you change the size of the water box? I imported my level with one, but it came out too small.
messiaen
Catgirl
Level: 68


Posts: 840/1085
EXP: 2596466
For next: 132334

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 04-07-10 10:58:53 AM Link | Quote
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)
| |
| |
| |
| |
|--------|
X min
(-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.
Emoluvjd2
Member
Level: 20


Posts: 28/70
EXP: 39609
For next: 2830

Since: 10-24-09


Since last post: 4.1 years
Last activity: 2.7 years

Posted on 04-07-10 11:49:21 PM Link | Quote
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.
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

Posted on 04-09-10 01:26:44 AM (last edited by ganef at 04-08-10 10:32 PM) Link | Quote
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?


messiaen
Catgirl
Level: 68


Posts: 842/1085
EXP: 2596466
For next: 132334

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 04-09-10 04:27:18 PM Link | Quote
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: 101233
For next: 1042

Since: 02-20-10

From: The Endless Cabal

Since last post: 6.3 years
Last activity: 6.0 years

Posted on 04-10-10 02:17:54 PM Link | Quote
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.
messiaen
Catgirl
Level: 68


Posts: 845/1085
EXP: 2596466
For next: 132334

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 04-12-10 01:02:50 PM Link | Quote
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 .
BTTF Forever
Member
Level: 20


Posts: 62/70
EXP: 39145
For next: 3294

Since: 02-08-10

From: Australia

Since last post: 11.3 years
Last activity: 11.3 years

Posted on 04-12-10 10:48:32 PM (last edited by BTTF Forever at 04-12-10 11:51 PM) Link | Quote
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!
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

Posted on 04-13-10 06:44:37 AM (last edited by ganef at 04-13-10 05:27 PM) Link | Quote
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?
Gecko
Member
Level: 25


Posts: 89/113
EXP: 83094
For next: 6526

Since: 03-27-09


Since last post: 9.1 years
Last activity: 7.7 years

Posted on 04-13-10 03:49:05 PM (last edited by Gecko at 04-13-10 12:49 PM) Link | Quote
Originally posted by ganef
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.

Here is a picture of what it looks like:

tinyshit/10ht076.jpg

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:

tinyshit/xm8x11.jpg

Any thoughts?

You could combine your texture(s) with hi-res textures using Rice Video or similar video plugin allowing you to use hi-res textures.
messiaen
Catgirl
Level: 68


Posts: 847/1085
EXP: 2596466
For next: 132334

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 04-13-10 08:19:08 PM Link | Quote
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.
BTTF Forever
Member
Level: 20


Posts: 63/70
EXP: 39145
For next: 3294

Since: 02-08-10

From: Australia

Since last post: 11.3 years
Last activity: 11.3 years

Posted on 04-13-10 09:31:56 PM Link | Quote
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!
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

Posted on 04-14-10 07:34:31 PM Link | Quote
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)
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

Posted on 04-15-10 08:38:32 PM (last edited by ganef at 04-15-10 06:02 PM) Link | Quote
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!
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: 29076986
For next: 258019

Since: 07-22-07

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

Since last post: 342 days
Last activity: 342 days

Posted on 04-15-10 09:16:47 PM Link | Quote
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...

____________________


witty comment
why not?
Emoluvjd2
Member
Level: 20


Posts: 29/70
EXP: 39609
For next: 2830

Since: 10-24-09


Since last post: 4.1 years
Last activity: 2.7 years

Posted on 04-16-10 01:02:29 AM Link | Quote
Originally posted by ganef
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!

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.
BTTF Forever
Member
Level: 20


Posts: 64/70
EXP: 39145
For next: 3294

Since: 02-08-10

From: Australia

Since last post: 11.3 years
Last activity: 11.3 years

Posted on 04-16-10 05:11:58 AM (last edited by Metal_Man88 at 04-16-10 04:15 AM) Link | Quote
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!
DarkSpacer
Member
Level: 31


Posts: 10/184
EXP: 166009
For next: 19354

Since: 03-23-10


Since last post: 5.7 years
Last activity: 5.0 years

Posted on 04-16-10 01:55:28 PM (last edited by Metal_Man88 at 04-21-10 04:39 PM) Link | Quote
Originally posted by ganef
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!

THE FOLLOWING IS BACKSEAT MODERATING


How 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 -MM88


EDIT:
Originally posted by BTTF Forever

the problem is the textures dont import at all, yes i have installed the 2008 C++ thing



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
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

Posted on 04-16-10 06:44:27 PM (last edited by ganef at 04-16-10 03:44 PM) Link | Quote
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!
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 5259/12211
EXP: 99325999
For next: 547572

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 04-16-10 07:20:29 PM Link | Quote
Stats
Time/Date
04-16-10 01:20:29 PM
Posts
5259
Days Here
1018
Level
105
Metal_Man88's Post
"You'll have to look through this thread" is not backseat moderating, don't waste space bickering on it. I and the actual mods will decide what is backseat moderating, which in fact I have decided telling others they are backseat moderating is backseat moderating.

So don't bring it up unless you want me to repeat the phrase "backseat moderating" a hundred times while smacking the people who brought up that term and cried wolf.

____________________
Don't let an old saying get in the way of a good idea.
Eisnaught - SSQ² - Mobius Roleplay - SSS
Pages: 1 2 3 4 5 6 7 8 9 10 ... 17 18 19 20 21 22 23 24 25 ... 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, 8 query cache hits.
Query execution time: 0.118038 seconds
Script execution time: 0.032602 seconds
Total render time: 0.150640 seconds