messiaen
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| You haven't triangulated your object in Blender. It says in your post you did toggle the "triangulate" option, but I'm 100% sure you didn't (or somehow didn't use this feature properly, I don't use Blender so I don't know) |
DarkSpacer
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| Yeah, the only problem is the faces that actually show on his model. Those faces are shaped like triangles. Therefore the other half must be triangles. I can't see how any polygons that are missing would have more than 3 vertices. |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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| Posted on 05-29-10 09:19:26 AM (last edited by Zero One at 05-29-10 06:19 AM) |
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I don't see what I could've done wrong. Following Gecko's tutorial, I textured it, pressed CTRL + T to triangulate it, then triangulated it again in the export process.
Download Link:
http://rapidshare.com/files/392859996/TestLevel1.zip.html
This includes TestLevel1.obj, TestLevel1.mtl and TestLevel1.blend. It can only be downloaded 10 times because RapidShare sucks...
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Gecko
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You did not triangulate the whole map. Go into edit mode (TAB), press A, press A again and press A again to select all faces and then hit Ctrl+T for triangulation. Make sure you save the blender file first and then export it as obj file using following options:
All Scenes
Apply Modifiers
Rotate x90
Edges
Normals
High Quality Normals
UVs
Materials
Triangulate
Polygroups
Nurbs
Material Groups
Keep Vertex Order
I get an obj file which is 4kB big, yours was 3kB. |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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| Posted on 05-29-10 12:05:36 PM (last edited by Zero One at 05-29-10 09:57 AM) |
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Hmm, it still comes out with the same result; triangles. I opened up Blender, opened the file, went to Edit Mode, pressed A, everything turned yellow, pressed CTRL+T, saved it, exported it as an .obj with the right settings and I still get the triangles.
Does it matter that the triangulation already existed on the model? Do I need to recreate the model again to make sure the triangulation works?
EDIT: Well, I remade the level in Blender and:
It worked. Which is odd, because I did everything exactly the same as I did it last time. It SHOULD'VE ended up failing again. Oh well, I'm not complaining BTW, in Blender, sometimes one polygon has dots covering it and I can't get rid of them. Is that a problem or just a glitch?
EDIT: I've got a weird texture glitch in TT64. It doesn't affect the game, so I'm not that worried but it does concern me a bit. The rock texture on the sides of the cuboids seems to be placed everywhere, except for one polygon which has a brick texture that I believe comes from Big Boo's Haunt. Like I said, no problems in game, so I assume TT64 just isn't reading it properly.
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messiaen
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Originally posted by DarkSpacer Yeah, the only problem is the faces that actually show on his model. Those faces are shaped like triangles. Therefore the other half must be triangles. I can't see how any polygons that are missing would have more than 3 vertices.
That is incorrect. My program simply ignores the last vert of a quad and instead draw a single triangle out of it. The visual effect is very obvious (and has been already taked about in many pages of this thread).
I opened ZeroOne's .obj file, and while it does contain triangles, there are also some quads on it, so my initial diagnostic was correct. |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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Well, I'm assuming that a quad is something with 4 vertices. However, Blender never showed any quads, only triangles.
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Gecko
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| The Blender file you've uploaded consists of both triangles and quads, like messiaen wrote. Maybe there was something wrong. Make sure that you always save the Blender file first before exporting it to obj. |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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Will do. Ok, I've messed around, made a level and worked with 2 stars and acts. Now, for a full level!
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Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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I was looking through Messiaen website and I saw the Collision Commands section. I realised that in order to make a hack, I'd need to factor in the Vanish Cap, which there is a collision property for. The question is, how thick can the walls be? Can they be any thickness or does it have to be a plane?
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Breegullbeak
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Originally posted by Zero One I was looking through Messiaen website and I saw the Collision Commands section. I realised that in order to make a hack, I'd need to factor in the Vanish Cap, which there is a collision property for. The question is, how thick can the walls be? Can they be any thickness or does it have to be a plane?
I'd assume a plane based on the levels in the actual game. Of course you could stand in a wall if you made both sides walk through. |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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| Posted on 05-30-10 01:21:41 PM (last edited by Zero One at 05-31-10 01:12 PM) |
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Ok, I've made my first Mario level. On it's own, it plays fine. Adding enemies, coins and stars results in EXTREME lag. Any solutions?
EDIT: Wait, problem solved. I had 100 empty objects open in each act. I disabled them all and it runs fine. I made the silly assumption that Empty Object meant that it wouldn't be recorded
EDIT: Wait, problem not solved. The lag is gone, but walk to the left or the right of the starting pedastal, it crashes. I can go forward and collect a star, but any other direction results in a crash.
These are the files:
[ Removed because I put a ROM in there. ]
It includes the hack, the level model and the level textures, just in case.
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Gecko
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Same happens here, but I have absolutely no clue why this happens.  |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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| Posted on 05-30-10 02:26:55 PM (last edited by Zero One at 05-30-10 11:40 AM) |
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Crap. I don't want to lose all of my hard work because of one stupid glitch.
EDIT: Is there a way to save the location of each indivdual object and then import it later? I may need to re-import the level and I REALLY don't want to have to do all that positioning again.
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Me-me
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Don't think so. It really sucks, I know. A way to prevent this in the future is to keep backups of your hack.
Another way is to try to figure out whats wrong of course.
If you've used any custom objects: A wrong pairing of behaviors and models can result in a crash.
"Empty objects" consists of no model and the "star door" behavior. It have made my hacks crash before.
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Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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| Posted on 05-30-10 10:26:40 PM (last edited by Zero One at 05-30-10 08:41 PM) |
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I don't think that's it. If you run forward and hit the switch, you can collect the star from there. It's only when you try and go around the starting platform that it crashes.
EDIT: Fixed it
It seems the problem was that Mario was running into all 100 empty objects, which I assume must have started 100 Star Door behaviours and caused the program to crash. This explains why I could run forward and collect a star, but not run aroud the pedastal.
Y'know, I think somebody should make a note of these things, in case it happens to somebody else.
EDIT: It's done! Level 1 is complete! I've made a video and I'm uploading it to YouTube now It should be on here at about 3:30 my time.
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Me-me
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Great! You've made backups right? It's soo important if you're gonna experiment a lot.
Anyways good for you I'll watch it the moment it gets to youtube.
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Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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Oh yeah, I forgot to mention. It's up
YouTube search: ZeroOneCentaurion Custom Super Mario 64 Level. Or, alternatively, look in the 'Post your patches, videos and screenshots' thread.
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DarkSpacer
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Zero One, the MTL file does not contain textures. AN MTL is simply a file indicating where the files can be found.
Also, a ROM was in your Blockland zip. |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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Yeah, I know. I put the ROM in there as a 'just-in-case' measure. I clearly didn't need to 
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