Register - Login
Views: 99801756
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 06:56:52 AM
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 ... 22 23 24 25 26 27 28 29 30 ... 46 47 48 49 50 51 52 53 54 55Next newer thread | Next older thread
Aamelo
Member
Level: 17


Posts: 41/46
EXP: 21280
For next: 3463

Since: 08-06-09


Since last post: 11.8 years
Last activity: 10.8 years

Posted on 06-06-10 02:42:18 PM Link | Quote
Originally posted by Zero One
How do you die? What happens specifically?


I Dunno How i die, I Simply go thought the Painitng and i Automatcly Die.

I was also able to notice that ALL the Textures were in Dark Green.
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
Level: 129


Posts: 108/5173
EXP: 24571712
For next: 477942

Since: 05-24-10

From: Delta Quadrant

Since last post: 1.6 years
Last activity: 130 days

Posted on 06-06-10 02:44:57 PM Link | Quote
So does it go:

Painting
Act Select
Spawn
Bowser Outline

or

Painting
Act Select
Spawn
Fall
Bowser Outline

Because if it is the top one, you might need to raise the spawn point up a bit in your level. It might be on/under the Death Floor.

____________________
"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Aamelo
Member
Level: 17


Posts: 42/46
EXP: 21280
For next: 3463

Since: 08-06-09


Since last post: 11.8 years
Last activity: 10.8 years

Posted on 06-06-10 07:15:58 PM (last edited by Aamelo at 06-06-10 04:16 PM) Link | Quote
Its goes:

Painting
Act Select
Bowser Outline

I Die Directly, You automatcly see The Bowser Outline as you enter the painting.
DarkSpacer
Member
Level: 31


Posts: 41/184
EXP: 165999
For next: 19364

Since: 03-23-10


Since last post: 5.7 years
Last activity: 5.0 years

Posted on 06-06-10 08:27:24 PM (last edited by DarkSpacer at 06-06-10 05:30 PM) Link | Quote
So what I get from that is you jump in the painting, your able to pick a star, but then before the screen even changes (it's still white after the stars fade away), bowser eats the screen (heh).

I doubt that very highly.

You MUST at least see the background for the level. Otherwise that would mean Mario did not spawn, the level did not load, which would mean the death sequence is unable to commence. Unless the act screen itself is a level...but that doesn't make sense either, given that you can (with work) burn yourself down in the basement and actually get in the LLL painting, and NOT DIE in the act select if you have no health. I've done that loads of times, and Mario never dies while in the act select, only when he spawns and lands on the ground.

THe sequence must therefore be:

Jump in painting
Act Select
Spawn
Die

The closest point at which you can die is 1 frame after you see the background.

But if you actually managed to die in the Act Select...it would be a bad ROM. Or you modified it without knowing what you were doing.

Edit: Or do you mean you died as soon as you entered the painting? Hmm...sounds like you left a gameshark code on. Or a bad ROM.
Aamelo
Member
Level: 17


Posts: 43/46
EXP: 21280
For next: 3463

Since: 08-06-09


Since last post: 11.8 years
Last activity: 10.8 years

Posted on 06-06-10 08:28:38 PM Link | Quote

The closest point at which you can die is 1 frame after you see the background.

But if you actually managed to die in the Act Select...it would be a bad ROM. Or you modified it without knowing what you were doing.


Well at last one frame is. I Will try to make a movie clip
Vinnyboiler
Catgirl
Level: 66


Posts: 110/1045
EXP: 2445460
For next: 16391

Since: 12-27-07

From: London, England

Since last post: 6 days
Last activity: 2 days

Posted on 06-06-10 09:47:23 PM Link | Quote
Aamelo; Can you see Mario corps glitched up when you see Bowsers outline?
BTTF Forever
Member
Level: 20


Posts: 68/70
EXP: 39142
For next: 3297

Since: 02-08-10

From: Australia

Since last post: 11.3 years
Last activity: 11.3 years

Posted on 06-07-10 08:02:50 AM Link | Quote
ahhhh!!

i know what your getting at...

ive had this problem before

the reason why you die is because Mario is spawning outside the level limits, and so he dies, you can try these 2 things

1. try selecting "enable death floor at bottom - otherwise level limits will act as bounds" when you import your level, so there is a death floor

2. go into toads tool and move the spawn box somewhere close to, or above your level, so you won't spawn outside the limits of your level

that should fix er up!

____________________
See You In The Future.........Or On Pandora!

Long Live Back To The Future And Avatar!
DarkSpacer
Member
Level: 31


Posts: 42/184
EXP: 165999
For next: 19364

Since: 03-23-10


Since last post: 5.7 years
Last activity: 5.0 years

Posted on 06-07-10 02:00:44 PM (last edited by DarkSpacer at 06-07-10 02:06 PM) Link | Quote
Actually, I think he imported a level with Scaling set to 1. That's the deafault value. Or he didn't use Toad's Tool to reposition Mario's start position.

Edit: Sorry, ignore that, didn't notice this:
Originally posted by Aamelo
I was also able to notice that ALL the Textures were in Dark Green.


This implies that he was inside the level, since he said "all", so I actually have no idea.
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: 3310/5390
EXP: 29075542
For next: 259463

Since: 07-22-07

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

Since last post: 342 days
Last activity: 342 days

Posted on 06-07-10 08:04:21 PM Link | Quote
06-07-10 03:04:21 PM
Post #3310
Originally posted by messiaen
I did more extensive tests and found out how to change the initial position.

Actually, the initial position isn't set by a warp object, but rather by a Level Script command!

[2B] [0C] [01] 00 [00 B4] [xx xx] [yy yy] [zz zz]

Byte 0: Command
Byte 1: Lenght
Byte 2: Act
Byte 3: Unused (padding)
Byte 5-6: Mario Rotation (only Y axis?)
Remaining bytes: X,Y, Z (signed 16-bit) position.

What the warp objects do is to replace the initial warp position on an act-basis. For some reason, when first starting the game, the initial warp objects are somehow ignored.
Because of the opening sequence on new save files?

____________________

/!\ CANADIANS! READ! /!\



[loading witty comment...]
why not?
BTTF Forever
Member
Level: 20


Posts: 69/70
EXP: 39142
For next: 3297

Since: 02-08-10

From: Australia

Since last post: 11.3 years
Last activity: 11.3 years

Posted on 06-08-10 06:28:44 AM (last edited by BTTF Forever at 06-08-10 03:32 AM) Link | Quote
SUCCESS!!!!

I have figured out why my custom textures were not importing, it has nothing to do with the file type! its the .mtl file
i came to this conclution while looking at a forum.
all you have to do is find....

MapKd

and put an underscore in every one you find, so it looks like this

Map_Kd

(note: this is for people who are using the plugin that Messiaen supplied on his website)

NOW YOUR MODEL WILL HAVE CUSTOM TEXTURES!! YAY!!

maybe in the next version, Messiaen can add support for the Map_Kd without underscore (MapKd), so we don't have to edit it manualy.

____________________
See You In The Future.........Or On Pandora!

Long Live Back To The Future And Avatar!
Vinnyboiler
Catgirl
Level: 66


Posts: 112/1045
EXP: 2445460
For next: 16391

Since: 12-27-07

From: London, England

Since last post: 6 days
Last activity: 2 days

Posted on 06-08-10 09:35:48 AM Link | Quote
Originally posted by BTTF Forever
SUCCESS!!!!

I have figured out why my custom textures were not importing, it has nothing to do with the file type! its the .mtl file
i came to this conclution while looking at a forum.
all you have to do is find....

MapKd

and put an underscore in every one you find, so it looks like this

Map_Kd

(note: this is for people who are using the plugin that Messiaen supplied on his website)

NOW YOUR MODEL WILL HAVE CUSTOM TEXTURES!! YAY!!

maybe in the next version, Messiaen can add support for the Map_Kd without underscore (MapKd), so we don't have to edit it manualy.

OH MY GOD thank you I can finally stop using the TT64 texture editer.
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
Level: 129


Posts: 157/5173
EXP: 24571712
For next: 477942

Since: 05-24-10

From: Delta Quadrant

Since last post: 1.6 years
Last activity: 130 days

Posted on 06-08-10 01:53:57 PM Link | Quote
Hey, what's the maximum amount of polygons that can be used (without lagging)? Including levels, enemies and other stuff with polygons.

____________________
"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
DarkSpacer
Member
Level: 31


Posts: 43/184
EXP: 165999
For next: 19364

Since: 03-23-10


Since last post: 5.7 years
Last activity: 5.0 years

Posted on 06-08-10 04:58:35 PM Link | Quote
BTTF forever:

Really?! An MTL thing? DId messeain even TEST MTLs using the Sketchup exporter? I'll try it as soon as I get home (writing this on school computer).

Zero One:

I have no idea about the polygon limit before it slows down. Rough guess: 60 polys onscreen?
Me-me
340
Level: 41


Posts: 131/341
EXP: 462080
For next: 18065

Since: 08-05-07


Since last post: 9.7 years
Last activity: 8.1 years

Posted on 06-08-10 07:08:54 PM Link | Quote
SM64 draws all of the level polygons always. Messiaen did say that it's possible to create levels surpassing the originals by loads of polygons.
Strangely enough, the Wavefront Importer doesn't let me import a level with more than 10.000 faces (needs confirmation). It says that the level has been imported successfully but it hasn't.

____________________
My name makes me look utterly selfish, but I assure you, that is not the case.
messiaen
Catgirl
Level: 68


Posts: 875/1085
EXP: 2596334
For next: 132466

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 06-08-10 07:09:32 PM Link | Quote
I get it now, I'm actually using a modified version of that .obj exporter plug-in (the one I used to include in previous versions of the Level Importer). The original erroneously uses "mapKd" instead of "map_Kd" to specify textures.

I will include support to the incorrect version in the next version or simply provide the modified plug-in again, if the author allows me to.

Also, it's "map_Kd", not "Map_Kd" (it's case sensitive).
DarkSpacer
Member
Level: 31


Posts: 44/184
EXP: 165999
For next: 19364

Since: 03-23-10


Since last post: 5.7 years
Last activity: 5.0 years

Posted on 06-08-10 08:35:01 PM Link | Quote
Hooray, the map_Kd thing worked!!!!!

But this means you'll have to re-replace them every time you save out a level.
Conte de Contis
Member
Level: 36


Posts: 218/271
EXP: 299781
For next: 8329

Since: 12-21-09

From: Italy

Since last post: 11.8 years
Last activity: 11.8 years

Posted on 06-09-10 12:58:31 PM Link | Quote
I have a question: Is possible to import models to a sub-level??? Kinda the cave of Tiny Huge Island???
Because i don't know (most likely not) if this feature was implemented.
Is there a method in some way, though?

____________________
My current target: Cody form Disney Down Under
DarkSpacer
Member
Level: 31


Posts: 46/184
EXP: 165999
For next: 19364

Since: 03-23-10


Since last post: 5.7 years
Last activity: 5.0 years

Posted on 06-09-10 02:46:40 PM Link | Quote
I don't think Messain's importer supports multiple areas of a level. It can only replace Area 1 of each level.

If people are asking so many questions like this why not open-source the importer? It just seems like a good idea...

I do have a question, though...in v12 there's a disabled music function...is there any way we can activate it? Is the code even in there?
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
Level: 129


Posts: 195/5173
EXP: 24571712
For next: 477942

Since: 05-24-10

From: Delta Quadrant

Since last post: 1.6 years
Last activity: 130 days

Posted on 06-09-10 02:50:18 PM Link | Quote
Nope. It's there to make fun of us

It probably won't be open until it's done. It's probably just a 'Coming Soon' button.

____________________
"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 5689/12211
EXP: 99321084
For next: 552487

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 06-09-10 07:21:47 PM Link | Quote
Stats
Time/Date
06-09-10 01:21:47 PM
Posts
5689
Days Here
1072
Level
110
Metal_Man88's Post
Originally posted by DarkSpacer
If people are asking so many questions like this why not open-source the importer? It just seems like a good idea...


Uh, yeah, and how many of the people asking questions know how to program?

____________________
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 ... 22 23 24 25 26 27 28 29 30 ... 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: 0.115578 seconds
Script execution time: 0.029432 seconds
Total render time: 0.145010 seconds