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05-03-22 07:06:15 AM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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messiaen
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Posted on 06-10-10 01:31:54 AM Link | Quote
This "level importer" started in a weekend with messy coding, even to MY low standards on that respect. There are many bad stuff I don't feel like redoing simply because it works in the current state. I doubt someone will improve it much or add new functionality if I release the source code, so its best just to suggest it to me and if it's feasible I''ll do it when I have some time.

If you are really curious, here's the source code. Again, I'm highly ashamed of it, I could probably cut 1k lines by properly arranging data into arrays instead of doing switch statements, variable names are terrible, etc etc etc.

Multi-area support would require many modifications to the ROM layout (probably expanding it to 64MB) and some jor changes in the GUI and importer code. Currently, TT64 doesn't support areas (it's hardcoded for a few levels), so there's no sense working on it yet.

As for the "map_Kd" stuff, you can just correct the Ruby .obj exporter pluging yourselves, just open it in notepad, search for "mapKd" and replace to "map_Kd". The author of that plug-in probably did some confusion with the name.
DarkSpacer
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Posted on 06-10-10 02:13:54 PM (last edited by DarkSpacer at 06-10-10 11:26 AM) Link | Quote
I found this by luck (your source code is huge...no offense):

Originally posted by Source Code
"\n[Warning]\nError loading file %s - using texture from the game",


You could have put that in an error information window if you read "mapKd" instead of saying everything's okey-dokey :b

Edit: Metal Man: I doubt they know how to program, I'm talking about anyone who knows how to program.
Conte de Contis
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Posted on 06-10-10 06:22:35 PM Link | Quote
Originally posted by messiaen
Multi-area support would require many modifications to the ROM layout (probably expanding it to 64MB) and some jor changes in the GUI and importer code. Currently, TT64 doesn't support areas (it's hardcoded for a few levels), so there's no sense working on it yet.


Oh, thanks, i'm quite satisfied for a real reason whereby not working to such stuff. Of course, we all would want multiple area modification, but we also should understand some hard works VL-Tone and Messiaen are doing for us. I wonder what's for dinner if that will be possible in the future, though

DarkSpacer, i draw cartoons, i don't work on ultra-algebric software requiring high knowledge of cosmimathetical math for hacking Area51's computers (irony), and this is a good proof

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DarkSpacer
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Posted on 06-10-10 10:39:20 PM (last edited by DarkSpacer at 06-10-10 07:43 PM) Link | Quote
...I wasn't talking about you, Conte de Contis. I was talking about that people who know how to program should program the importer and people that don't know should STAY AWAY FROM THE SOURCE CODE BECAUSE IT IS HUGE

IF YOU TRY TO PROGRAM THAT YOU WILL DIE...not really. But it would be frustrating.

Edit: You really messed up that level, didn't you? Did you know exactly where you were editing in the ROM?
Lyskar
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Posted on 06-11-10 02:41:50 AM Link | Quote
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Metal_Man88's Post
It's not huge to me, but I'm currently working on programming an entire 2D RPG from scratch with my computer science classmates.

It's just not broken up into subclasses.

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messiaen
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Posted on 06-13-10 02:35:04 PM (last edited by messiaen at 06-13-10 11:44 AM) Link | Quote
Indeed, it's not that huge, just my badly organized "hands down" approach. When new major changes are done to the ROM format I'll probably rewrite a bunch of stuff and split it properly into adequate parts.

By the way, I did some rework on the GUI:



Still a lot to go, but what I'm aiming for the next version is more control on the "Rom Settings" part, that is, trajectories, star positions and perhaps a Gameshark patcher (just for 80/81 codes in the correct range).

Edit: Also, multiple water boxes, perhaps the most important addition.
Zero One
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Posted on 06-13-10 03:40:42 PM Link | Quote
Originally posted by messiaen
...trajectories, star positions...
Edit: Also, multiple water boxes, perhaps the most important addition.


What are trajectories? I don't know what they do in SM64. As for star positions, does that mean that if I inserted King Bob-Omb into the level, I could choose where the star would go?

As for multiple water boxes, I was thinking that what you could do is specify how many water boxes you wanted and it would automatically give them a size (maybe the size of the Mario model?) and then in possibly a second program, you could open the ROM, select the level, get 3 (Front, Side, Top) or 4 (fully 3D) views and then manipulate where you want the water to go and how big it should be? Like you could see the vertices of the water box and just manipulate them into position.

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messiaen
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Posted on 06-13-10 04:33:36 PM Link | Quote
Sorry, settings for water box size/position will remain the same.
Zero One
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Posted on 06-13-10 04:47:19 PM Link | Quote
Aww...

Anyway, how do you use the water-boxes? Or are there tutorials outlining that feature?

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hennahacker

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Posted on 06-15-10 02:37:54 AM Link | Quote
With the waterbox height, does it calculate it relative to the top/bottom of the model, or actual vertical co-ordinates? Because when I did an import a while ago, it didn't exactly end up at the vertical co-ordinates I was hoping it would.

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Zero One
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Posted on 06-16-10 10:08:48 AM (last edited by Zero One at 06-16-10 08:02 AM) Link | Quote
For some reason, the level I import does not have the right textures. The first time I went to import it, it came up with an error saying that it couldn't find the right materials to import, but it managed to import two that I was using. I retextured in Blender and imported it again. This time, I didn't get the texture warning. However, it still can't find the right textures. Any solutions?

EDIT: Doesn't matter, I've fixed it. I didn't select Copy Images when I was exporting.

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messiaen
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Posted on 06-16-10 01:11:20 PM Link | Quote
To
Originally posted by Zero One
Aww...

Anyway, how do you use the water-boxes? Or are there tutorials outlining that feature?

and
Originally posted by hennahacker
With the waterbox height, does it calculate it relative to the top/bottom of the model, or actual vertical co-ordinates? Because when I did an import a while ago, it didn't exactly end up at the vertical co-ordinates I was hoping it would.


I'm working on a help file for the next version of the level importer, which will include guides (with images) on topics such as water editing, collision, trajectories, etc.

The height is the actual maximum Y coordinate. The water box will begin on the "ground", so the only error I can imagine happening is if your maximum height is below the ground Y.
Zero One
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Posted on 06-16-10 01:16:48 PM Link | Quote
Originally posted by messiaen
I'm working on a help file for the next version of the level importer, which will include guides (with images) on topics such as water editing, collision, trajectories, etc.


Awesome The best I can do so far is just insert a water box Is there an ETA or is it just when it comes out?

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messiaen
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Posted on 06-16-10 01:44:12 PM Link | Quote
No estimate, I don't have much time to work on it and still there's plenty of stuff to be finished. This week my priority is making a huge help file, which will cover most details about using the program and, maybe, some general SM64 hacking tips (we need badly a FAQ, as I stated in other thread).
Zero One
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Posted on 06-16-10 01:48:49 PM Link | Quote
Can I contribute? I've learned a lot since I joined up.

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messiaen
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Posted on 06-16-10 02:00:47 PM Link | Quote
Originally posted by Zero One
Can I contribute? I've learned a lot since I joined up.


You can compile a list of questions you want to see covered (try to be as specific as possible).
Zero One
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Posted on 06-16-10 02:02:31 PM Link | Quote
Ok. So which programs is this help file for? Or is it for TT64, the importer and maybe Blender? I can think of a few beginner questions for them.

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messiaen
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Posted on 06-16-10 02:06:55 PM (last edited by messiaen at 06-16-10 11:08 AM) Link | Quote
Not anything directly related to TT64 usage (that is already covered by VL-Tone's docs). It's mainly for the level importer. Haven't decided yet which topics will be covered on the general SM64 hacking FAQ, I guess I'll read over the questions topic and do a compilation of the most relevant and less obvious ones.
Me-me
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Posted on 06-16-10 02:58:06 PM (last edited by Me-me at 06-16-10 11:58 AM) Link | Quote
I've started a big hack and when I make it I realise that the buggy Lakitu cam takes away a lot of the fun it'd be to find all secrets in it.
So I want to permanently change the camera to Mario cam until another solution is found.
Is this as easy as changing some values with a hex editor or is it more complex than that?

As for the FAQ, here's some questions I had in the beginning:
What's with the object lists?
How does the water boxes work?

You've probably already covered these questions, but there they are at least.

PS. The "Hardcore fog" option doesn't work for me.

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messiaen
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Posted on 06-16-10 03:26:23 PM Link | Quote
There's a "Skip Peach/Lakitu Intro" option at the Rom Settings menu.

I don't get your "What's with the object lists?" question. What exactly should this question cover? Are you talking about the object lists on the Level Importer? If so, I have changed that label to "Objects in bank", which I think is more descriptive, but I can also add some text saying that those lilsts are merely informative and that selecting a specific object won't make a difference.

What happens when you choose "hardcore fog"? Is fog enabled at all?
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


Rusted Logic

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