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05-03-22 05:41:50 AM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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Gecko
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Posted on 06-16-10 04:16:55 PM (last edited by Gecko at 06-16-10 01:27 PM) Link | Quote
I think he means the normal in-game camera mode which you can toggle by pressing [Edit] R on the controller. He wants the Lakitu camera mode, which is used by default, to be disabled completely or alternatively have the Mario camera mode to be activated by default.
Zero One
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And as we fall the spirit carries on,
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As we call the ones we left below,
We all dream of the day we rise above
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Posted on 06-16-10 04:20:10 PM Link | Quote
Originally posted by Gecko
...toggle by pressing L on the controller.


R. L doesn't do anything But I'm assuming the camera mode that is being referred to is the one that follows right behind Mario?

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And yet, the galaxy is STILL fucked.
Gecko
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Posted on 06-16-10 04:24:09 PM Link | Quote
You're right! I mixed up the MarioKart64 sound button with Mario64's camera button which was why I thought of the L button.
Zero One
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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 06-16-10 04:24:59 PM Link | Quote
Hehe, no problem. My dad can't switch from OoT to SM64. He keeps trying to press A in OoT to jump

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Me-me
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Posted on 06-16-10 04:45:45 PM (last edited by Me-me at 06-16-10 01:48 PM) Link | Quote
Originally posted by Gecko
I think he means the normal in-game camera mode which you can toggle by pressing [Edit] R on the controller. He wants the Lakitu camera mode, which is used by default, to be disabled completely or alternatively have the Mario camera mode to be activated by default.


Yep, thats right! The one in-game. Want Lakitu cam disabled completely. I just need the location in the ROM, then I can experiment by myself if it's to time-consuming to explain

As for the object lists question I meant these:


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DarkSpacer
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Posted on 06-16-10 10:42:20 PM Link | Quote
Me-Me, those Object lists are just showing you what objects are in what bank. They do jack----crap.
Vinnyboiler
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Posted on 06-17-10 01:04:13 AM Link | Quote
Heres a question, is their a way to show this area in TT64,

If their is not currently a way to show this area in TT64, then is their a way to find the position co-ordernates in-game so I can just type it into TT64. This problem is case for all my levels and some are so bad I cant even see most of it in the editor
Breegullbeak
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Posted on 06-17-10 01:32:45 AM Link | Quote
Originally posted by vinnyboiler
Heres a question, is their a way to show this area in TT64,

If their is not currently a way to show this area in TT64, then is their a way to find the position co-ordernates in-game so I can just type it into TT64. This problem is case for all my levels and some are so bad I cant even see most of it in the editor

Change the viewing to collision detection (or somthing like that)in the bottom right corner of the screen. The invisible parts should appear in white.
Me-me
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Posted on 06-17-10 10:09:00 AM Link | Quote
Originally posted by DarkSpacer
Me-Me, those Object lists are just showing you what objects are in what bank. They do jack----crap.


Yeah I know what they do, it's just something I thought should be in the FAQ.

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DarkSpacer
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Posted on 06-17-10 02:50:56 PM Link | Quote
Originally posted by Me-Me
Yeah I know what they do, it's just something I thought should be in the FAQ.


So...were you just providing an image? Or were you seriously seriously curious? Because you could've just ...nevermind.

I think that should be in the FAQ too, actually, so people don't explode looking for a use for those object lists.

Originally posted by vinnyboiler
Heres a question, is their a way to show this area in TT64,

If their is not currently a way to show this area in TT64, then is their a way to find the position co-ordernates in-game so I can just type it into TT64. This problem is case for all my levels and some are so bad I cant even see most of it in the editor



TT64 currently only reads the first 2000 polygons in a level (which was to prevent Toad's Tool from reading the entire ROM to the end). The collision map, however, for some reason can display more than 2000 polygons. Use Breegullbeak's idea.
messiaen
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Posted on 06-17-10 06:14:38 PM Link | Quote
Right, I included an explanation about the object lists (now called "objects in bank"), since there was some space in the UI.

By the way, I am thinking of including a export/import 0x24 objects function, so data can be moved more easily between ROMs and levels. Also, I will include a sample level (as .obj), which should be a good thing to test if ImageMagick's is working correctly (otherwise textures won't import).
Zero One
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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 06-17-10 06:16:57 PM Link | Quote
Import 0x24 objects? Does that mean that we'll be able to make our level bits at a time?

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messiaen
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Posted on 06-17-10 06:20:46 PM Link | Quote
You can already do that, whenever you import a level the objects are never touched (ie, if you import a different .obj file, the 0x24 objects will remaing the same).

I will juts add a option to export ALL objects from a level and them reimport them somewhere else (only in imported levels, exporting from the original levels won't work).
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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From: Delta Quadrant

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Posted on 06-17-10 06:23:40 PM Link | Quote
No, I meant that we could make a level and then if we find something that we want to add, instead of having to re-upload the level and reset all of the objects, we could just import a new 0x24 object that we made in Blender? Although, I doubt that is possible.

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"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
messiaen
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Posted on 06-17-10 06:25:50 PM Link | Quote
Originally posted by Zero One
No, I meant that we could make a level and then if we find something that we want to add, instead of having to re-upload the level and reset all of the objects, we could just import a new 0x24 object that we made in Blender? Although, I doubt that is possible.


Right, object is a confuse word here.

No, you won't be able to import level pieces as 0x24 objects. And again, 0x24 objects are never reseted when you import an Wavefront Object File, so you can build your levels gradually.
Zero One
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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


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From: Delta Quadrant

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Posted on 06-17-10 06:28:40 PM Link | Quote
Ah right, I didn't know that. So I can go back, fix the textures on my first level, re-import it and all of the objects will still be in the same place when I first set them up?

____________________
"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
messiaen
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Posted on 06-17-10 06:31:09 PM Link | Quote
Yes, that's it. I will document this behavior in the help file to avoid confusions since this isn't well explained anywhere.
Zero One
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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


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From: Delta Quadrant

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Posted on 06-17-10 06:32:31 PM Link | Quote
Awesome, thank you. I was reluctant to do this because I didn't want to have to replace everything.

____________________
"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
bmxIIcool
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Posted on 06-17-10 09:02:59 PM Link | Quote
I am to lazy to read through the whole thread to see if this question has been asked, and I don't find any search buttons on this page.

Hi, I have problem with importing the .obj file. I open with level importer and set the settings and burns to the ROM. But when I go to the area, nothing have happened. The Mario levels are there and no signs of my imported level.
Anyone who knows what I should do?
Zero One
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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 06-17-10 10:07:14 PM Link | Quote
A) Did you get any errors?
B) Are you sure your opening the right Mario ROM? I've made that mistake a couple of times.

____________________
"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


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