Gecko
Member
Level: 25
   

Posts: 97/113
EXP: 83095 For next: 6525
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
| 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
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: 276/5173
EXP: 24573552 For next: 476102
Since: 05-24-10
From: Delta Quadrant
Since last post: 1.6 years Last activity: 131 days
|
|
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?
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked. |
|
|
Gecko
Member
Level: 25
   

Posts: 99/113
EXP: 83095 For next: 6525
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
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
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: 278/5173
EXP: 24573552 For next: 476102
Since: 05-24-10
From: Delta Quadrant
Since last post: 1.6 years Last activity: 131 days
|
|
Hehe, no problem. My dad can't switch from OoT to SM64. He keeps trying to press A in OoT to jump 
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked. |
|
|
Me-me
340      
Level: 41
   

Posts: 141/341
EXP: 462108 For next: 18037
Since: 08-05-07
Since last post: 9.7 years Last activity: 8.1 years
|
| 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:

____________________ My name makes me look utterly selfish, but I assure you, that is not the case. |
DarkSpacer
Member
Level: 31
   
Posts: 49/184
EXP: 166011 For next: 19352
Since: 03-23-10
Since last post: 5.7 years Last activity: 5.0 years
|
|
| Me-Me, those Object lists are just showing you what objects are in what bank. They do jack----crap. |
Vinnyboiler
Catgirl
Level: 66
   

Posts: 115/1045
EXP: 2445613 For next: 16238
Since: 12-27-07
From: London, England
Since last post: 7 days Last activity: 3 days
|
|
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
Member
Level: 27
   

Posts: 123/135
EXP: 107696 For next: 8463
Since: 06-06-09
Since last post: 10.5 years Last activity: 9.7 years
|
|
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
340      
Level: 41
   

Posts: 149/341
EXP: 462108 For next: 18037
Since: 08-05-07
Since last post: 9.7 years Last activity: 8.1 years
|
|
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.
____________________ My name makes me look utterly selfish, but I assure you, that is not the case. |
DarkSpacer
Member
Level: 31
   
Posts: 50/184
EXP: 166011 For next: 19352
Since: 03-23-10
Since last post: 5.7 years Last activity: 5.0 years
|
|
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
Catgirl
Level: 68
   
Posts: 887/1085
EXP: 2596495 For next: 132305
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
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
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: 313/5173
EXP: 24573552 For next: 476102
Since: 05-24-10
From: Delta Quadrant
Since last post: 1.6 years Last activity: 131 days
|
|
Import 0x24 objects? Does that mean that we'll be able to make our level bits at a time?
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked. |
|
|
messiaen
Catgirl
Level: 68
   
Posts: 888/1085
EXP: 2596495 For next: 132305
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
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
Level: 129
   

Posts: 314/5173
EXP: 24573552 For next: 476102
Since: 05-24-10
From: Delta Quadrant
Since last post: 1.6 years Last activity: 131 days
|
|
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.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked. |
|
|
messiaen
Catgirl
Level: 68
   
Posts: 889/1085
EXP: 2596495 For next: 132305
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
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
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: 315/5173
EXP: 24573552 For next: 476102
Since: 05-24-10
From: Delta Quadrant
Since last post: 1.6 years Last activity: 131 days
|
|
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
Catgirl
Level: 68
   
Posts: 890/1085
EXP: 2596495 For next: 132305
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
| 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
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: 316/5173
EXP: 24573552 For next: 476102
Since: 05-24-10
From: Delta Quadrant
Since last post: 1.6 years Last activity: 131 days
|
|
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
Random nobody
Level: 3
   
Posts: 1/1
EXP: 65 For next: 63
Since: 06-17-10
Since last post: 11.9 years Last activity: 11.9 years
|
|
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
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: 330/5173
EXP: 24573552 For next: 476102
Since: 05-24-10
From: Delta Quadrant
Since last post: 1.6 years Last activity: 131 days
|
|
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. |
|
|