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05-03-22 07:00:27 AM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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DarkSpacer
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Posted on 06-18-10 12:15:38 AM Link | Quote
Actually, I have a problem with that...I import my level, everything's fine, sometimes I put objects on my level like Goombas. But when I go in my level in the game, none of the objects show up.

Any blindingly obvious solutions? (Actually judging by the mapKd problem, I shouldn't say that :b)
Zero One
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Posted on 06-18-10 12:16:36 AM Link | Quote
Make sure that they are selected for at least ONE act. I did the same thing.

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DarkSpacer
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Posted on 06-18-10 12:59:11 AM Link | Quote
Oh. I didn't check the acts.

Am I an idiot?
Lyskar
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Posted on 06-18-10 01:14:50 AM Link | Quote
Stats
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Metal_Man88's Post
Idiots generally don't realize when they're messing up on an easy problem. :p

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messiaen
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Posted on 06-18-10 02:25:26 AM Link | Quote
Forgot to post this one here, a little video showing the new interface (already a bit outdated by now).

<object width="480" height="385"><embed src="http://www.youtube.com/v/XJETFiddKzU&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Zero One
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Posted on 06-18-10 02:55:32 AM (last edited by Zero One at 06-17-10 11:56 PM) Link | Quote
Originally posted by DarkSpacer
Oh. I didn't check the acts.

Am I an idiot?


Nah. I did the same thing. That MORE than proves that you aren't an idiot

EDIT: That GUI looks awesome. Can't wait for the update

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Emoluvjd2
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Posted on 06-18-10 03:11:50 AM Link | Quote
I'm still not getting how to get the coordinates for the water box. Unless you can't explain it any better, could you please make a video tutorial? If you are going to, I made a quick sample model to use.
http://www.mediafire.com/download.php?nwhwg324ojg
Can you maybe show yourself getting the coordinates in toads tool?
Zero One
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Posted on 06-18-10 03:15:58 AM Link | Quote
Originally posted by Emoluvjd2
I'm still not getting how to get the coordinates for the water box. Unless you can't explain it any better, could you please make a video tutorial? If you are going to, I made a quick sample model to use.
http://www.mediafire.com/download.php?nwhwg324ojg
Can you maybe show yourself getting the coordinates in toads tool?


At the moment, I think it's just hit-and-miss. If you can't get it, take huge leaps and then find a good mid-point.

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Can somebody help with my backloggery image?
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Me-me
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Posted on 06-18-10 06:50:02 AM (last edited by Me-me at 06-18-10 03:50 AM) Link | Quote
Awesome GUI! It looks way more planned and easy-to-use.
I used to forget loads of settings when I imported many models because of the many settings at a time in the previous GUI's

Waterboxes is a bit of a problem for me too. Where does the Y coordinates orginate from? Is it the death floor? Or the default 0 in TT64?
Z and X is a little unclear but maybe I missed something in the previous posts.
Anyways I'll try experimenting a bit.

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Zero One
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Posted on 06-18-10 06:59:53 AM Link | Quote
From what I've used, the water starts from the Death Floor. Setting it to full height means that I can dive until it fades out and I get the failure warp.

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Posted on 06-18-10 07:20:02 AM Link | Quote
Oops, a little misundestanding. Silly me.
When I say Y coordiantes I mean the coordinates for the water surface.
The water itself always continues to the far bottom of the level, meaning that you can't be "under" a water box without starting to swim.

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messiaen
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Posted on 06-18-10 10:19:35 AM Link | Quote
I'll include a guide with pictures about water boxes on the tutorial (probably using the "sample level" as an example).
Emoluvjd2
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Posted on 06-18-10 03:01:08 PM Link | Quote
Okay, I'll be looking forward to that then. The GUI looks cool too.
Vinnyboiler
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Posted on 06-19-10 07:09:16 PM (last edited by vinnyboiler at 06-19-10 04:10 PM) Link | Quote
Messiaen: Sorry if I asked this question before but do you think with your current understanding with SM64, you can replace non-animated objects like shells and signposts with custom OBJ's.
messiaen
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Posted on 06-20-10 01:59:16 AM Link | Quote
Originally posted by vinnyboiler
Messiaen: Sorry if I asked this question before but do you think with your current understanding with SM64, you can replace non-animated objects like shells and signposts with custom OBJ's.


Importing new objects (forget about replacing) is not impossible, but very problematic. I have the knowledge to do so, but to make it a totally automated process (and making it work properly in TT64) is another thing. So, this is the kind the feature one shouldn't expect anytime soon.

Still, it's something I will eventually try to work out.
Zero One
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Posted on 06-20-10 05:24:15 PM Link | Quote
Originally posted by messiaen
Importing new objects (forget about replacing) is not impossible...


Does it require coding knowledge?

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BigBrain
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Posted on 06-20-10 05:50:02 PM Link | Quote
Originally posted by Zero One
Does it require coding knowledge?

Well, at the very least you need to understand this f3d3x bytecode or whatever it was called... that's complicated enough ;P

Come to think of it, I should finally start working on my level/behavior/geometry script parser again... :/
Zero One
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Posted on 06-20-10 05:53:13 PM Link | Quote
Originally posted by BigBrain
Originally posted by Zero One
Does it require coding knowledge?

Well, at the very least you need to understand this f3d3x bytecode or whatever it was called...


:specialed:

Well, there goes that plan.

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messiaen
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Posted on 06-23-10 03:03:49 AM Link | Quote
Testing a possible graphical interface for collision mapping:



It's still early in development, but I guess it could be helpful.
Emoluvjd2
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Posted on 06-23-10 04:01:21 AM Link | Quote
This is very helpful, but a problem I see with that is that the textures don't go through the image conversion program yet, so if a big enough texture is used, it could overflow the window and go behind the menus.
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


Rusted Logic

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