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05-03-22 05:41:49 AM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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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 06-23-10 06:29:26 AM Link | Quote
Collision mapping?

So would that mean that instead of adding code in the .MTL file to make different things happen (snow, climable, fire), we'd just be able to use that interface?

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Conte de Contis
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Posted on 06-23-10 07:23:50 AM Link | Quote
It's pretty fair, i think

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Gecko
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Posted on 06-23-10 09:14:29 AM Link | Quote
Great idea!!
messiaen
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Posted on 06-23-10 01:38:45 PM Link | Quote
Originally posted by Emoluvjd2
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.


Currently it only warns if textures bigger than the N64 texture cache (in the RGBA 5551 format) are being used and show what fits into the window, but I will try to show it already resized, so you can preview what your texture will really look like.
messiaen
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Posted on 07-04-10 02:44:05 AM Link | Quote
I have done some research on possible collision problems related to SketchUp backfaces.

The problem is that every face in a SketchUp model has both front and back sides, but the collision engine will freak out if you export both. So, the solution is to make sure every visible face is facing out and them exporting ONLY front face.

To find backfaces, go to View -> Face Styles and choose "Monochrome". Now, if you are using default settings, backfaces will be blue, while front faces will be white. If you find a backface that should be visible, click on it, go to Edit -> Face and choose "ReserveFace", that should fix it.

There's also a very handy plug-in called Front Face, which will quickly turn a backface into a frontface (again, use Monochrome face style to find them in the first place).
SuperMario9080
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Posted on 07-04-10 03:30:14 PM Link | Quote
When I import my map from google sketchup 7 to a patched and expanded ROM. I've opened it up (The Obj Importer v12), go to Bob-Omb Battlefield, the textures aren't the textures I've wanted it to be (A message popped up and it said something like "Can't detect Material file, game assigns textures instead". And from the messian website it says "there's a problem with ImageMagick's converter tool" and I've already installed "Visual C++ 2008 Redistributable Package (x86)". After I've installed it, still nothing happens. Do I have to drag my obj. file into "cvt"? or something like that? Do I drag "Visual C++ 2008 Redistributable Package(x86)" into the folder with "cvt"?

Please answer back and define what the problem is. Thanks.
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Posted on 07-04-10 04:18:16 PM (last edited by Gecko at 07-04-10 01:18 PM) Link | Quote
Can't detect material file means that no material file was created or found with the obj file. How do you export your map? Is a .mtl create with the same name as the .obj file?
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Posted on 07-04-10 04:35:26 PM Link | Quote
Actually it said, "Warning: Material file can not be found. Textures from the game are assigned instead." And yes my .mtl file has the same name with the .obj file.
messiaen
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Posted on 07-04-10 05:06:41 PM Link | Quote
Originally posted by SuperMario9080
Actually it said, "Warning: Material file can not be found. Textures from the game are assigned instead." And yes my .mtl file has the same name with the .obj file.


Send me the .obj + .mtl files (upload to mediafire.com or other free host and post the link), I can't provide help without that.
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Posted on 07-04-10 05:08:08 PM Link | Quote
When you open up the mtl file in notepad does it look like this:

newmtl None_Texture0104_RGB.bmp
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2
map_Kd Mario64Textures\Part1\Texture0104_RGB.bmp


Make sure that the paths do not contain spaces as well as map_Kd needs to be written exactly like this.
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Posted on 07-04-10 05:21:39 PM Link | Quote
@massiaen
I use this as a test for trying out textures from google sketchup 7. "Brick Antique" is the material file in this.
http://www.mediafire.com/?mg0mzzmdymw

@Gecko
It said something like this:

#Materials exported from Google Sketchup

newmtl _brick_Brick_Antique_jpg
Ka 0.000000 0.000000 0.000000
Kd 1.0000 1.0000 1.0000
Tr 1.0
Ks 0.000000 0.000000 0.000000
Ns 3.2000
mapKd Brick_Antique.jpg
Gecko
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Posted on 07-04-10 05:23:36 PM Link | Quote
Turn it into map_Kd Brick_Antique.jpg an try again.
messiaen
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Posted on 07-04-10 05:43:47 PM Link | Quote
map_Kd issues apart, I can't reproduce this bug:

Originally posted by SuperMario9080
Actually it said, "Warning: Material file can not be found. Textures from the game are assigned instead." And yes my .mtl file has the same name with the .obj file.


Please send me the log file.
SuperMario9080
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Posted on 07-04-10 06:06:32 PM Link | Quote
@messiaen
http://www.mediafire.com/?jjwmygiduym

@Gecko
Like this?:

#Materials exported from Google Sketchup

map_Kd brick_Brick_Antique_jpg
Ka 0.000000 0.000000 0.000000
Kd 1.0000 1.0000 1.0000
Tr 1.0
Ks 0.000000 0.000000 0.000000
Ns 3.2000
mapKd Brick_Antique.jpg
Gecko
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Posted on 07-04-10 06:14:13 PM (last edited by Gecko at 07-04-10 03:16 PM) Link | Quote
newmtl _brick_Brick_Antique_jpg
Ka 0.000000 0.000000 0.000000
Kd 1.0000 1.0000 1.0000
Tr 1.0
Ks 0.000000 0.000000 0.000000
Ns 3.2000
map_Kd Brick_Antique.jpg

Are the textures in the same directory as the obj and mtl file?
SuperMario9080
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Posted on 07-04-10 06:19:01 PM (last edited by SuperMario9080 at 07-04-10 03:20 PM) Link | Quote
Yes the textures are in the same directory.
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Posted on 07-04-10 06:27:09 PM Link | Quote
Never problem solved. Thanks Gecko.

From now on I'll do this

"map_Kd"
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Posted on 07-05-10 11:27:03 PM Link | Quote
Wasn't it found that you can correct the exporter itself?

Go to where you installed Sketchup, go to "Plugins" and find "ObjExporter.rb", open that in Notepad (or, if on a Mac, SimpleText) and Find and Replace "mapKd" with "map_Kd".
hectik17
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Posted on 07-09-10 06:59:41 PM Link | Quote
i have a problem...
the rom "Super Mario 64 (U) [!].z64" has been extended using

M64ROMExtender 1.3b.exe

the the ppf patch has been applied...
and when i go to import a level i get




it says to use rom_expand.exe but that file didn't come with M64ROMExtender 1.3b ... any help please?
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Posted on 07-09-10 07:37:04 PM Link | Quote
Originally posted by hectik17
i have a problem...
the rom "Super Mario 64 (U) [!].z64" has been extended using

M64ROMExtender 1.3b.exe

the the ppf patch has been applied...
and when i go to import a level i get

Image

it says to use rom_expand.exe but that file didn't come with M64ROMExtender 1.3b ... any help please?


Messian made an extra extender that is used on extended roms so that there would be more room for custom levels. It should be in the folder you downloaded with the program. Just drag the rom onto the rom expander and then patch it.
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


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