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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| Posted on 10-10-10 03:54:06 PM (last edited by Zero One at 10-10-10 01:10 PM) |
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Originally posted by Luke
1. make everything in proportion for Mario, how far can he jump up, long jump, side jump, tri-jump, whats the max distance for walls so Mario can do wall to wall jumping also the min, eg: how far should the walls be apart from one-another.
2. if I added the textures in SketchUp for the level, would they be there in the game, if not how do I go about adding them?
3.should I only be using a small/set amount of polygons in SketchUp?
4. how do I make different surfaces act in different ways, eg: make it so Mario can steep clam walls, make surface slippy, qiuck sand etc... (Guess this is not in SketchUp)
this is what I know so far, how to...
-use Google SketchUp.
-use TT64 Basics. (can you add extra objects to levels?)
-get an obj file into a game. (using Mario 64 Level Importer v12, don't know what all the setting do maybe you could help there too)
hoping you can help me out here, or link me to somewhere or someone who can.
1) The distances really depend on whether or not your level fits. When you import a level, you need to scale it up using the importer. If you have a huge level, then it won't scale up very far. If you test part of the level at 600 scale, then add to it, the scale may not work at 600 the next time. The distances are all just trial and error.
2) Yes, textures applied in SketchUp will be imported too.
3) There is an approximate limit of about 2000 faces. This includes your level, Mario and any other 3D elements ingame.
4) This can't be done with the object importer at the moment. However, Messiaen does have a solution. I'll edit this post to include the link to the website when I get off my phone.
EDIT: Here is the solution.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
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Luke
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Thanks too both 'Me-me' and 'Zero One' for your helpings & answers.
I want MORE!
1. is the .mtl the material file? if not where is it?
2. should I be able to see the my level textures in TT64? (as I can see my level but just looks brown colored)
3. do I need to change the obj export settings in SketchUp for it to work in game? (keep getting a white screen when I enter the level in game)
4.when I use the level importer I get this message after importing....
message Level successfully imported
Warning some texture coordinates were of range. Try diving the
problematic faces....
could this maybe be stopping me from playing the game or does everyone get this?
.............................................................
I'm sure I'll be asking more after these.. but thanks for helping so far.
:]
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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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1) Yes, the mtl file is the material file.
2) That's normal.
3) It's possible. Try changing some of the settings.
4) I've never seen this error before. Someone else should be able to help.
Here's hoping Me-me hasn't ninja'd me again...
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
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Luke
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Right, Nice one!... maybe someone can help with Q.4...
I don't seem to get textures when I export My SketchUp levels to obj... (also levels don't work in game.. but I'll leave that let I get this working...)
---------------------------------------------------------------
rometwins96 (Youtube user) kindly give me some of he's SketchUp SM64 Levels to see if I could get though's working which I did, they work in TT64 with all textures working & also work in game as well.
how I did that was...
I opened rometwins96's SketchUp file, when to 'file' > 'export' > '3D model' exported to a new folder as a .obj.
in this 'new folder' there are 2 files the .obj & .mtl and one folder with .bmp's in.
used mario level importer, etc, etc..
this works in game and in TT64 as I said.
---------------------------------------------------------------
when I try to exported my levels to a new folder all I get is 2 files, the .obj & .mtl..... but no folder with bmp's in, I think this is why I'm not getting any textures in my levels in TT64. (all export setting are the same)
Q.1
I must be doing something wrong somewhere, am I adding textures wrongly in SketchUp maybe? it seems to work fine if I add textures into one of rometwins96 levels in SketchUp then export....
Q.2
Can you get the orignal levels into SketchUp for editing?
Q.3
Can you has more then one water box?
Q.4
I read somewhere, I think maybe here, there's a Level Viewer can I have a link to it please, and is it any good?
Thanks for helping  |
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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1) Try creating a new level and importing it. It may be an error in the level.
2) If you look within the last 10 pages of the stickies in the SM64 hacking forum, you will find it. I can't narrow it down further, I'm on my phone in class.
3) No.
4) See answer 2
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
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Luke
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| Posted on 10-12-10 12:07:39 PM (last edited by Luke at 10-12-10 09:15 AM) |
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Thanks again, I feel like I'm getting somewhere with it now...
on the Mario 64 Level Importer v12 website it says:
Scaling Value
The scaling value will differ widely depending on how your .obj is laid out. The Mario 64
engine supports vertex values between -8192 and 8192. If your scaling is too big, the
program will warn you and you should try using a smaller value. Floats are supported:
for instance, if you want to scale down your objet to 70%, use a value of 0.7.
what does the "vertex values between -8192 and 8192" part mean? is this something to do with the maximum size of the level..?
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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
   

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Originally posted by Luke Thanks again, I feel like I'm getting somewhere with it now...
on the Mario 64 Level Importer v12 website it says:
Scaling Value
The scaling value will differ widely depending on how your .obj is laid out. The Mario 64
engine supports vertex values between -8192 and 8192. If your scaling is too big, the
program will warn you and you should try using a smaller value. Floats are supported:
for instance, if you want to scale down your objet to 70%, use a value of 0.7.
what does the "vertex values between -8192 and 8192" part mean? is this something to do with the maximum size of the level..?
Yes. For example, if you import your level and it's incredibly small, you can increase the scaling to about 600. It has a theoretical maximum of 8192 scaling, which would be insanely huge. It will never be higher than 8192 because that is all the N64 can handle. A scale of 500-1000 works well.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
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Luke
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I get it now, great stuff!
The other thing I was going to ask was.. how can I make it so Mario can jump off of the edge of a level, atm he just seems to hit an invisible wall.. but I want him to fall off the edge and die... O__o |
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
   

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Originally posted by Luke I get it now, great stuff!
The other thing I was going to ask was.. how can I make it so Mario can jump off of the edge of a level, atm he just seems to hit an invisible wall.. but I want him to fall off the edge and die... O__o
At the bottom of the importer, there is an option to activate the Death Floor. If it is unchecked, the level boundaries will have an invisible wall. Just check the box.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
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Flames540
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| Posted on 10-23-10 07:18:49 PM (last edited by Flames540 at 10-23-10 04:22 PM) |
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hey I successfully ported my Obj. file into my expanded ROM but all I get is invisible walls (small square Mario fits in)
and no model at all!
check this out
settings
any ideas?
Flames540
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mariofanatic64
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| Posted on 10-23-10 08:16:12 PM (last edited by mariofanatic64 at 10-23-10 05:17 PM) |
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| that's the problem right there. the scaling's only set to 1. you'll need to set the scaling to be about anywhere in between about 500-1000. |
Flames540
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Originally posted by mariofanatic64 that's the problem right there. the scaling's only set to 1. you'll need to set the scaling to be about anywhere in between about 500-1000.
ok thank you very much mariofanatic64 it worked , as for others check this out
the only problems are are the boundarie problems and akward random killing, would someone mind testing my ROM? I'll send it through E-mail to not violate any rules
settings
Flames540
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Lyskar
12210          -The Chaos within trumps the Chaos without-
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| Stats | Time/Date
10-27-10 04:20:43 PM
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| | Metal_Man88's Post | Uh... you know, Shenox, after a point you're kind of on your own, right? We won't do all that work for you. If you don't know that much, you're better off avoiding doing that stuff unless you intend on teaching yourself.
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TheDefault
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Hello is it possible to make Super Mario 64 Online ( internet dosen't work i know )
i mean like over Hamachi? |
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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If you mean editing Super Mario 64 on somebody elses computer using your own, then yes, but it won't look very good and will probably lag immensely.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
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RDX
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Uh, is there any way for invisible walls to not randomly show up after you add a few objects to your level?
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Vinnyboiler
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Originally posted by RDX Uh, is there any way for invisible walls to not randomly show up after you add a few objects to your level?
Turn off "enable death floor at bottom), or check that the objects are connected to each other properly.
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RDX
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| Posted on 11-03-10 12:30:52 AM (last edited by RDX at 11-02-10 10:39 PM) |
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EDIT: Never mind, I fixed it, my model had too many polys. It's no wonder most of us stopped hacking, I totally forgot about how annoying this stuff is.
EDIT 2: And of course now that I got the level to work Toadstool no longer wants to read the level file properly. I keep getting the #texture error
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Vinnyboiler
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Originally posted by RDX EDIT: Never mind, I fixed it, my model had too many polys. It's no wonder most of us stopped hacking, I totally forgot about how annoying this stuff is.
EDIT 2: And of course now that I got the level to work Toadstool no longer wants to read the level file properly. I keep getting the #texture error
Have you tried meddling with the third Object Bank (Object Bank 0x0E)?
I've been having my own problems with the image converter:

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