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05-03-22 06:40:43 AM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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puddinpops
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Posted on 12-27-10 09:49:13 PM (last edited by puddinpops at 12-27-10 06:56 PM) Link | Quote
I got some of the levels in by reducing the poly count, so it seems some levels are possible. Now I'm just struggling to find the proper scale and position for the model so it actually can be played on.. Refer to my recent post in the help sticky if anyone can

BTW, is there a size limit that can be accepted for OBJ files, or my main concern is just reducing polygons? Some levels I can't get imported in I'm wondering if it's just because it's too vast a level, or the poly count still needs to be reduced.

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Posted on 12-28-10 03:29:20 AM Link | Quote
Originally posted by puddinpops
I got some of the levels in by reducing the poly count, so it seems some levels are possible. Now I'm just struggling to find the proper scale and position for the model so it actually can be played on.. Refer to my recent post in the help sticky if anyone can

BTW, is there a size limit that can be accepted for OBJ files, or my main concern is just reducing polygons? Some levels I can't get imported in I'm wondering if it's just because it's too vast a level, or the poly count still needs to be reduced.




Your levels can go 24000 by 24000, but only a 16000 by 16000 block in the middle can be walked in by Mario. Outside of it are the invisible boundaries of the level, although you can have things poking 8000 out the side of them (if that made any sense).
puddinpops
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Posted on 12-28-10 09:30:28 AM Link | Quote
Yeah I get what you're saying. Well, I've tried lots of SADX levels by now and so far only a few of them I can get to load into the importer program. Doesn't make a difference though since even after supposedly importing, the levels don't change at all. Guess I better give up.


Of course, I'll be trying again sometime soon since I can't stand the fact I can't get any levels to work :x
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Posted on 12-28-10 08:42:58 PM Link | Quote
Honestly you'd be better off making your own levels with Sketchup or something. GameCube/Dreamcast games are obviously going to have more polys than a N64 launch game can handle.

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Lyskar
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Posted on 12-28-10 09:12:39 PM Link | Quote
Stats
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Metal_Man88's Post
This and, I'm not sure if I'm 100% correct but... the ROM is extended only so far. Xbox hueg models are gonna fill it up and then some. So, yeah, you'd better stick to simpler ones.

Or if you know how to do it, simplify/shrink down what you're using to a usable amount. I figure it'd be a LOT of time messing with vertices though...

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Vinnyboiler
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Posted on 12-28-10 09:51:44 PM Link | Quote
Messiaen, I was wondering if you could please include a button in your next OBJ inporter that will allow you to refresh mtl files (aka update texture list)

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puddinpops
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Posted on 12-30-10 04:08:02 AM (last edited by puddinpops at 12-30-10 01:08 AM) Link | Quote
I finally got a level to work from SADX



Haven't even tried it in Toad's Toll yet, doubting it will work. Of course like was suggested, I had to edit a lot of the level so there would be less polygons. It seems that getting the file down to around ~600KB is where it actually makes it. Whenever I try obj files that are 1mb or so they never work though.

Dunno where to go from here since all other levels are a bit too details to really edit without making them lose TONS of their detail(the Mystic Ruins Forest area being a good example).
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Posted on 12-30-10 05:29:03 AM Link | Quote
600 kb? Good lord that's massive.

Do all the other levels from the original game load up fine? They don't crash or anything?

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puddinpops
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Posted on 12-30-10 05:48:20 AM Link | Quote
I haven't found problems with the normal Mario 64 levels, if that's what you mean. Everything seems to be fine.

I'm trying to import another level now and it appears to possibly work, but mario instantly starts the level looking all crooked(that same thing that happens when you lift one side of the cartridge a bit) and he immediately dies, as though I'm at the bottom of the level. Not sure what's wrong there, I even change his start position and it's the same result.
FieryIce

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Posted on 12-30-10 02:33:44 PM Link | Quote
Oh wow, that's pretty awesome!

Try importing one of the Knuckles levels! Those are "free roam" and could probably make for very good levels.
VGDCMario
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Posted on 12-30-10 06:50:24 PM Link | Quote
Originally posted by TheSuperyoshi
Originally posted by Breegullbeak
THose always pop up. Just click Ok and continue.


The Problem is the level is unchanged.

I'm having the same problem - if I import a .obj to Bob-Omb Battlefield, the background changes to whatever I chose - but the landscape is just a giant green box, no matter if I check "Don't use textures from material file" (I don't have any in there) or not. If I try to import it somewhere else, like Whomp's Fortress, it doesn't change the BG nor the landscape.

The .obj is flawless, if I import it to Blender, it's okay.

ZIP with .obj, .mat, .blend and screenshot:
http://www.runouw.com/forums/viewtopic.php?f=9&t=11


I'm having this problem, except ANY level I import it to is completly unchanged.
puddinpops
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Posted on 12-30-10 07:47:54 PM Link | Quote
Originally posted by FieryIce
Oh wow, that's pretty awesome!

Try importing one of the Knuckles levels! Those are "free roam" and could probably make for very good levels.


I'm gonna try that today. I've tried so many levels so far and it's been very difficult as anyone can guess :p I've gotten levels shrunk down to 700 KB and they refuse to work. So far Mystic Ruin's main hub and a Chao Garden are the only levels I've successfully shrunk down to 600 kb or below, and those work. Dunno if file size is the only factor here, but it seems 500kb~ is the size to shoot for or nothing will work. I basically have to delete parts of the level until the OBJ file is around 1.3mb or so, then reduce the polygons in Blender. That usually produces a small enough file.

And as you can guess, that leaves lots of parts of levels missing But wish me luck, I'm not giving up lol.
messiaen
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Posted on 01-04-11 12:03:51 AM Link | Quote
Originally posted by puddinpops
New here, hopefully it's OK to ask questions in this thread. I tried opening the OBJ file for my level in this program and it gave me the error "Index was outside the bounds of the array." Can anyone tell me if it's a problem with my OBJ file not being properly prepared, or is it something else? Here's what appears under Details:


Can you send me the .obj + .mtl file? It's most likely some exception I haven't handled when opening material files to gather texture/collision data.

Originally posted by vinnyboiler
Messiaen, I was wondering if you could please include a button in your next OBJ inporter that will allow you to refresh mtl files (aka update texture list)


Hmm, I can see why you are requesting that, but I'm not sure if I should bloat the interface with another button just for that. You can either restart the importer (use a settings file to save your options) or use this trick: open a different .obj file, then reload again the previous one, then the material list will be updated.
Zero One
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Posted on 01-04-11 11:28:00 AM Link | Quote
Are we going to be able to import models into the sublevels at some point, such as the house in Cool, Cool Mountain?

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messiaen
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Posted on 01-04-11 12:42:00 PM Link | Quote
Originally posted by Zero One
Are we going to be able to import models into the sublevels at some point, such as the house in Cool, Cool Mountain?


That depends on the future developments of TT64, if it decodes acts on the fly then it would be possible, but still I would need to do some major changes on the importer core.
Vinnyboiler
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Posted on 01-04-11 06:20:25 PM Link | Quote
Originally posted by messiaen

Originally posted by vinnyboiler
Messiaen, I was wondering if you could please include a button in your next OBJ inporter that will allow you to refresh mtl files (aka update texture list)


Hmm, I can see why you are requesting that, but I'm not sure if I should bloat the interface with another button just for that. You can either restart the importer (use a settings file to save your options) or use this trick: open a different .obj file, then reload again the previous one, then the material list will be updated.


Thanks, also the feature that allows you revert levels seems to be broken, when I try to revert a level I get this,

And then this,

I ended up having to use an earlier build of the program to revert the levels.

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messiaen
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Posted on 01-04-11 11:15:12 PM Link | Quote
Thanks for reporting that, indeed that function and also fog colors are broken in v13 due to some internal changes.

I started working on v14 yesterday and added some star positions: Eyerock Boss, Big Bully Boss, Chill Bully Boss, Giant Piranha Plants, Penguin Mother and Wiggler Boss.

I'm doing next the Princess Peach Slide and the Penguin Race. Any more hardcoded star positions I'm missing?
Vinnyboiler
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Posted on 01-04-11 11:52:42 PM Link | Quote
I can think of a few more. Big Boo, Big Mr. I, the Giant Snowman's head and the treasure chests are the only things that immediately comes to my mind at the moment.
I'll update this list if I can think of any more

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RDX

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Posted on 01-05-11 01:04:52 AM Link | Quote
What about Klepto? There's also the big piranha plants in Tiny Huge Island (which i doubt anyone will use but you might as well cover them anyway). Do the monkeys need a trajectory file?

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Dudaw
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Posted on 01-08-11 02:04:44 AM (last edited by Dudaw at 01-07-11 11:24 PM) Link | Quote
Hi, everyone. I'm back.
Hopefully all of you can forget about my depraved old ways of life on the forum, or the majority of you are just new members.
MM88 gave me permission to join again, just to let you know. I come in peace after the three years that have passed.

Anyway...it feels I've missed so much, I don't even know where to start posting.
Skimming through a few posts above, I feel reminded to hand out this model of the SM64 boundaries (not sure if anyone's done anything like this before.)
This is a v7 Google Sketchup project, but you can always export it out to another model type if you're not comfortable with the program:
https://sites.google.com/site/4thstudios/MaxSize.skp?attredirects=0&d=1

I didn't implement the limit of the Y-axis here, but the plain tells you the basic limitations. The size of the model is 100% accurate when scaled at "1" in Messiaen's importer.
Of course, you can put some hills around the square edges or whatever, but that's where the invisible walls are going to be.
I threw some ripped models of the cannon, castle door, and Mario in there, too. The sizes on these are accurate as well, so feel free to use them in your levels. Another reminder is that the size of the door is only good for the gold-ish doors and locked ones used inside the castle. Any others will either be too big or too small for this frame.

Mess, I can't believe I didn't even see your new release of the importer up until I signed up. O.o
Youtube will usually show me your new videos first, and I hadn't seen any updates from you for quite a bit...
So, easy for me to miss. :-/
Anyway, I'll give it a spin and tell you what I think.
Another thing you might want to incorporate in v14 is some settings for the little demo gameplay clips shown after the title screen. While documenting some of the title screen functions, I stumbled across a way to disable them, if some people would prefer doing that to avoid glitches. Since you modified Mario's actions in these clips in the Missing Stars, you might already know where to find it, but I really think it's a good idea to put a disable option in the importer.
If you didn't find that then I can let you know where to find the instructions if you want.
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


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