Celux
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Since I reinstalled windows I have been having a problem with MIDI's not playing. If I open a MIDI in WMP it works fine, but if I open a program like Cakewalk Studio or a game that uses MIDI's, not sound is played. Strangely though, I found that a MIDI works in these programs if I open them and THEN open WMP, which causes WMP not to play the MIDI and for the broken sound to work (confusing).
I've been putting up with this for afew months but I'm getting sick of it. Any suggestions are appreciated. |
Dudaw
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| Posted on 01-26-11 10:52:53 PM (last edited by Dudaw at 01-26-11 07:54 PM) |
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Originally posted by Celux If I open a MIDI in WMP it works fine, but if I open a program like Cakewalk Studio or a game that uses MIDI's, not sound is played.
I actually get the same problem, too.
Mine is just caused by nothing more than my sucky audio card.
Have ya tried going to your sound settings down in the right side of the task bar and turning up the volume on your midi device?
For me, I have to be doing this a lot, but it does solve the problem.
Not sure if there's any way you can get it to stop doing that, though.
Poor me, I get a whole bunch more midi problems than just that... 
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Celux
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| Posted on 01-27-11 04:46:07 AM (last edited by Celux at 01-27-11 01:46 AM) |
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Originally posted by Dudaw
Originally posted by Celux If I open a MIDI in WMP it works fine, but if I open a program like Cakewalk Studio or a game that uses MIDI's, not sound is played.
I actually get the same problem, too.
Mine is just caused by nothing more than my sucky audio card.
Have ya tried going to your sound settings down in the right side of the task bar and turning up the volume on your midi device?
For me, I have to be doing this a lot, but it does solve the problem.
Not sure if there's any way you can get it to stop doing that, though.
Poor me, I get a whole bunch more midi problems than just that... 
Actually, that turned out to be the problem : P. I never thought to try that though because volume control doesn't show up down there, i can only get to it through the start menu. |
Me-me
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I've found myself running into the "texture coordinates are out of range" error ever so often.
It's seemingly impossible for me to get a single level correctly imported, and more so since v13 of messiaen's importer.
Subdividing doesn't work, so my question is:
Is there other ways to prevent this error?
Any help is appreciated.
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Person666
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When I open the folder that Toad's Tool comes in, it says The Compressed (zipped) folder is invalid or corrupted.
How do I fix this? |
messiaen
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To Me-Me: nothing has changed in the last version when it comes to handling texture coordinates.
The thing is, since Google SketchUp lacks better material mapping options (texture scaling mainly), you'll have to adjust your modelling so that the textures don't repeat themselves too much.
The first big modelling error is to create a big plane to get an idea of the total modelling area and then applying a texture which will be repeated multiple times. If the textures repeats way too many times, erase that plane, create a MUCH smaller one (zoom in!) and apply the texture again and see how texture repeats themselves in a much more natural fashion (when it comes to the N64).
I have watched countless videos on YouTube where this happens: textures are repeated too much, and even if the texture is mapped correctly, if the plane is big you can see as mario walks away that the textures in the "horizon" became a mess of pixels.
Go play the original levels and you won't find big squareish-areas, instead there are small polygons to simulate some more natural terrain. Also, in case of large walls/grounds, textures are very strechted.
To sum up, texture coordinates are something to handle in your modeller, unfortunately the N64 precision is very limited (don't expect spheres or hi-poly objects to be mapped correctly) so just respect these limitations and you'll be fine. |
Me-me
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Ok, I'll try something completely different.
I'll make the model in Sketchup and then import it into Blender and do my texturing there.
I'm sure it'll work, because the problems started when I changed to Sketchup.
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messiaen
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Originally posted by Me-me Ok, I'll try something completely different.
I'll make the model in Sketchup and then import it into Blender and do my texturing there.
I'm sure it'll work, because the problems started when I changed to Sketchup.
That's a good idea. Perhaps apply the textures in SketchUp, then do later corrections in Blender, tell us if that works well. |
Person666
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Originally posted by Joe Delete it and redownload. Make sure it finishes downloading before you try opening it.
I've already downloaded it many times and even from different websites. I think my computer is the problem...
Anymore ideas? |
Dudaw
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I've found some workarounds for all of those texture and "invisible wall" problems in Google Sketchup.
Namely, you can try going to "file > import > 2D graphic" instead of just painting faces with the default materials and then later modifying them.
If you have lots of edges where you want textures to be wrapped around, you should project or position the textures and then apply them to whatever faces you please. I've gotten much better results when doing this; it makes the model seem more smooth, as well as cutting down many of those texture problems.
It's all about trying different ways of mapping your textures... Even triangulating your model differently can solve the problem.
As for the "invisible walls", I've gotten rid of this bug almost always by simply making things more like they were in the original game (obvious.)
The other day, I made a map that had a lot of random features in it. This included several slopes and random intersections -- both of which were where I was finding invisible walls and missing collision.
What I did was I aligned edges in places that shared certain parts of the model.
In Sketchup, you should always try to take more "incremental" measurements on your edges and lifted faces.
If you hold shift while using most move tools, they'll snap onto any axis you're currently moving on.
That's what works for me. Try it!
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messiaen
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Concerning texture coordinates in SketchUp: you should ALWAYS start modelling with 32x32 textures, DO NOT apply textures using the default materials, because they are much more hi-res than the game can handle. Even if the importer actually resizes them, they are still mapped using the original, bigger texure as reference.
Using appropriate textures will ensure that what you see is what you get. It's all a matter of developing an eye for what works and what won't and testing things before making a whole level.
I will see if I can update the documentation as soon as possible to include those simple modelling guidelines, perhaps with some pictures. |
ShenoxVII
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Question, needs answer.
How do I convert RAM values to ROM data? (In hexadecimal)
Example? When like changing mario's current action, Say I change it to sleeping, how would I convert that to ROM data or if not possible, how would I turn that into a gameshark code directly from RAM to GS? |
RDX
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Originally posted by messiaen To Me-Me: nothing has changed in the last version when it comes to handling texture coordinates.
The thing is, since Google SketchUp lacks better material mapping options (texture scaling mainly), you'll have to adjust your modelling so that the textures don't repeat themselves too much.
Hmm? Sketchup has texture scaling. It's under the edit tab, I believe.
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messiaen
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Originally posted by RDX Hmm? Sketchup has texture scaling. It's under the edit tab, I believe.
Thanks, totally missed that (actually, I haven't used SketchUp much, except for creating very simple test levels). |
Dudaw
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| Posted on 01-29-11 03:55:55 AM (last edited by Dudaw at 01-29-11 12:59 AM) |
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Originally posted by ShenoxVII Question, needs answer.
How do I convert RAM values to ROM data? (In hexadecimal)
Example? When like changing mario's current action, Say I change it to sleeping, how would I convert that to ROM data or if not possible, how would I turn that into a gameshark code directly from RAM to GS?
With you making your "Gameshark patcher" or whatever, you should probably know how to do all of this by now, amiright?
Mario's current action is in stored RAM, so you would have to trace it back to wherever it's coming from in order to get it patched into the game in your situation. These types of things and their respective offsets do not exist in the actual ROM.
You may sometimes find them in the ROM, but modifying them like you would with a Gameshark code won't do you any good.
I don't know if you did this unknowingly, but you've talked about "0x245000" several times.
Subtracting that value from any RAM offset in the first checksum segment only (don't remember the length of it) will get you the ROM address.
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Me-me
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Originally posted by messiaen That's a good idea. Perhaps apply the textures in SketchUp, then do later corrections in Blender, tell us if that works well.
Well, I tried, and it didn't work for me
However, I created a level in Blender, textured it, and imported it successfully.
Pethaps I should go back to using Blender again. But thats just me.
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Friedslick6
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| Posted on 01-29-11 01:11:41 PM (last edited by Friedslick6 at 01-29-11 10:14 AM) |
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I had an idea to import Crash Bandicoot's PSX model parts over Mario's, using Mario's animations. On a scale of 1 to 10, how implausible is that? I've seen Dudaw's Kirby model import, and it seems flawless despite a total difference in shape and size. In any case, what could I do to achieve this?
A bit of information: Crash's model uses 4 32*32 textures (32*128) for the back fur, 1 16*16 texture for the pupil, 3 16*16 textures for the shoes, 1 16*16 polygon coloured texture for the belly butoon, and 532 polygons (unconfirmed, could probably be lessened with some work.) Also, the model has way too many polygon colours, but I could easily simplify that down to 5.
(btw, I already understand that it would be hard to do. Also, don't give me benefit of the doubt just yet.)
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Vinnyboiler
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Originally posted by Friedslick6 I had an idea to import Crash Bandicoot's PSX model parts over Mario's, using Mario's animations. On a scale of 1 to 10, how implausible is that? I've seen Dudaw's Kirby model import, and it seems flawless despite a total difference in shape and size. In any case, what could I do to achieve this?
A bit of information: Crash's model uses 4 32*32 textures (32*128) for the back fur, 1 16*16 texture for the pupil, 3 16*16 textures for the shoes, 1 16*16 polygon coloured texture for the belly butoon, and 532 polygons (unconfirmed, could probably be lessened with some work.) Also, the model has way too many polygon colours, but I could easily simplify that down to 5.
(btw, I already understand that it would be hard to do. Also, don't give me benefit of the doubt just yet.)
It would be great if someone can give us a tutorial on how to do this, as I'm also interested in achieving something similar to this 
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