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05-04-22 05:34:58 PM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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RDX

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Posted on 02-02-11 11:12:16 PM Link | Quote
Yeah. If I remember right, Z is depth and X and Y are left-right and up-down. Just experiment, dude, you could've figured that out yourself in like 5 minutes.

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messiaen
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Posted on 02-03-11 12:03:23 AM Link | Quote
Water box placement has changed since v13, now it requires a pair of coordinates, the other system was just incorrect.
Originally posted by Level Importer page


Water box positioning requires a pair of coordinates. Open your level in TT64 and use the "Top View" camera
mode to place two opposing points of a rectangle, as in this diagram:


(Point 1)
x--------------
| |
| |
|-------------x (Point 2)



Remember to keep them at ground level, otherwise perspective will trick you.


So, it's not complicated. Someday I'll post some pics or do a video tutorial in order to clarify it.
MinyaKang
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Posted on 02-03-11 03:46:10 AM Link | Quote
Hey, I got a pretty big problem. I made a level design in Google SketchUp, and put it into the game. It works just fine, but when I open it up in Toads Tool, It looks like...Well...This:

And here it is in Google Sketchup:

How do I make it looks better?
messiaen
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Posted on 02-03-11 03:53:11 AM (last edited by messiaen at 02-03-11 12:54 AM) Link | Quote
I'm sorry, for some reason textures don't look correct in TT64. Just forget about it for now, since they work fine ingame.

On the other hand, if there are missing polygons (TT64 has a limit on graphic commands and the Level Importer exceeds it) use the "Collision" function to get a view (untextured) of the entire model.
MinyaKang
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Posted on 02-03-11 04:07:58 AM (last edited by MinyaKang at 02-03-11 01:53 AM) Link | Quote
Originally posted by messiaen
I'm sorry, for some reason textures don't look correct in TT64. Just forget about it for now, since they work fine ingame.

On the other hand, if there are missing polygons (TT64 has a limit on graphic commands and the Level Importer exceeds it) use the "Collision" function to get a view (untextured) of the entire model.


Thanks a man, that helped a lot . And one other question, How do I add Special 3D objects to a level that doesn't have them?
messiaen
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Posted on 02-04-11 03:19:50 AM Link | Quote
MinyaKang: I have answered your question in the Level Importer page, in the section Troubleshooting/FAQ.
messiaen
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Posted on 02-04-11 11:10:50 PM Link | Quote
I finally decided to test a bit on the "invisible walls" problem and this led me to really major improvements in the importer. Since most my test maps were much simpler than that, I hadn't experienced this problem yet.

I made a model using simple shapes, since I was sure this kind of collision would work without problems. Indeed it did, but than as I gradually increased the face count I started finding the "invisible walls". Since the collision actually did show up in TT64, the most logical explanation was a memory problem. Moving stuff from segmented pointers to elsewhere is usually very straightforward, but when stuff is dynamically allocated in a shared memory pool, the only way to go is to trace exactly how and where this is done.

Luckily Cellar Dweller notes cover some of the solidity functions, so I had some starting point. Well, turns out that the game has a limit of 2300 collision triangles in each level. That means that whenever you import a model with more than 2300 faces (and the current version of the importer allows up to 6500 faces!), you'll run into invisible walls each time you step on a collision triangle which exceeded that limit.

But the news is that I got rid of this limitation and my model with more than 5000 faces imported correctly! I will soon release an update to the importer, since this is a dramatic improvement.

By the way, just as a reference, here's an aproximate polygon/solidity count for some levels in the game:

Haunted house - 2158 [*]
Inside Castle (Area 1)- 2144 [*]
Hazy Maze - 2080 [*]
Bowser Level 3 -1410
Tall Tall Mountain (Area 1) - 1392
Rainbow Clouds - 1352
Peach Slide - 1136
Cool Cool Mountain - 1067
Bob-omb Battlefield - 1060
Pyramid 1 - 968
Snowman's Land - 894
Wet-Dry World (Area 1) - 839
Lethal Lava Land - 816
Whomp's Fortress - 640

The levels marked [*] use the "room" system, and looking at the polygon count it becomes clear why.
Lyskar
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Posted on 02-04-11 11:14:36 PM Link | Quote
Stats
Time/Date
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Metal_Man88's Post
Amazing. So I'm guessing this means levels can get much fancier with their collision than SM64 itself did?

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DarkSpacer
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Posted on 02-04-11 11:56:29 PM Link | Quote
Kiond of comes naturally, given that games are made to run fast and not be too fancy.
messiaen
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Posted on 02-05-11 12:07:44 AM Link | Quote
Originally posted by Metal_Man88
Amazing. So I'm guessing this means levels can get much fancier with their collision than SM64 itself did?


To put in another way, it means that people won't be mad at me anymore because the fancy level they spent hours modelling didn't work, and I won't be mad at them anymore thinking they were just modelling it the wrong way .

Now I have to try again something similar with the music stuff, though this so far has been more complicated to deal with.
MinyaKang
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Posted on 02-05-11 06:55:39 AM Link | Quote
Okay, I got two more problems. First, is probably simple. How do I add tree's to my level? And second, How would I add King Bob bomb to my level without freezing?
messiaen
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Posted on 02-05-11 02:54:24 PM Link | Quote
Originally posted by MinyaKang
Okay, I got two more problems. First, is probably simple. How do I add tree's to my level? And second, How would I add King Bob bomb to my level without freezing?


You'll need to select the object bank which contains King Bob-omb.

About the tree, you weren't the first to complain, so I did some checking and indeed I was handling it wrongly: it's just available in a few banks combination, however it should be available all the time. Will be fixed in the next version of the importer.
MinyaKang
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Posted on 02-05-11 04:02:31 PM Link | Quote
Yeah I selected the bank with him, set him in there and it glitched.
messiaen
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Posted on 02-05-11 05:33:57 PM Link | Quote
Are you sure you are using the correct behavior and model ID?
Gazpacho146
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Posted on 02-05-11 07:44:52 PM Link | Quote
sometimes mario falls right through the ground in my level, anyone know anything about this?
messiaen
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Posted on 02-05-11 09:00:32 PM Link | Quote
Wait for the next version of the importer, if it doesn't fix that then there's something wrong about the way you modelled it (probably face/normal orientation, a subject I can't help you much).
Dudaw
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Posted on 02-05-11 11:12:47 PM (last edited by Dudaw at 02-05-11 08:16 PM) Link | Quote
Originally posted by messiaen
Luckily Cellar Dweller notes cover some of the solidity functions, so I had some starting point. Well, turns out that the game has a limit of 2300 collision triangles in each level. That means that whenever you import a model with more than 2300 faces (and the current version of the importer allows up to 6500 faces!), you'll run into invisible walls each time you step on a collision triangle which exceeded that limit.


It's no wonder the level I've been recently working on gave me so much trouble!
I began to think something was up, and that these problems couldn't have possibly been related to the models anymore.
Too bad, I had to remove a ton of detail...

Oh! And before you release the next version, I thought you should look into this, or at least answer my question (I hope this doesn't sound like complaining.)

I recently imported a level and set the camera preset to "04."
Upon looking in the level's script, I found that the camera setting was actually 03...
Even when I changed it to "10 - Cap levels, JRB, HM, SML, RC," it appeared that setting wasn't quite right.
So I went into the script again, changed it to 10, and it took on it's respective labeled preset.
Could the camera presets be getting imported incorrectly, or is it supposed to be doing this?

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messiaen
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Posted on 02-06-11 01:29:48 AM Link | Quote
Ah, thanks for noticing that! Everything is zero-indexed, but those cameras presets actually start on 01, forget to account that on the importer interface.
Me-me
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Posted on 02-06-11 08:01:18 AM Link | Quote
Great, I'll try importing my super-fancy models again then

I've had some problems of my own though, and it's somehow camera-music related.

Replacing sequences is made without any flaws at all, but the "Custom Music #" sequences all have a strange bug.
Better explained through an example:
1. I import a sequence to any "Custom Music" slot
2. I start the level and the music is played perfectly
3. I zoom in with the camera to 1st person view (Still music)
4. I zoom out again. The music fades away.

Zooming in again makes the music come back, but whenever I zoom out the music disappears.

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messiaen
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Posted on 02-06-11 12:41:38 PM Link | Quote
Whoa, that's a bizarre bug. I tried it myself, and indeed it happens. Well, I guess eventually I'll have to look what happens when you zoom in/out the camera (ie, the volume fade effect). Perhaps a way to get around this bug is to use those custom slots for sequences such as Toad's, Title Screen, Menu, Bowser Message, Lakitu, Credits, and then use the original slots instead for background level music.

By the way, speaking about music, I finally got a working to hack to get rid of sequence size limitations, which makes possible to import sequences 3x bigger than the original. It seems to work fine, however I need to test it more.
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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