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Gazpacho146 Member Level: 26 Posts: 45/131 EXP: 96104 For next: 6171 Since: 02-01-11 From: USA Since last post: 9.6 years Last activity: 9.6 years |
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Originally posted by rezapeza i'll be making a youtube video on how to make a custom level |
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| Jul - SM64 Hacking (Archive) - Mario 64 Level Importer |
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| Pages: 1 2 3 4 5 6 7 8 9 10 ... 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 | Next newer thread | Next older thread |
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Gazpacho146 Member Level: 26 Posts: 45/131 EXP: 96104 For next: 6171 Since: 02-01-11 From: USA Since last post: 9.6 years Last activity: 9.6 years |
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Originally posted by rezapeza i'll be making a youtube video on how to make a custom level |
rezapeza![]() Level: 35 Posts: 37/252 EXP: 255945 For next: 23991 Since: 02-16-11 From: Noway Since last post: 11.0 years Last activity: 10.8 years |
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| Gazpacho146: Are your youtube name Gazpacho1146 too? ____________________ I can't wait for for my hack to be complete! Mah SM64 hacking site: http://sm64hacks.webs.com/ And moderators needed so the first one making a user her get too be a moderator |
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Gazpacho146 Member Level: 26 Posts: 47/131 EXP: 96104 For next: 6171 Since: 02-01-11 From: USA Since last post: 9.6 years Last activity: 9.6 years |
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Originally posted by rezapeza its Youtube.com/user/Gazpacho146 i haven't made the video yet |
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ottokas User Level: 10 Posts: 13/15 EXP: 3869 For next: 545 Since: 03-10-10 From: Estonia Since last post: 8.2 years Last activity: 3.5 years |
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| Just wondering, is it possible to use transparent or moving textures? ____________________ |
rezapeza![]() Level: 35 Posts: 41/252 EXP: 255945 For next: 23991 Since: 02-16-11 From: Noway Since last post: 11.0 years Last activity: 10.8 years |
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kk waitting for it too happen so i can start with a bit more hacking! ![]() ____________________ I can't wait for for my hack to be complete! Mah SM64 hacking site: http://sm64hacks.webs.com/ And moderators needed so the first one making a user her get too be a moderator |
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Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 8434/12211 EXP: 99320748 For next: 552823 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
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rezapeza![]() Level: 35 Posts: 101/252 EXP: 255945 For next: 23991 Since: 02-16-11 From: Noway Since last post: 11.0 years Last activity: 10.8 years |
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| The water box lpacing is really hard! Is it possible too see where you place the water boxes BEFORE you import the level? ____________________ I can't wait for for my hack to be complete! Mah SM64 hacking site: http://sm64hacks.webs.com/ And moderators needed so the first one making a user her get too be a moderator Sorry if i have bad spelling, but i'm norwegian and writing english all the time isn't that easy |
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Gazpacho146 Member Level: 26 Posts: 72/131 EXP: 96104 For next: 6171 Since: 02-01-11 From: USA Since last post: 9.6 years Last activity: 9.6 years |
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| what about ripping models from gamecube games? i ripped rogueport from paper mario 2 and used the importer to import it and it didn't overwrite my level so idk whats up with this if you can help that would be great ____________________ "Super Mario 64: Return to Rogueport" |
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Elemi 370 ![]() ![]() ![]() ![]() ![]() "ban me or whatever" Okay, bye, please don't push your antivax shit here Level: 42 Posts: 23/379 EXP: 485758 For next: 35604 Since: 06-20-10 Pronouns: She/her From: Hyperspace Since last post: 3.1 years Last activity: 2.4 years |
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Originally posted by Gazpacho146 Remember, the maximum face limit is 6500, It is likely the model you tried to import was over said limit as Nintendo tend to make very complex and detailed models. |
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Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 41 ![]() Posts: 332/341 EXP: 462078 For next: 18067 Since: 08-05-07 Since last post: 9.7 years Last activity: 8.1 years |
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| I'm asking this in advance so I don't have to make another level that doesn't work:
Let's say I enable water boxes and put one in my level. Will I be able to control the water level with a water level crystal? EDIT: Why did I ask this when I can find out myself? For those who want to know: NO, you can't control the water level with a crystal. |
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Gazpacho146 Member Level: 26 Posts: 91/131 EXP: 96104 For next: 6171 Since: 02-01-11 From: USA Since last post: 9.6 years Last activity: 9.6 years |
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| sometimes mario will still walk through walls even when i delete the floor out from underneath it if i have enable death floor at bottom and its kinda limiting me on my hack because i want to make a platform level. i have google sketchup pro so if i can, how do i make it so he can't walk through? (same goes for a two story building without a death floor he walks through a table and falls to the first floor)) ____________________ "Super Mario 64: Return to Rogueport" |
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DarkSpacer Member Level: 31 Posts: 74/184 EXP: 165998 For next: 19365 Since: 03-23-10 Since last post: 5.7 years Last activity: 5.0 years |
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| You're saying if you turn off the death floor the collision gets all wonky?
Never heard of that happening...are you above the safe limit of 6500 polygons? To my knowledge, though, the death floor shouldn't mess with the level collision... |
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Gazpacho146 Member Level: 26 Posts: 94/131 EXP: 96104 For next: 6171 Since: 02-01-11 From: USA Since last post: 9.6 years Last activity: 9.6 years |
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Originally posted by DarkSpacer not exactly, when i make a level, my walls have to be thick with no floor between the sides, and if i do a thin wall, mario jumps right through it, and when i have death floor enabled, he walks through the thick walls (no ground underneath) and falls through. also, i modified my new level and so it set off the model position, how would i find how much i need to offset the model position in the importer? because i have a red coin placed on an arch, then added to the level in sketchup and it is off to the side so would i take the old my coin is placed at X 345 Y 654 and Z 792 and in my new modified level, it is X 567 Y 924 and Z 214 do i do new coords minus old coords or vice-versa? ____________________ "Super Mario 64: Return to Rogueport" |
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DarkSpacer Member Level: 31 Posts: 75/184 EXP: 165998 For next: 19365 Since: 03-23-10 Since last post: 5.7 years Last activity: 5.0 years |
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| So lemme get this straight:
Thick walls with no floor in the walls are better then thin walls, because with thin walls Mario jumps right through them. And even with thick walls, turning the Death Floor on causes Mario to jump through the walls as if they were the thin versions. And you have this weird thing with a red coin, that when you try to place it, in Sketchup its position is X: 345 Y: 654 Z: 792 And if you actually import it, its position gets set to: X: 567 Y: 924 Z: 214 Wait, I'm confused...you have an old version and a new version? I would have said it's a scale issue, but you can't use red coins in Sketchup... I can't answer your red coin question, but for the walls I would suggest using thick walls, but turning the Death Floor on shouldn't mess with anything like that...I haven't seen much about the Death Floor on these forums or otherwise except that it's a separate collision routine and some levels use it and some don't... The only way the Death Floor would do ANYTHING else to my knowledge is if turning it on made the level SLIGHTLY to big for the level slot, and that would mean your level has WAY too many polygons...you sure you're not over the limit? EDIT: Got it. It's your wall collision. It's not that the Death Floor messes with your collision, it's just that your wall is glitchy to begin with, and the Death Floor just makes it easier for Mario to die by it. So I would find some way to fix your wall. Why do I think this? Because, as said elsewhere (somewhere) in this forum, if you have the Death floor off, you cannot fall off the level no matter how hard you try (except in Castle Grounds which it's just...weird), but if you have it on, then the entire level is covered near the bottom by a floor made of death, and your level is no barrier to falling off (if you suck at building levels, anyway). |
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Gazpacho146 Member Level: 26 Posts: 103/131 EXP: 96104 For next: 6171 Since: 02-01-11 From: USA Since last post: 9.6 years Last activity: 9.6 years |
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Originally posted by DarkSpacer the red coin thing is its toads tool position i put a red coin in my level using tt64 at those first coords then i added onto my level using sketchup, imported the level again, and it's position was offset. Anyways do you know of any good ideas how to fix one of the walls? and i'll make a youtube video ahowing whats happening. ____________________ "Super Mario 64: Return to Rogueport" |
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Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 9137/12211 EXP: 99320748 For next: 552823 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
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DarkSpacer Member Level: 31 Posts: 78/184 EXP: 165998 For next: 19365 Since: 03-23-10 Since last post: 5.7 years Last activity: 5.0 years |
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| Yeah actually I think backfaces's data gets screwed up or something...I'm with Metal Man.
For the red coin question you probably imported it with a different scaling than the first time. Try checking your Scale value in Messain's importer. If the red coin itself has changed position...I don't know...you could have an errant set of values in your level...remember that level importing in SM64 isn't perfect and we even have to change the rom THREE TIMES in order to do it... |
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UED User Level: 10 Posts: 1/15 EXP: 3670 For next: 744 Since: 05-29-11 Since last post: 9.3 years Last activity: 5.9 years |
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At first I want to say: AWESOME tool the importer
I have got questions about it, I hope you will give me some answers: 1. Is it possible to import more than one level into a ROM? Or can I just replace one level for a ROM? 2. Can I use this tool with Bottles Glasses? I want to export a level of Banjo-Kazooie as obj-file and import it to Mario 64 with the importer. Does a obj-file contains textures? If no: How can I export with Bottles Glasses the obj files with textures and how to use them in the Importer? |
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Breegullbeak Member Level: 27 Posts: 132/135 EXP: 107688 For next: 8471 Since: 06-06-09 Since last post: 10.5 years Last activity: 9.7 years |
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Originally posted by UED 1. Yes, you can replace multiple levels. 2. Yes, you can. However Banjo Kazooie's texturing is more advanced then that of SM64, so you might need to edit the textures a bit so that they look right. Also note that Banjo Kazooie levels tend to be made up of 2 to 3 models. One being water, one being the land, and the final being fences and such. |
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UED User Level: 10 Posts: 2/15 EXP: 3670 For next: 744 Since: 05-29-11 Since last post: 9.3 years Last activity: 5.9 years |
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| Tutorial +recommended software for editing textures.Thank you for the great answer.
Can you explain me, how to export a level of Banjo Kazooie (Bottles Glasses) and how to important to import it? I am not currently at my Home-PC, but I want to be prepared. Can you write a little step-for-step Tutorial? It would be very wonderful. BTW: If I export a level with Bottles Glasses and I get a obj-file, what about the textures? Are the included in th obj-file? Or are the texture seperately saved as jpg/bmp/png or else? Please, take a little time and write a small tutorial.
At least, please tell me, which software I should use to handle with the textures and what to do in software (downscaling? and how to do it?). Which software do you recommend for editing textures? |
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| Jul - SM64 Hacking (Archive) - Mario 64 Level Importer |
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Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.
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