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05-04-22 05:43:23 PM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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KDJewl
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Posted on 03-30-11 08:49:02 PM Link | Quote
Can't you just place the beta red shell near Mario in whatever stage your are using for the battle?
Gazpacho146
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Posted on 03-31-11 02:36:49 AM Link | Quote
i need help with object scaling, (not like .obj files) because i replaced chuckya's behavior and i made a koopa NPC that i want bigger than the small ones, how can i increase the size of it while still having it talk? since i replaced the chuckya behavior with the pink bob-omb message so now the b parameters are for messages and not for size, so instead of using tt64, can i hex edit the size, and if i can, how can i do it? thanks
sorry for the double-post metal_man88 but i reposted because most people only look at the most recent page



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rezapeza

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Posted on 03-31-11 05:28:11 AM Link | Quote
How do i change water color?

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lambo666enzoh
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Posted on 04-02-11 09:40:33 AM (last edited by Metal_Man88 at 04-02-11 01:04 PM) Link | Quote
Originally posted by rezapeza
How do i change water color?

most likely with tilemolester or something (Taking this suggestion will CORRUPT YOUR GAME -MM88)
Lyskar
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Posted on 04-02-11 04:04:28 PM Link | Quote
Stats
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Metal_Man88's Post
No, do not use tile molester. It will corrupt all your data. Do not further tell people to use it either, lambo; you obviously have not read the posts about it here and should know better than to make that suggestion.

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Joe
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Posted on 04-02-11 09:01:30 PM Link | Quote
The only alternative to Tile Molester that I know of is available from this post. You should read some of the following posts as well, since many questions are answered there.

If you're interested in the technical side of things, feel free to PM me.

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Hax911
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Posted on 04-06-11 06:56:12 PM (last edited by Hax911 at 04-06-11 06:10 PM) Link | Quote
I am having some trouble with Textures. They seem to keep messing up. I divided the area's like told, And I keep getting errors. Help?
Here is a picture.

I'll post the level if I need to (Sketchup file)
RDX

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Posted on 04-07-11 03:20:22 AM (last edited by RDX at 04-07-11 12:40 AM) Link | Quote
My PJ64 has been acting odd recently. When I start it up I immediately get this:



and then this:



I've uninstalled the program and reinstalled it, and I updated my drivers. I dunno what else to try. It worked for a little while after I did that, but now it's stopped again.

(I've been using Jabo's Direct3D8 1.6 plugin. It's the default, I've always used it). That might also be why Windows Movie Maker isn't working...

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Gazpacho146
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Posted on 04-07-11 12:41:30 PM Link | Quote
Originally posted by RDX
My PJ64 has been acting odd recently. When I start it up I immediately get this:



and then this:



I've uninstalled the program and reinstalled it, and I updated my drivers. I dunno what else to try. It worked for a little while after I did that, but now it's stopped again.

(I've been using Jabo's Direct3D8 1.6 plugin. It's the default, I've always used it). That might also be why Windows Movie Maker isn't working...

i get that error all the time! just try turning off your computer and then turn it on because it seems to work for me

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Hax911
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Posted on 04-08-11 05:26:30 AM Link | Quote
Can I please have some help?
ShenoxVII

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Posted on 04-08-11 05:33:36 AM Link | Quote
Originally posted by Hax911
I am having some trouble with Textures. They seem to keep messing up. I divided the area's like told, And I keep getting errors. Help?
Here is a picture.

I'll post the level if I need to (Sketchup file)



Your not correctly importing textures or which ever version of obj importer you're using is messing up. Try 0.15 and try to re-do all of the textures.
Hax911
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Posted on 04-08-11 02:34:29 PM Link | Quote
I am using the newest importer and using messiaens M64 Texture pack. I divided the textures. I just don't get it!
RDX

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Posted on 04-08-11 06:17:33 PM (last edited by RDX at 04-08-11 03:18 PM) Link | Quote
Uh, let me see if I still remember how to do this.

Open your mtl file and look for something that is some variation of the phrase "mapkd". Change it to "map_kd", for all of them. See if it does anything.

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Hax911
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Posted on 04-08-11 07:48:17 PM Link | Quote
They are already set to map_kd
RDX

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Posted on 04-08-11 08:41:52 PM Link | Quote
Then...make them "mapkd".

I know there's something involving a mapkd somewhere. Make sure in the importer interface you don't have the 'use in-game textures' box checked, and that you didn't delete all the textures the program creates after you export the obj file.

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Gazpacho146
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Posted on 04-17-11 03:26:36 AM (last edited by Gazpacho146 at 04-17-11 01:26 PM) Link | Quote
I have some texture coordinate issues i scaled the textures and this is what they look like in sketchup:


then when triangulated:



and here is how it looks in game:

how can i fix this?
-edit-
i found out what does it, triangulating undoes my tetxure scaling. i still don't know how to fix it though

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Dudaw
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Posted on 04-17-11 06:46:46 PM (last edited by Dudaw at 04-17-11 03:47 PM) Link | Quote
Originally posted by Gazpacho146

-edit-
i found out what does it, triangulating undoes my tetxure scaling. i still don't know how to fix it though


GSU's native triangulation seems to do a better job at preserving texture scaling / positioning than the tool you're using.
It should be under options in the 3D model export window.

You're out of luck with my suggestion if you don't have the pro version, though.
Gazpacho146
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Posted on 04-17-11 08:34:07 PM (last edited by Gazpacho146 at 04-18-11 01:21 AM) Link | Quote
Originally posted by Dudaw
Originally posted by Gazpacho146

-edit-
i found out what does it, triangulating undoes my tetxure scaling. i still don't know how to fix it though


GSU's native triangulation seems to do a better job at preserving texture scaling / positioning than the tool you're using.
It should be under options in the 3D model export window.

You're out of luck with my suggestion if you don't have the pro version, though.

never mind, i just let GSU triangulate it without the plugin when i exported it

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TheSuperMario64Hacker2
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Posted on 04-22-11 05:09:16 PM Link | Quote
Is it possible to expand the ROM to 100MB and more?
It's just an simple question im asking...
Because it would interess me alot.
Joe
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Posted on 04-22-11 10:04:22 PM Link | Quote
The largest games released used 64 MB cartridges, so emulators may not support anything larger than that.

The actual N64 hardware would typically have cartridge ROM mapped at (logical) 0xB0000000 to a (logical) upper limit of 0xBFC00000, so that's a maximum of 252 MB assuming reads from addresses that high are actually sent to the cartridge.

There is additional space at 0xA6000000 for probably up to 32 MB, used by the 64DD but connected to the cartridge in the same way. There's some other address ranges that may be mapped to the cartridge, for a grand total of 332 MB.

So, what exactly would you need that much space for?

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Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply


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