Register - Login
Views: 99864655
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-04-22 05:43:18 PM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 56 57 58 59 60 61 62 63 64 ... 68 69 70 71 72 73 74 75 76 77Next older thread
dVanDaHorns
User
Level: 9


Posts: 9/12
EXP: 2627
For next: 535

Since: 05-28-11


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 06-01-11 02:01:40 AM Link | Quote
Originally posted by RDX
It's not as simple as that. I'm not just pulling textures out and putting them back in, I'm making a model in sketchup and trying to use a texture that is partially transparent. Skelux could probably help but he never answers my questions. I dunno, I'm stumped. I understand what you're talking about, but I don't think it works that way with imported models.


Hey,
I have not tried this yet, but I have heard of ways of importing that kind of stuff into Sketchup.
Sketchup CAN import and place (and export! ) half-transparent textures, all the built-in wire mesh textures are built like that.
From experience, I know creating such a texture is possible using something like Photoshop, or paint.net, but I haven't imported one of such textures into Sketchup yet to see if it works.
So basically, I will tell you how to do it on Photoshop, since I have never used paint.net...but I assume the process is similar.
So what you need to to is open a new blank file in Photoshop. If the background looks checkered, it means it's transparent, (the background should be completely checkered ATM). Next, insert a layer overtop the background, and insert your texture on this layer. Then, using one of the select tools, remove all the areas you want to make transparent, by selecting them and deleting them. Finally, export your texture as a .png file.
This is where it gets iffy, since I've never tried it myself...(I'll do so tomorrow when I'm back on a PC)
Now, go to Sketchup, and import the .png texture. Apply it to the surface. The transparent areas SHOULD be transparent when you look through, if not you may need to decrease the alpha. (In the edit textures, I think.).
Now, export the .obj file, and import to SM64. It SHOULD work.
Hope this helps!

(Also, people, plz don't forget my previous questions )
RDX

Level: 32


Posts: 188/198
EXP: 193576
For next: 12866

Since: 02-14-09


Since last post: 10.8 years
Last activity: 10.5 years

Posted on 06-01-11 02:18:50 AM (last edited by RDX at 05-31-11 11:19 PM) Link | Quote
wut. it actually worked! i could've sworn i had tried that before on a different model and it didn't work. well, thanks guys, here's hoping it shows up in game otherwise i'll be back here in a week.

____________________
dVanDaHorns
User
Level: 9


Posts: 10/12
EXP: 2627
For next: 535

Since: 05-28-11


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 06-01-11 01:12:14 PM Link | Quote
Alright, so I repeat my previous 3 questions, since they all got buried...

1. Adding new stars into a sm64 rom...does that involve hex editing? Because all stars I place in areas such as the castle grounds and inside the castle freeze when I collect them, and all stars placed within levels seem to link to other stars...if it's possible to add stars, how can I do so?

2. I stocked my substituted Castle Grounds level with a few warps, to go to different worlds. They are all linked properly, however, for whatever reason, they all warp to only one world (whichever world the first of my warps is linked to.) How can I fix this? (An error on my part? :/)

3. I have placed various items on my custom-made castle grounds substitution level, however certain items will not appear until I enter another level and exit back out...why is it doing this, and how can I fix it?

Thanks a lot for your help!
RDX

Level: 32


Posts: 189/198
EXP: 193576
For next: 12866

Since: 02-14-09


Since last post: 10.8 years
Last activity: 10.5 years

Posted on 06-02-11 01:50:49 AM Link | Quote
Originally posted by dVanDaHorns
Alright, so I repeat my previous 3 questions, since they all got buried...

1. Adding new stars into a sm64 rom...does that involve hex editing? Because all stars I place in areas such as the castle grounds and inside the castle freeze when I collect them, and all stars placed within levels seem to link to other stars...if it's possible to add stars, how can I do so?

2. I stocked my substituted Castle Grounds level with a few warps, to go to different worlds. They are all linked properly, however, for whatever reason, they all warp to only one world (whichever world the first of my warps is linked to.) How can I fix this? (An error on my part? :/)

3. I have placed various items on my custom-made castle grounds substitution level, however certain items will not appear until I enter another level and exit back out...why is it doing this, and how can I fix it?

Thanks a lot for your help!
I know one of those.

1. Yeah, for the castle grounds and all the hub levels, you would have to do hex editing to add new stars. You'd be better off replacing those levels with new ones. I don't recall exactly why you have to hex edit, but I think it had something to do with the lack of a pre-coded "mario got a star" end level animation for those levels. Don't quote me on that though.

____________________
Gazpacho146
Member
Level: 26


Posts: 105/131
EXP: 96121
For next: 6154

Since: 02-01-11

From: USA

Since last post: 9.6 years
Last activity: 9.6 years

Posted on 06-02-11 03:07:33 AM Link | Quote
i need some major help!
if anyone has some type of mp3 to midi conversion software, can they please make a midi of Rogueport (above ground) i've searched all over the internet and can't seem to find one only the sewers.. so if someone can, thank you so much!

____________________
"Super Mario 64: Return to Rogueport"
RDX

Level: 32


Posts: 190/198
EXP: 193576
For next: 12866

Since: 02-14-09


Since last post: 10.8 years
Last activity: 10.5 years

Posted on 06-02-11 03:13:56 AM Link | Quote
Originally posted by Gazpacho146
i need some major help!
if anyone has some type of mp3 to midi conversion software, can they please make a midi of Rogueport (above ground) i've searched all over the internet and can't seem to find one only the sewers.. so if someone can, thank you so much!
Those kind of programs don't exist, because mp3s are sound files and midis are a set of notes that your computer plays using it's internal synth.

Try transcribing the midi yourself. It's actually not as hard as it looks, provided you like the song enough.

____________________
dVanDaHorns
User
Level: 9


Posts: 11/12
EXP: 2627
For next: 535

Since: 05-28-11


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 06-02-11 10:34:45 AM Link | Quote
Originally posted by Gazpacho146
i need some major help!
if anyone has some type of mp3 to midi conversion software, can they please make a midi of Rogueport (above ground) i've searched all over the internet and can't seem to find one only the sewers.. so if someone can, thank you so much!


There is no such thing...it's kinda like trying to create a piece of software by converting a video file...
Fortunately, writing in midi is easy. I would recommend either transcribing it yourself, or posting a link to the song so that someone could transcribe it for you (for credit info )

@RDX: Thanks! I'm currently taking a look at hex editing for stars, so that's helpful! Thanks a lot!
Gazpacho146
Member
Level: 26


Posts: 106/131
EXP: 96121
For next: 6154

Since: 02-01-11

From: USA

Since last post: 9.6 years
Last activity: 9.6 years

Posted on 06-02-11 03:15:18 PM Link | Quote
there is a program called widisoft but it can only save ten seconds of midi if it's a trial so i better get savin'

here is the song i need transcribed: http://www.youtube.com/watch?v=3-HJY7Bx_Z0

____________________
"Super Mario 64: Return to Rogueport"
dVanDaHorns
User
Level: 9


Posts: 12/12
EXP: 2627
For next: 535

Since: 05-28-11


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 06-03-11 02:14:17 AM Link | Quote
Originally posted by Gazpacho146
there is a program called widisoft but it can only save ten seconds of midi if it's a trial so i better get savin'

here is the song i need transcribed: http://www.youtube.com/watch?v=3-HJY7Bx_Z0


Alright man, I'll transcribe it for ye! (In exchange for mentions for transcribing Rogueport ) I assume you got the music editor for afterwards?
Gazpacho146
Member
Level: 26


Posts: 107/131
EXP: 96121
For next: 6154

Since: 02-01-11

From: USA

Since last post: 9.6 years
Last activity: 9.6 years

Posted on 06-03-11 05:07:47 PM Link | Quote
Originally posted by dVanDaHorns
Originally posted by Gazpacho146
there is a program called widisoft but it can only save ten seconds of midi if it's a trial so i better get savin'

here is the song i need transcribed: http://www.youtube.com/watch?v=3-HJY7Bx_Z0


Alright man, I'll transcribe it for ye! (In exchange for mentions for transcribing Rogueport ) I assume you got the music editor for afterwards?

i have a midi composer called anvil studio that can edit stuff

____________________
"Super Mario 64: Return to Rogueport"
shadeyshaney
Member
Level: 18


Posts: 58/59
EXP: 29710
For next: 187

Since: 07-28-10


Since last post: 10.9 years
Last activity: 10.5 years

Posted on 06-04-11 11:56:29 AM Link | Quote
hi all

didnt really know where to ask this but this is the closest i could find. anyways, i was wondering if it is possible to hack sm64ds like sm64? like change maps and textures etc. thanks
Billinator
Random nobody
Level: 6


Posts: 2/5
EXP: 705
For next: 202

Since: 06-04-11


Since last post: 9.2 years
Last activity: 9.2 years

Posted on 06-04-11 11:59:53 PM Link | Quote
How do I copy and paste objects or duplicate them and make them solid? I've looked around for this and can't seem to find anything on it. I wanted to duplicate the castle's tower, I've seen it done.
RDX

Level: 32


Posts: 191/198
EXP: 193576
For next: 12866

Since: 02-14-09


Since last post: 10.8 years
Last activity: 10.5 years

Posted on 06-05-11 03:05:22 AM Link | Quote
Which hex editor do most of you guys use?

____________________
Celux

Red Cheep-cheep
Level: 32


Posts: 116/202
EXP: 202451
For next: 3991

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 06-05-11 04:56:03 AM Link | Quote
Originally posted by RDX
Which hex editor do most of you guys use?

Madedit.
Billinator
Random nobody
Level: 6


Posts: 4/5
EXP: 705
For next: 202

Since: 06-04-11


Since last post: 9.2 years
Last activity: 9.2 years

Posted on 06-06-11 01:28:32 AM Link | Quote
I'd like to know how to edit the terrain's texture like the castle grounds and the castle itself in Toad's Tool 64. NOT terrain behavior which I already know how to edit. Like how to change the castle ground's texture to snow.
Gazpacho146
Member
Level: 26


Posts: 108/131
EXP: 96121
For next: 6154

Since: 02-01-11

From: USA

Since last post: 9.6 years
Last activity: 9.6 years

Posted on 06-06-11 05:54:32 PM Link | Quote
Originally posted by RDX
Which hex editor do most of you guys use?

HxD

____________________
"Super Mario 64: Return to Rogueport"
Gazpacho146
Member
Level: 26


Posts: 109/131
EXP: 96121
For next: 6154

Since: 02-01-11

From: USA

Since last post: 9.6 years
Last activity: 9.6 years

Posted on 06-06-11 05:57:48 PM Link | Quote
Originally posted by Billinator
I'd like to know how to edit the terrain's texture like the castle grounds and the castle itself in Toad's Tool 64. NOT terrain behavior which I already know how to edit. Like how to change the castle ground's texture to snow.

find the Castle grounds grass and a snow texture then extract both to a .png then go to the castle grass texture and click import from .png and choose the snow texture and the your done! same with the castle textures just click the edit textures tab in tt64

____________________
"Super Mario 64: Return to Rogueport"
UED
User
Level: 10


Posts: 5/15
EXP: 3670
For next: 744

Since: 05-29-11


Since last post: 9.4 years
Last activity: 5.9 years

Posted on 06-15-11 11:55:51 AM Link | Quote
Toad's Tool is really a great software.
I want to ask some questions:

1. How can I edit the messages of the signs and Toads?
2. Then I replace Whomps Fortress with a level, I get as WarpdMario with properties of Bob-Omb Battlefield. So I get the start-message of the Battlefield after spawning. How can I change the Warp Mario correctly to Whomps Fortress?
3. When I eneter a painting, so I can select a mission/star. It is possible, to change the title and description of the star-missions?

I hope, you can help me.

____________________
Currently working on project "Super Banjo 64" (internal name "Croctus").
Coming soon: Alpha-version video
Zero One
5170
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 129


Posts: 3280/5173
EXP: 24575793
For next: 473861

Since: 05-24-10

From: Delta Quadrant

Since last post: 1.6 years
Last activity: 131 days

Posted on 06-15-11 11:57:11 AM Link | Quote
Originally posted by UED
Toad's Tool is really a great software.
I want to ask some questions:

1. How can I edit the messages of the signs and Toads?
2. Then I replace Whomps Fortress with a level, I get as WarpdMario with properties of Bob-Omb Battlefield. So I get the start-message of the Battlefield after spawning. How can I change the Warp Mario correctly to Whomps Fortress?
3. When I eneter a painting, so I can select a mission/star. It is possible, to change the title and description of the star-missions?

I hope, you can help me.


For questions 1 and 3, you need to download another piece of software called Text Wrangler. I don't know the answer to 2, unfortunately.

____________________
"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!

UED
User
Level: 10


Posts: 6/15
EXP: 3670
For next: 744

Since: 05-29-11


Since last post: 9.4 years
Last activity: 5.9 years

Posted on 06-15-11 01:19:43 PM Link | Quote
Thank you for the answer
It is possible with Text Wrangler to edit texts in a changed ROM (replaced level, moved/edited objects)? Or can it edit only original ROMs?
Editable texts is a very important part for my project called internal "Croctus".

Anyway, I hope anyone have a answer for this question:
1. Then I replace Whomps Fortress with a level, I get a Warpe-Mario with properties of Bob-Omb Battlefield. So I get the start-message of the Battlefield after spawning. How can I change the Warp Mario correctly to Whomps Fortress? (second question of my previous post).

____________________
Currently working on project "Super Banjo 64" (internal name "Croctus").
Coming soon: Alpha-version video
Pages: 1 2 3 4 5 6 7 8 9 10 ... 56 57 58 59 60 61 62 63 64 ... 68 69 70 71 72 73 74 75 76 77Next older thread
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply


Rusted Logic

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

33 database queries, 9 query cache hits.
Query execution time: 0.096366 seconds
Script execution time: 0.026384 seconds
Total render time: 0.122750 seconds