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05-03-22 06:05:32 AM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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Breegullbeak
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Posted on 06-01-11 06:54:24 PM (last edited by Breegullbeak at 06-01-11 03:58 PM) Link | Quote
I'd love to, but due to some computer problems I dont have Bottles glasses anymore. The OBJ file has the textures with it. There should be an option in one of the drop down menus to export the model. I use MS Paint to edit textures which I know is not the best choice for editing.
UED
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Posted on 06-02-11 12:25:54 PM (last edited by UED at 06-02-11 12:13 PM) Link | Quote
OK. I have tried to import a level of Banjo-Kazooie. It was scale factor 1, no problem.
But I have a big problem with texture, please see the picture:

It seems, the textures are stretched. Other textures are missing and else ;(

Can anyone please try to import "Rusty Bucket Bay" by Banjo-Kazooie? Here is the exported level:
https://rapidshare.com/files/1648128906/RustyBucketBay.rar
I have already all 64x64 pics scaled to 32x32, but nothing happened.

But it is possible to import it correctly. Messian made it correctly here with the importer:
http://www.youtube.com/watch?v=-Dmsc7mKOLE


PLEASE help me
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Posted on 06-03-11 11:27:48 PM (last edited by DarkSpacer at 06-03-11 09:13 PM) Link | Quote
You sure you have the textures scaled correctly? To tell you the truth it looks like your graphics card overheated...

Um, try viewing it in Sketchup or some other program and see if the textures are stretched there. If they are, then try reapplying them.

I tried importing it and it doesn't show up in Toad's Tool...in Project 64 it freezes on white...

I'm going to assume you aren't doing something correctly during the importing process...

EDIT: Unless it's something to do with the blending of textures...I need to look again, but I think someone hacked it or worked around it so the blending actually worked...I think it's in Flatworld Battlefield...that ain't right but I can't remember...I'll probably maybe kind of look for it.
UED
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Posted on 06-04-11 01:47:14 PM (last edited by UED at 06-04-11 11:36 AM) Link | Quote
Thank your for the help, I hope really you can help me.

I have asked messian with youtube (frauber, the maker of the importer and the video) my problem with the information in my above post here AND the question: "How did you import the level?".
Now I have got the answer, I need to publish to give you informations:

Should work out of the box, no idea why it went wrong for you. Textures don't have to be resized, the importer does that for you.

It could be the specific version of Bottle Glasses you are using. When I tried imported them I used the version Cooliscool posted in the "Polygon importer" thread.

After that I have looked in the thread and found this: http://jul.rustedlogic.net/thread.php?id=2768&page=18
In a picture there is Bottles Glasses 0.5. I wish really to have this version.

But I dont think really, the problem is importer or Bottles Glasses.
I think, the problem is my Windows 7 64 Bit

Anyway, please try to import then.
BTW: No show up in Toads Tool and white screen while playing: You need to set scale factor to 0.7, maybe 1
jaller
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Posted on 06-05-11 08:48:41 AM Link | Quote
Hello guys,i have found a problem in this program : After importing a custom music with level importer , and after starting the game, when I'm at level the music will play perfectly, but when I go in first person view and return to normal viewing, the music fades! any solution? I think it's a bug of this program

Sorry for my bad english,i'm italian
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Posted on 06-06-11 07:19:39 AM Link | Quote



Originally posted by jaller
Hello guys,i have found a problem in this program : After importing a custom music with level importer , and after starting the game, when I'm at level the music will play perfectly, but when I go in first person view and return to normal viewing, the music fades! any solution? I think it's a bug of this program

Sorry for my bad english,i'm italian

Have you tried replacing the music that's already in the game?

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dsx9069
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Posted on 06-14-11 06:40:41 PM (last edited by dsx9069 at 06-15-11 10:21 AM) 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.

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.


Hi, I'm new to the forums and sm64 hacking. Thank you so much for your importer dude! Now for my question, do you have any tips on making level models less "fancy" while sacrificing as little architecture as possible (i.e. using hexagons over octagons to save on triangle count)? And is there any way to know how many triangles are in a model that's loaded onto the importer?

I know that you got rid of the polygon limitation, but just in case there is STILL a limitation with the new importer, it'd be nice to know exactly how to go around this problem.

Also, what scaling would you recommend for importing levels? I guess I'm asking about the pixels to inches ratio between sm64 and Google Sketchup; like for every inch that I measure in Google Sketchup, how many pixels would that translate to in sm64 (because of the +/-8,192 pixels that I'm limited to on the X/Z axes, plus having the right scaling to facilitate the pixels to inches ratio)?

Thanks in advance for your answers, and I open these questions up to the whole community!

EDIT: Experimented with the models and figured out that its safest to use polygons with a limited amount of sides (i.e. NOT a circle). Also found out about the MIDI to m64 converter (GREAT tutorial!).

I'd still like to know about that recommended scaling. It will help me to push the limits of the model's coordinates to the max
DarkSpacer
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Posted on 06-15-11 05:27:52 PM Link | Quote
First, there is still a limit, the limit's just increased (current is 6500 polygons).

I'd recommend sacrificing as much detail as possible to make really smooth-playing levels like the original, but still try to make the objects at least remotely look like what they're supposed to look like.

The scaling depends on your 3D program you use to create the levels. Once you figure out the values, you should use the same settings each time you want to make a level.


...what you talking about pixels to inches anyway? Are you talking about textels (how many pixels make up a texture)? Those are two different things...

Oh wait, 8,192 limit--dude, those aren't pixels. IDK what they are but the size of your level depends on that...Sketchup has multiple settings for size values, but there's always a little person in the middle of your scene when you start it up...I haven't tested if he's the same size as Mario, but if you build your level with him there, then delete him when you get a feel for the size, you don't have to really worry about the size value.

Besides, the importer will warn you if your level extends outside the 8,192 limit.
dsx9069
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Posted on 06-16-11 02:38:39 PM (last edited by dsx9069 at 06-16-11 11:40 AM) Link | Quote
Originally posted by DarkSpacer
First, there is still a limit, the limit's just increased (current is 6500 polygons).

I'd recommend sacrificing as much detail as possible to make really smooth-playing levels like the original, but still try to make the objects at least remotely look like what they're supposed to look like.

The scaling depends on your 3D program you use to create the levels. Once you figure out the values, you should use the same settings each time you want to make a level.


...what you talking about pixels to inches anyway? Are you talking about textels (how many pixels make up a texture)? Those are two different things...

Oh wait, 8,192 limit--dude, those aren't pixels. IDK what they are but the size of your level depends on that...Sketchup has multiple settings for size values, but there's always a little person in the middle of your scene when you start it up...I haven't tested if he's the same size as Mario, but if you build your level with him there, then delete him when you get a feel for the size, you don't have to really worry about the size value.

Besides, the importer will warn you if your level extends outside the 8,192 limit.


Yeah, I meant the 8,192 textels for each quadrant. But I found a good estimate of my X and Z bounds using a scaling of 500. Using this scale with Google Sketchup, Mario is about 16 in tall and 8 in wide.

On a side note, I noticed a couple things about the dreaded "invisible walls":

- Invisible walls occur wherever your level exceeds any coordinate bounds. Sometimes a level is within bounds when imported, but as MetalMan pointed out, rearward textures can affect the level once its imported. More specifically, I noticed that rearward textures offset/mirror the level's X, Y, and Z coordinates.
- Invisible walls will occur on textured surfaces where the rearward faces have lines. If you have a flat plane textured with grass (just as an example), and you draw a horizontal line underneath that plane (lets say cutting it in half), then you will find the invisible wall halfway through that level (directly above the drawn line).

One could use invisible walls on purpose to create invisible barriers and stuff, especially since it seems easy to produce them (drawing lines underneath planes). TT64 was really helpful in solving the invisible walls problem, as well as picking the right coordinates to hardcode Mario's starting position in any given level.


Is there any way to predict how much rearward textures will offset an imported level? Also, when there are rearward textures/invisible walls, some textures don't behave properly. Is there any way to fix this? I can get around the level offset problem by using TT64 and finding the right coordinates to hardcode the level offset in the importer. Although I know that Messian isn't going to work on room support (like in "inside the Castle" and "Haunted House"), knowing the solution to this one problem will definitely make it possible to add rooms to my levels (I know about the creative method to make "rooms", but I'd love to create interconnected rooms without the need for warps).

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DarkSpacer
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Posted on 06-16-11 09:42:55 PM Link | Quote
Originally posted by UED
OK. I have tried to import a level of Banjo-Kazooie. It was scale factor 1, no problem.
But I have a big problem with texture, please see the picture:

It seems, the textures are stretched. Other textures are missing and else ;(

Can anyone please try to import "Rusty Bucket Bay" by Banjo-Kazooie? Here is the exported level:
https://rapidshare.com/files/1648128906/RustyBucketBay.rar
I have already all 64x64 pics scaled to 32x32, but nothing happened.

But it is possible to import it correctly. Messian made it correctly here with the importer:
http://www.youtube.com/watch?v=-Dmsc7mKOLE


PLEASE help me


You know what, I completely missed the fact that you used a scale factor of 1. No wonder it had trouble...to have a level that big with a value of 1 it would have to be HUGE in the 3D program and have insane texture coordinates.

Shrink the level and use a higher scale factor OR split your polygons.
dsx9069
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Posted on 06-19-11 11:40:25 PM (last edited by dsx9069 at 06-19-11 08:57 PM) Link | Quote
I recently created an intense level for Mario 64. Don't want to spoil too much about it, but it involves a very large tower and rooms inside. A quick run of the world and its stars would take AT LEAST 2 hours, if not more time.

Anyway, my back-breaking work seems to be compromised because I'm noticing a strange bug in the level after it's imported. In the first floor of the tower level, when I jump out of the water onto land, the game freezes. I checked the collisions for the land, and both normal and icy collisions produce the same bug. My level is currently at 4,527 polygons, and I only have one more floor to create. This level is replacing Whomp's Fortress. All the textures involved in the level (with the exception of one, which is on the fourth floor) are sized at 32 x 32.

When I import the level, the importer say's its successful, and nothing else. Is it possible that the game runs out of memory if the level has too many polygons or textures? I'm going to try replacing other levels and see if the bug occurs there too. I anticipate that this level will most likely take up about 6300~6400 polygons.

If I'm omitting information or doing something wrong, please let me know. I can't start working on new worlds with this one unfinished. I'll edit this post with screenshots in a sec. Thanks!


This is the first floor (the latter half).




And this is the where the bug occurred. Mario is jumping out of the water onto land, and the game freezes as he touches the ground.



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DarkSpacer
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Posted on 06-20-11 09:43:28 PM Link | Quote
...It almost seems to me like your water boxes are defined incorrectly...but that would be a bug in the importer...

Got it. Did you repoint the camera tables? Because there is a normal "on land" camera and a swimming "in water" camera. If the land camera is in an incorrect area of the ROM, the water camera will point to something random and it will freeze the game.

...I wonder if the importer moves data like that...

Your textures are fine, and your number of polygons are fine...

And I've never heard of collision freezing the game, otherwise the majority of people would be going TEH IMPORTER BROKES THE HJACK HELP


...I wonder, just in case it's relevant, what's the non-32x32 texture like?
dsx9069
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Posted on 06-21-11 02:26:09 AM Link | Quote
Originally posted by DarkSpacer
...It almost seems to me like your water boxes are defined incorrectly...but that would be a bug in the importer...

Got it. Did you repoint the camera tables? Because there is a normal "on land" camera and a swimming "in water" camera. If the land camera is in an incorrect area of the ROM, the water camera will point to something random and it will freeze the game.

...I wonder if the importer moves data like that...

Your textures are fine, and your number of polygons are fine...

And I've never heard of collision freezing the game, otherwise the majority of people would be going TEH IMPORTER BROKES THE HJACK HELP


...I wonder, just in case it's relevant, what's the non-32x32 texture like?


OMFG. I love you dude. Switching the camera preset to TTM worked (Tall Tall Mountain utilizes both land and water cameras)! Now I can finish modeling the last floor and edit the level in TT64 (which will take forever, because I have a very LIMITED view of the level in TT64).

Oh yeah, the non 32x32 texture is just some grass (for maze walls on one of the floors). I changed it to 32x32 though.

Tested my level collisions and everything works like a charm. The only inconvenience about the level is having to change the camera angle (pressing R) to see correctly throughout the level.

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Posted on 06-21-11 03:48:00 AM Link | Quote
Just for future reference, I'd recommend not using the circle, it doesn't translate well in-game, texture-wise at least (After all, SM64 came out in '96).

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Posted on 06-21-11 10:05:05 AM (last edited by dsx9069 at 06-21-11 07:06 AM) Link | Quote
Grrr...Now I'm getting "your obj file doesn't contain texture coordinates..." On the same error, I'm also getting "some textures from your material file could not be loaded."

I'm using a scale of 500, all my textures are 32x32, and the obj material file and textures are in the same folder with the obj itself. I have no clue what's causing this, other than maybe too much textures (There are even 8 versions of one particular texture).

My level is complete at about 6,200 faces.

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Posted on 06-21-11 04:42:07 PM (last edited by DarkSpacer at 06-21-11 01:48 PM) Link | Quote
"Level does not contain texture coordinates"..."some textures from your material file could not be loaded"...

Umm...

Wait, you're using a scale of 300...do you have any huge polygons? Because if you do, the texture coordinates for those might be too big for the importer to process...

but why say they can't be LOADED...

...what program did you use to export the textures? And what format are they?

Oh, and what METHOD did you use to apply the textures in whatever 3D program?

EDIT: Found a helpful bit posted by VL-Tone in another thread:

Originally posted by VL-Tone

it gets complicated to manage custom textures when reimporting a modified .obj file.



Not sure what that exactly means, but I think your ROM is running out of memory each time you import your level. I would restart with a clean ROM (extended is fine), and import your level and see if it breaks then.
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Posted on 06-21-11 06:08:46 PM (last edited by dsx9069 at 06-21-11 03:24 PM) Link | Quote
Originally posted by DarkSpacer
"Level does not contain texture coordinates"..."some textures from your material file could not be loaded"...

Umm...

Wait, you're using a scale of 300...do you have any huge polygons? Because if you do, the texture coordinates for those might be too big for the importer to process...

but why say they can't be LOADED...

...what program did you use to export the textures? And what format are they?

Oh, and what METHOD did you use to apply the textures in whatever 3D program?

EDIT: Found a helpful bit posted by VL-Tone in another thread:

Originally posted by VL-Tone

it gets complicated to manage custom textures when reimporting a modified .obj file.



Not sure what that exactly means, but I think your ROM is running out of memory each time you import your level. I would restart with a clean ROM (extended is fine), and import your level and see if it breaks then.


Polygon size has never been an issue with me. I've had flat squares encompassing +/- 8192 textels that import properly (after triangulation of course).

However, you're suggesting that my problem lies in all the custom textures that I'm forcing the game to handle. This seems to be VERY true. I'm using Google Sketchup, and every time I switch textures, the program adds separate "instances" of each texture as a separate texture in the object's material file. For example, I color the grass with "grass.png". Then I color the wall with "wall.png". But then I realize that I missed a patch of grass and I color that patch with "grass.png". However, because I switched back to the same texture after using another one, the object material file will contain both "grass.png" and "grass1.png". Is there any way to avoid duplicate textures in Google Sketchup?

In order to eliminate excessive textures, I'll use the game's native textures. In GSU, I'll aslo try to color all instances of any texture before going to the next texture. Starting with a fresh ROM is not an option for me, because I used TT64 to edit a couple other levels (to redo all the object placements would be time-consuming and absurd).

All my textures in Google Sketchup cap at 64". This equates to about 814 textels in the game. This is why my texture coordinates haven't been a problem thus far (until my most recent import of the tower level). I might've used 128" for one of the textures though, so I'll check up on that.

My last resort would be to *gulp* start over with a fresh. Let's see if it gets to that:/

EDIT: I'm using a mix of png and jpeg files. Dunno if that also contributes to the texture errors.

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Posted on 06-21-11 07:44:33 PM Link | Quote
...

Let's see here...the only real bad thing I can see from your description is the duplicate textures thing...I've never heard of that...

I don't think using native textures would help...I have no idea how the importer handles look-alikes...if it even DOES handle them...

You're using .png files AND .jpg files? Don't know if that breaks anything...

Yeah, so just fix the duplicate textures and see if that does anything...if it still breaks...I'm afraid you'll have to start with a fresh ROM.
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Posted on 06-21-11 09:08:25 PM (last edited by Apache Thunder at 06-21-11 11:56 PM) Link | Quote
This program is great. There is a level editor being worked on for the Super Mario 64 DS game by a different user and it should have an exporter available in a future release.

What makes this relevant here is that I want to export the DS version of some levels and import them (with my own edits to things and such) into the game with this. I have successfully imported a custom level with custom textures already. The only issue I have now is the fact that the importer nukes all the previous objects in the level and replaces them with empty objects.


This is nice for starting new levels, but I want to preserve the original stuff. I want to replace the Castle grounds with the one from the DS + the castle courtyard merged to castle grounds so that I can have them both as one mesh. The DS version of the mesh will likely have less detail so I should not have a problem with there being too much detail.

Things will be much easier if I don't lose all the object information that used to be in the level. So my only suggestion for the next version is to perhaps add the option to preserve existing object info (including existing water boxes. I have yet to figure out how to place them as there is no way to preview them ).

Otherwise, keep up the great work!


(oh and by the way I am using 3DSMax 7 for the mesh editing/exporting to OBJ format.)

EDIT:

Here's what I've managed to do. I've made a test mesh and also ported a couple objects from a FPS game that I am modding right now. As a result they kinda look like crap due to the texture limitations, but I put them in mostly as a proof of concept thing and to learn the process. This mesh likely won't be used anywhere, but it's to show that I have already figured it out and am definitely ready to start porting DS levels once they become available.

There's a few faces left that still have a texture issue. I just need to tessellate the offending faces a bit more to fix it. The ported objects don't appear to have any texture issues aside from their appearance as a result of the reduced texture resolution.

Screenshot: (how it appears in 3DS Max)



Video of the ingame result:

http://www.youtube.com/watch?v=oxIv7NMh6UE


Not bad for something I threw together quickly. Took me all of 2 minutes to uvmap the main mesh. I think I might have spent an hour or so total on this mesh.

....I feel so spoiled using 3DSMax. Seems most folks here use the free programs which seem to be presenting problems for a lot of people. I only had to fix scaling issues and a few texture issues. (the collision bugs with the house was expected since it was clipping into the terrain a bit and isn't really welded to the mesh properly. Since this was just a test mesh, I have no intention of fixing it. The DS levels most likely won't have this issue. )

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Posted on 06-22-11 10:04:31 AM (last edited by dsx9069 at 06-22-11 07:18 AM) Link | Quote
Ok, so I minimized my textures in the tower level and imported the level on a fresh ROM. It actually worked! However, when I run the game in Project 64 and go to the designated level (after choosing the Act), the game freezes with a white screen. What could be causing that?

EDIT: The level also imports correctly in the old ROM too However, same freezing problem. I enabled a water box at the bottom of the tower, and the tower spans about 14,348 textels on the vertical axis and 13,025 textels on the horizontal axis (signed textels).

If textures were the problem, the level would've loaded with the messed up textures showing. Something's up with the actual structure of the level or something. Perhaps I placed my water box too low? Or maybe Whomp's Fortress does not have enough memory to handle my tower level?

I would post the screenshot of the freeze, but it's just a white screen. Just stare at a blank computer paper and you'll have a good idea of what I'm experiencing.

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