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05-03-22 06:05:00 AM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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Apache Thunder
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Posted on 06-22-11 01:36:33 PM Link | Quote
Did you try changing the camera preset? I recall seeing someone fix a freezing issue after changing that. (it had to do with the water boxes and the way the camera behaved) Try using a camera preset other then the default one.

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dsx9069
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Posted on 06-22-11 06:37:43 PM Link | Quote
Originally posted by Apache Thunder
Did you try changing the camera preset? I recall seeing someone fix a freezing issue after changing that. (it had to do with the water boxes and the way the camera behaved) Try using a camera preset other then the default one.


Lol, I actually had that problem before (Mario jumping out of the water onto land and the game freezing), but I fixed it by setting the camera preset to 01. My issue now is that the game freezes right after I choose the star (act) of the level to play in.

The level was fine with the new camera preset until I added more polygons to the level and changed around some textures. I guess the best I can do is play around with other cam presets (as well as other obj importer settings). I know the problem lies in my obj importer settings, because my level is at 6200 polygons and has 10 textures. Also, like I mentioned before, I'm sure that the level would still be playable if something was up with my polygon count or textures (because the level was imported correctly).



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DarkSpacer
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Posted on 06-22-11 06:52:56 PM (last edited by DarkSpacer at 06-22-11 03:56 PM) Link | Quote
The only thing I can suggest is to reduce your polygon count. Your level is killing your ROM. I'm sure of it.

EDIT

JUST IN CASE it's not that, try your texture trick you tried erlier, but start with a stripped-down version of your level. Then build up from there, MAKING SURE TO REDO THE TEXTURES IN THE SAME WAY (this means stripping the level of textures each time, then reapplying them one at a time).

As you can probably guess, I'm a bit angry about these kinds of weirdo problems...
dsx9069
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Posted on 06-22-11 07:40:54 PM (last edited by dsx9069 at 06-22-11 08:13 PM) Link | Quote
Originally posted by DarkSpacer
The only thing I can suggest is to reduce your polygon count. Your level is killing your ROM. I'm sure of it.

EDIT

JUST IN CASE it's not that, try your texture trick you tried erlier, but start with a stripped-down version of your level. Then build up from there, MAKING SURE TO REDO THE TEXTURES IN THE SAME WAY (this means stripping the level of textures each time, then reapplying them one at a time).

As you can probably guess, I'm a bit angry about these kinds of weirdo problems...


Actually, I found out how to get rid of duplicate textures in GSU. I just have to select textures from the "In Model" folder when I want to reuse them on different surfaces

I will strip down the level a little bit to see if there is a difference. I currently have a 1000-polygon pathway around the outside of tower leading to the top, so that'll go first.

EDIT: My level loaded after removing these 1000 polygons, but I have invisible walls and invisible holes. Too bad, because the level design was pretty much flawless. I guess the importer can't handle a lot of polygons properly.

EDIT2:It seems that the invisible walls/holes disappear with less polygons textured. I'm not liking this at all.

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Gazpacho146
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Posted on 06-23-11 09:52:01 AM (last edited by Gazpacho146 at 06-23-11 02:01 PM) Link | Quote
i imported my hub over inside castle and i set the start level to be inside castle and when i start it says: Unhandled Opcode
Rsp: unknown 41 03 00 01
Stopping Emulation!
Do you wish to enter the debugger?
how can i fix this?
edit: i tried on snow man's land and got the exact same error!

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DarkSpacer
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Posted on 06-23-11 07:01:23 PM Link | Quote
dsx9069: I have absolutely no ideas of my own, but here's something that you wrote yourself that's related...

Originally posted by "dsx9069"
- 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).


Hope that helps...

Gazpacho146: My idea of changing the start level is that some things aren't initialized, but Inside Castle may replace those values...

I'm sorry. Rephrase:

Inside Castle is different from the other levels...not sure how to replace it to tell you the truth.

Level warps...sublevel support...Wing Cap Look Trigger support...I don't believe it'll be easy...
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Posted on 06-23-11 07:03:10 PM Link | Quote
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Metal_Man88's Post
I don't think we have the setup to replace Inside Castle yet. Not unless you're willing to hack it manually. Which requires a bunch of experience.

Best to leave it alone for now.

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Gazpacho146
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Posted on 06-23-11 07:17:13 PM (last edited by Gazpacho146 at 06-23-11 04:48 PM) Link | Quote
Originally posted by DarkSpacer


Gazpacho146: My idea of changing the start level is that some things aren't initialized, but Inside Castle may replace those values...

I'm sorry. Rephrase:

Inside Castle is different from the other levels...not sure how to replace it to tell you the truth.

Level warps...sublevel support...Wing Cap Look Trigger support...I don't believe it'll be easy...

i know i just need to change my start level because i already know how to change warps so like make my start level castle courtyard and put the ceiling exits and success and failure warps.
is hub replacing always this difficult?
and what about the castle grounds?
edit i replaced castle grounds and i got an SP_DMA_WRITE
SP_DRAM_ADDR_REG not in RDRam space

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Joe
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Posted on 06-23-11 08:05:45 PM Link | Quote
Originally posted by Gazpacho146
i imported my hub over inside castle and i set the start level to be inside castle and when i start it says: Unhandled Opcode
Rsp: unknown 41 03 00 01
Stopping Emulation!
Do you wish to enter the debugger?
how can i fix this?
edit: i tried on snow man's land and got the exact same error!
Originally posted by Gazpacho146
edit i replaced castle grounds and i got an SP_DMA_WRITE
SP_DRAM_ADDR_REG not in RDRam space
The first error means your level data (geometry or textures) is so large it started to overwrite the RSP microcode. The second error means your level data is so huge, it doesn't fit in RSP memory at all!

How many polygons are in your level?

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dsx9069
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Posted on 06-23-11 09:00:46 PM Link | Quote
Originally posted by DarkSpacer
dsx9069: I have absolutely no ideas of my own, but here's something that you wrote yourself that's related...

Originally posted by "dsx9069"
- 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).


Hope that helps...


Right, that is true. I've already stripped the outer face of the tower and checked for stray lines. But when I reduce the number of polygons that are textured, the level begins to behave more properly. I think what is happening is that there is some kind of limit on the number of textured polygons that the game can handle.

I'm experiencing slanted invisible walls, so I know that my X, Y, and Z coordinates are fine...

...Wait a minute...has anyone had problems importing a level that utilized negative Y coordinates? There are slanted, invisible walls at Y values in the -6000's. I'm going to check the upper part of the tower to see if this is true. If so, simply offsetting my model should fix the problem.

If not, fml. I'm working on a hub level (but I'll be using a regular level like Peach's slide or one of the cap stages, to avoid complications). Hopefully this one avoids the catastrophes of the tower level.

I know that I complain like a b**** on this forum, but a lot of it is the frustration of seeing hours of work NOT come to fruition. Still, Messiaen has done some GREAT work on the Mario 64 level importer and I hope that he continues.

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Gazpacho146
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Posted on 06-23-11 09:19:01 PM (last edited by Gazpacho146 at 06-23-11 06:19 PM) Link | Quote
Originally posted by Joe

How many polygons are in your level?

how can i tell how many polygons i have? i'm using a plugin to export my obj files

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dsx9069
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Posted on 06-23-11 09:26:15 PM (last edited by dsx9069 at 06-23-11 06:27 PM) Link | Quote
Originally posted by Gazpacho146
Originally posted by Joe

How many polygons are in your level?

how can i tell how many polygons i have? i'm using a plugin to export my obj files


Are you using Google Sketchup? After you triangulate your model, go to Window-->Model Info. The number of faces is your polygon count.

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Gazpacho146
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Posted on 06-23-11 09:43:28 PM (last edited by Gazpacho146 at 06-23-11 06:53 PM) Link | Quote
i have 3166 edges,
and 1134 faces
nowhere above 6500...
i also have 25 textures

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DarkSpacer
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Posted on 06-23-11 11:40:21 PM Link | Quote
dsx9069, I think you have defeated the forum in one swoop. I've never heard of this and haven't read it anywhere...

BUT that dosen't mean I can't think of an answer...

*overlong thinking cutscene*

(I want to make sure I'm doing this right, so don't laugh as you read the following

***

--Computing level space requirements...~0.5 MB
--Computing texture memory...~400 KB
--Comparing memories...~0.6 MB--max level space: 1 MB
--Inputting level poly count...~6200 polygons
--Extracting size...~0.8 MB
--Refining counts...Done
--Result: Poly memory overwriting texture memory: Level size too big. Consider reducing textures or reducing poly count.
--Checking result...Done
--Considering extra counts...Done
--WARNING: Level is unstable. Advise against adding more than 50 objects.
--Considering level-specific scripts...Done
--Done

--Level stability: Low
--Texture memory has been overwritten by 300 KB
--Compression techniques were applied to this level. May affect level scripts (2 scripts computed)
--This level has a Water Box. Camera presets must match.
--Required non-level-specific scripts will overwrite 30 KB of Geo memory if allowed.
--The collision in this level has been compromised. May affect playability.
--Done

--Read this checklist and procedure dump carefully. This sub-procedure of computational dump will now terminate.

***

...according to this, your polygon count is too high...I didn't consider scripts overwriting things because it's too unlikely...

dsx9069
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Posted on 06-24-11 03:00:38 AM (last edited by dsx9069 at 06-24-11 12:02 AM) Link | Quote
Originally posted by DarkSpacer
dsx9069, I think you have defeated the forum in one swoop. I've never heard of this and haven't read it anywhere...

BUT that dosen't mean I can't think of an answer...

*overlong thinking cutscene*

(I want to make sure I'm doing this right, so don't laugh as you read the following

***

--Computing level space requirements...~0.5 MB
--Computing texture memory...~400 KB
--Comparing memories...~0.6 MB--max level space: 1 MB
--Inputting level poly count...~6200 polygons
--Extracting size...~0.8 MB
--Refining counts...Done
--Result: Poly memory overwriting texture memory: Level size too big. Consider reducing textures or reducing poly count.
--Checking result...Done
--Considering extra counts...Done
--WARNING: Level is unstable. Advise against adding more than 50 objects.
--Considering level-specific scripts...Done
--Done

--Level stability: Low
--Texture memory has been overwritten by 300 KB
--Compression techniques were applied to this level. May affect level scripts (2 scripts computed)
--This level has a Water Box. Camera presets must match.
--Required non-level-specific scripts will overwrite 30 KB of Geo memory if allowed.
--The collision in this level has been compromised. May affect playability.
--Done

--Read this checklist and procedure dump carefully. This sub-procedure of computational dump will now terminate.

***

...according to this, your polygon count is too high...I didn't consider scripts overwriting things because it's too unlikely...




It seems like I could reduce the amount of textures that occur on each polygon to save on texture space. Like if I have 100kb of texture memory, my level will look less sparkly, but it'll be there in its entirety. This dump log is A LOT of help! Now I see why v15 of the importer "supports" 6500 polygons in theory, but not necessarily in practice.

I will remove the first floor of the tower and increase the size of each texture (to reduce its occurrence). Hopefully this solves my awesome-level-gone-bad problem. Then off to TT64 (which barely displays my level--EPIC!!)

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Posted on 06-24-11 05:03:22 AM Link | Quote
This is probably why I (mostly) stopped level modeling. It's just depressing when your levels don't work.

Just a reminder, in Toads Tool you want to turn on the collision map so that you can see the whole level.

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Posted on 06-25-11 04:10:05 AM Link | Quote
ok i got my hub imported.. it was just the object banks
but.. now how can i set it up? like warps and stuff. i watched the warp video and it says no success warps can be placed in castle grounds. does it work if the castle grounds is replaced? i'm really bad at using warps and stuff.. i can set up warps to go to another world but not set up other warps plz help

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Posted on 06-25-11 09:31:19 PM (last edited by juhiky at 06-25-11 06:47 PM) Link | Quote
Originally posted by Gazpacho146
ok i got my hub imported.. it was just the object banks
but.. now how can i set it up? like warps and stuff. i watched the warp video and it says no success warps can be placed in castle grounds. does it work if the castle grounds is replaced? i'm really bad at using warps and stuff.. i can set up warps to go to another world but not set up other warps plz help


I'd like to know that as well. I've experimented around with the warp destinations and made it so I can go back and forth from the inside of the castle as well as the first world from my hub. I haven't gotten much farther than that though...
dsx9069
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Posted on 06-26-11 12:17:58 AM (last edited by dsx9069 at 06-25-11 09:30 PM) Link | Quote
I reduced my tower level to 3,800~ polygons. It imported correctly and all collisions work perfectly. I then began to add objects to the level with TT64. However, after I added about 40 objects and tested the level, it acted kinda buggy. When I select the 3rd act and Mario enters the world, the top icons look glitchy. I modified the level a bit, and now that only happens on the 3rd acts and above when I enter the 3rd floor of the tower. It feels like there is still not enough memory to contain all the textures and object scripts.

I replaced Shifting Sand Land with the tower level (so that I could have the *SPOILERS* Eyerock boss *SPOILERS*). My 3 objects banks are "Desert Objects", "Ground Enemies", and "Tick Tock Clock". I only have about 40 objects added into my level so far.

Screenshots of the glitches:








The game froze when I interacted with one of the chuckyas. Safe to say that object data and other data are being overwritten to.

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Posted on 06-27-11 12:55:17 PM Link | Quote
I have a slightly annoying problem. I'm not sure if anyone else has posted this before, but whenever I use custom music in my hack (using the importer), my music fades out whenever I zoom into first person or talk to someone/something. Is there a way to fix this?
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


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