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| Jul - Posts by BTTF Forever |
| Pages: 1 2 3 4 |
| BTTF Forever Member Level: 17 ![]() Posts: 24/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| well what program should i use to turn everything upside down? EDIT: ok, i turned some of it upside down, but i went int the level, an i landed on the ground, but the ground was upside down, are you sure culling wont do anything? im sure it will put them round the right way, is there a way with 0.7, that i can manually tell it to add culling, so i can see what it looks like? -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 25/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| im getting annoyed now... it still does'nt work, i imported the level, and when i start it it just stays white, just like the beta version, beforehand i tested the same .obj file on 0.7, and it worked perfectly. whats going on?!?!?!!? EDIT: heres the conversion log [Environment] Convert path = C:\N64\0.8\cvt.exe [Import Parameteres] ObjFile = C:\Documents and Settings\Jared Doevendans\My Documents\playground\test.obj Scaling = 100.000000 Level = 5 Weather = 0 Background = 4 Create Death at Bottom plane = 1 Restore Level Flag = 0 Bank 0x0C = 4 Bank 0x0D = 1 Bank 0x0E = 5 Music = 0 Terrain = 0 [Material] Material Library = test.mtl Material #1 = __Brick_Antique__Brick_Antique_jpg Texture File = Brick_Antique.jpg [BMP conversion] ShellExecute = "C:\N64\0.8\cvt.exe" "Brick_Antique.jpg" "BMP3:Brick_Antique.jpg.bmp" [BMP Resizing] ShellExecute = "C:\N64\0.8\cvt.exe" -resize 48x32 "Brick_Antique.jpg.bmp" "BMP3:Brick_Antique.jpg.bmp" .BMP DataOffset = 0x36 (48x32) Texture Pointer = 0x0e000010 [ObjFile] Average X = 195.582187 Average Y = -2.507375 Average Z = 318.259096 [ObjFile] Vertex Count = 94 Face Count = 104 Material Count = 1 [Display List conversion] [Collision groups] Collision group 1 of 1 StartFace = 1 EndFace = 104 NumFaces = 104 ColType = 0 Vertex data size = 0x1fc0 bytes Display List data size = 0x4a0 bytes Collision data size = 0x4a0 bytes [ROM] Display List pointer = 0x0e001fc0 (ROM 0x1671fc0) Collision Pointer = 0x0e002460 (ROM 0x1672460) [Collision groups] Collision group 1 of 1 StartFace = 1 EndFace = 104 NumFaces = 104 ColType = 0 Level Size = 0x00002938 -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 26/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| no, Messiaen told me to turn everything upside down, and said that turning it upside down would fix it, but it didn't, I think it has something to do with culling, but Messiaen said it didn't. -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 27/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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Originally posted by wwwarea well i tried importing an .obj from google sketchup into wings 3d, then exported it as an .obj file, it still gave me the white screen, anyone who has it working, could they please post there settings so i could try to import with the same settings you have to see if it makes a difference? EDIT: oh and by the way, 0.8b is up EDIT2: tried 0.8b, white screen........ EDIT3: tried opening in toads tool, it freezes at loading script bank 2346188, does this mean anything? -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 28/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| the rom i tried importing was a clean rom by the way, ill see if i can upload it by tomorrow, since i have stuff to do. User Should really learn how to edit their posts instead of double posting -MM88 i was able to upload it just now, had to compress 50mb of data to 7mb... http://www.megaupload.com/?d=IRZXKX14 if it says the file is temporarily unavailable, wait till the next day, it will say its fine in about 24 hours, at most, from this post onwards. -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 30/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| YES!!!!!!! It Works!!!! thank you Messiaen. -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 31/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| So what can we expect in version 0.9? besides the bug fixes from this version (bank problems.......you know). If all goes well, do you think the final version of this "experimental wavefront importer" will be incorporated into toads tool 0.6? -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 32/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| now that would be cool, not a custom level, but a custom object! i would say that it would be possible, since the polygon data might be in a bank of some sort, you would be able to scroll down the list, and choose what model you want to replace, but if the object has an animation, EG: Goomba, it might be a bit difficult to have the animation pointers make your new model move... i also suggested maybe an object EXPORTER?, if you just want to tweak the original SM64 level a little bit and then re-import it, would this be possible? -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 33/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| the Lego brick looks cool! hey Messiaen, will the versions stop at 1.0? If not, how many versions do you think there will be? Love the fog idea by the way, but before hand, i did think the fog was going to be more "fog" like, where it sort of gets whiter and whiter as you go along, but you did do a great job, thumbs up from me! -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 34/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| the importer works great! and i love the fog effect im getting! there's just one small problem... the objects that originally had alphas with there textures (eg: coins, Bob-omb), the alphas no longer work, the coin has a black box around it, and so does the bob-omb, can this be fixed? EDIT: the texture error happened to me too in toads tool, the level i imported was the bedroom one again, so you should have it Messiaen if you wanna check it... -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 35/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| this happens only with .obj files with alphas (eg: my bedroom .obj i always import), ill try to get screen shots later, i'll edit this post... -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 36/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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Originally posted by messiaen how about instead of using a text file, we use the koopa trajectory modifier in a different ROM, so you can open that different ROM in the importer and import the level exactly the same as the ROM your going to use, so you have ROM A (the main ROM) and ROM B (ROM you use to change trajectory's), so you open ROM B in toads tool (after you apply the koopa patch to it), and you change the trajectory of koopa in your new level. save the level!!, then go into wavefront importer 0.91 (if that's what it's called) go into ROM Settings, go down the scroll down list to Koopa-The-Quick Path/Trajectory, then there is a button to import ROM B, once imported, the program will either come up with a dialog box saying: "New trajectory imported successfully! here is the list of the new X, Y, Z co-ordinates: Example only: (positions are shown as X, Y, Z in that order) Starting Position: 1293, 194, 832 #1 1347, 239, 583 #2 3233, 544, 102......................ECT when you click ok, you have a choice to save the above text as a file for future reference IF the trajectory does not import successfully OR there were no changes found in the koopa trajectory part of ROM B, it could say "ROM did not import correctly save log file?" or no "no changes found in ROM, did you save the ROM in toads tool correctly? Save log file?" well that's just my opinion on how you could do it.......what do you think? -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 37/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| so you wanna play your custom levels on your wii huh? well i do already!! i use wii64 emulator version 1.1 "Honey" it does a great job of emulating nearly all games, and i can play my custom .obj injected ROM's on it as well. and my games don't lag and you don't need a compressor, just put the ROM on the SD card and it works. oh, and about the texture error thing, Messiaen is looking into that, he will get back to us soon...i hope! -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 38/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| that was a bit harsh... @Eedan: Use this... http://jim.foltz.googlepages.com/ObjExporter.rb Put that file in the plug-ins folder of Google sketch-up, then open up your model in sketchup, and go up the top where it says "File, Edit, View.....ECT" until you come to "Plugins", click on plugins, then click on "Obj Exporter"choose your settings (NOTE: I would just leave the settings as it is, where it says "guess which faces to export", leave that ticked, because it usually guesses right!). Browse for a destination, and name the obj file what you want. then click export. it should save your .obj, .mtl, and all your textures (if any) in the folder that you chose, you can now import that .obj file into the importer, choose your settings, and wallah!! CUSTOM LEVEL IMPORTATION...........COMPLETE.......... EDIT: Hey Messiaen, you should include that plugin in your releases of the exporter, so people who are new at this have some help... -------------------- See You In The Future.........Or The Past! Long Live Back To The Future! |
| BTTF Forever Member Level: 17 ![]() Posts: 39/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| Hey Messiaen, how come you didn't find King Bob-omb's star co-ordinates and made it changeable yet? I thought that would be the first thing you would have made customizable, instead of koopa-the-quick. It really shouldn't be that hard to find his star co-ordinates, can you explain to me how you do it? I'm a bit curious... -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 40/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| Sorry about that Messiaen, i couldn't think of any other way to word it, but i have another question... I started up SM64 this afternoon, and i noticed something, the waterfall... and i was wondering how it works, is it just a set of 5 or more images that rotates through the images (like a GIF image) or is it more complicated then that. And then i thought is it possible to import .gif image files into a level, so you could make a waterfall that moves or something like that? -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 41/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| that was happening to me also, but it's fixed with version 10 since i don't use fog. EDIT: BTW, this importer is going so well, probably better then you ever imagined it would go, it's come from a command line script, to a fully fledged GUI tool! I was just wondering, if all goes well with this tool, maybe when this is finished you could make the mmltom64 custom music importer, just as good as this? It could have a GUI and everything as well, just choose the .mml file, choose your ROM, choose which music to overwrite, and a couple more settings.......and there you have it! That would be so cool to have a better version of that tool! It would support a lot more stuff... what do you think? -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 42/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| yeah, i just thought maybe in the future if you could make it better, because for the past week, i have been trying to use your tool and it doesn't work. i converted the midi file to .mml and then to .m64, and i followed the tutorial, but when i imported it to replace all music, none of the music worked. and i really want to import my own custom music, and the program doesn't even give you a log file. i'm not asking if you could do it soon, i'm asking that maybe when this is done, you might make some small changes to the program to make it better, in the future (for example maybe a year from now, no rush, LOL) just think about it please... -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 43/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| I am not harassing alright, i was just making suggestions, and thats just how i talk (or type), i tried to make it sound as non-harassing as possible, but obviously it's not working, and if i am being annoying Messiaen, i apologize sincerely. From now on I'll try to keep the "harassing" to a minimum. -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 44/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| I understand, i guess i wasn't thinking about him, i was thinking about myself and what i wanted. i realize that now. -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| Pages: 1 2 3 4 |
| Jul - Posts by BTTF Forever |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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