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| Jul - Posts by BTTF Forever |
| Pages: 1 2 3 4 |
| BTTF Forever Member Level: 17 ![]() Posts: 45/70 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 is great! great work! i would be happy to send you savestates from Nemu64 (since i already have it). but i don't quite understand where to save it, i'll use Bob-Omb Boss for an example: out of this list, where should i save: 1. just after i throw him the 3rd time 2. while the text is coming up saying he lost 3. just as he explodes 4. while the star is moving from his body to the middle of the mountain 5. while the star is on the mountain waiting for you to pick it up. i am guessing you mean the 3rd one, since that's when the star spawns, but i still want to make sure so tell me where to save it, and I'll try to get every single boss done for you. thanks -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 46/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| OK, Messiaen... Here we are, save states of Nemu 64 of 8 different star spawns, i would have gotten more but it would have taken forever. here's what they are: http://www.megaupload.com/?d=SE24X124 1. Bob-Omb Boss Star (Bob-omb battlefield, first star) 2. Whomp Boss Star (Whomp's fortress, first star) 3. Star Spawn After Open Cabin Door (Cool cool mountain, first star) 4. Peaches 20 Second Star (Peaches secret slide, beat 20 second time) 5. Penguin Race Star (Cool cool mountain, third star) 6. Mother Penguin Baby Found Star (Cool cool mountain, second star) 7. Boil The Bully Star (Lethal lava land, first star) 8. Bully The Bully's Star (Lethal lava land, second star) just one question though, how do these save states help you find the X, Y, Z values of the star? -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 47/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| ok, are all of them late? i can do them again if you want. also, if you have msn, give it to me so we can talk more about stuff instead of waiting 8 hours between each post. -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 48/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| thats really cool!, so in the next release (or this release) we can change king bob-omb star position!, but im a little confused... correct me if im wrong, but there are sort of 2 star positions?, 1st time it gets spawned from the boss, then it flies to the 2nd position, i was wondering if it is possible to change both? and i'd be happy to get the later bosses, the only later ones i can remember are: Big Boo The hands in the pyramids And i was wondering about keys and the massive star... Bowser 1 Bowser 2 Bowser 3 are they changable too?, and there are also some non bosses that spawn stars, like toad on the second floor, he gives you a star... ill get to work on that -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 49/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| cool, thanks for clearing that up. as for the save states..............Heres Part 2! http://www.megaupload.com/?d=T0FNU92K there are only 4 in this one... Big Boo Boss Star (haunted house) Big Hands In Shifting Sand Land Bowser 1st Key Bird Hanging On To Star (shifting sand land) Hopefully i have saved them a bit EARLIER, but not TOO early, probably just on the "sweet spot" tell me what you think... -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 50/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| sure, click on 1 of the ones that are greyed out, and go to the bottom left hand side of toads tool, somewhere in that area, you will see a line of 6 small grey stars, click on the first 1 and leave your mouse where it is, the first star should go yellow and the grey line you clicked on before will go red, click on every star to have your red coins show up in every act. EDIT: oh wait, didn't read the last bit of the question properly, are you saying some of the red ones in toads tool are not showing up in-game? because they SHOULD... -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 51/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| mmmm... now that is weird... can you send a screen shot of toads tool, and a screen shot of in-game? -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 52/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| what does the hex data show? I thought I'd may as well learn something about hex, I'd really like to learn about the stuff you know! -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 53/70 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 oh OK, so the Bowser keys are just spawned. That's cool Anyway, how are those new save states i sent you? Were they early enough? I tried to save them just before the star spawns. And if any of the original spawns i sent you the first time didn't work, please tell me so i could fix them up, I'd really like to help. thank you -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 54/70 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 was listening to some of the game .usf's i have (Diddy Kong Racing, Goldeneye, Starfox (Lylat Wars)....Etc) and i thought, well, they are n64 sounds, so you might be able to import them into sm64, but i don't know a lot about the .usf and the .miniusf format. does anyone think this would be possible? -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 55/70 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 had a feeling the "star in the bird's talons" was gonna be a bit more complicated. So do you have any Updates, I'm sure you got a lot of stuff done in the past week, i don't want to be buggy, I'd just like to know how the projects going. (if I'm getting too annoying, just tell me) -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 56/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| ok. what i understand so far about .miniusf (which are the files i have) is that they are just pointers to the main 1 mb file in the same folder, and that holds the pointers for the different notes.......i think so are you saying it's not possible? -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 58/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| theres a changelog on his website and in the objimport.txt file in the importer itself. the url to his website is a few pages back. -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 59/70 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 new importer is brilliant!!!!!!!, if i want to change one of the star positions, all i have to do is get an empty cube (that hasnt been assigned to something yet) in TT64, and move it to the position i want the star to be in, then I note the X, Y, Z co-ordinates at the bottom of the tool, then input that into the importer! there's a little glitch though, as soon as you move close to the star after you beat the boss, the camera sort of zooms out, like at the top of bob-omb battlefield view camera. i have only tried King Bob Omb, so i dont know but i don't mind, if you put the star high enough up, the glitch does not happen even if you walk under it. haven't tried out the fog yet but I'm sure it works great! i just have a question: how does this "!" box modifier work? does it change the contents of the box to anything you want? -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 60/70 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'm pretty sure the importer will not import a level with a number of faces higher than 2000. however the importer does not give you a warning for the number of faces being over the limit. I have had the same problem a lot of times before. Maybe in a later version Messiaen could put in a warning saying: "the level was not imported because the number of faces in the model was over 2000" -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 61/70 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 pretty sure its still being worked on, it will be cool when its done! so the water now works, does that mean the water modifying diamonds will work?, and also if you need other save states done just let me know. -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 62/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| OMG! A lot has changed, wow this is cool, messiean your the best, but i just dont understand about the .xml file format, could you explain? thanks EDIT: i cant get the water to work properly, i dont understand how x min and z max work, it is so confusing, why cant we just input 2 different x and z values, and then adjust the height? it seems a lot simpler, im not trying to be anoying, im just a little frustrated this thing doesnt work! :lol: ____________(x,z) 1---------|IN GUI>>> Point 1: X____ Z____ |------------|---------------|-----------Point 2: X____ Z____ |------------|---------------|-----------Height:____ |------------|---------------|_______________________________________ |-Top View--| |------------| |------------|-----------------------This Way Seems A Lot Simpler, To Me Anyway |------------| (x,y) 2 -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 63/70 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 sorry Messiaen, i have read your post dozens of times, and dozens of times again, i just cant get my head around it, i dont know whether you havent explained it properly, or im missing something, i put in the x values and z values i got from the 2 cubes, but i dont know which axis goes with which cube, so i made cube 1= axis x, and cube 2= axis z, i put in the coordinates, and the water is no where in that position, its just so confusing, but ill keep trying -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 64/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| messiean, i am having problems with this obj and mtl i exported from skechup. http://www.megaupload.com/?d=MR925I70 i used your plugin that you sugested on your site to export to obj, and ive been using it for all my models in the past, and its only been playing up now. the problem is the textures dont import at all, yes i have installed the 2008 C++ thing, and i have even tried on other obj files that havent been exported using the plugin, they work perfectly, also, when i import the level, it says the level is outside the bounds, so i lower it to the point where it says it is fine, then i go into the level, and the level is tiny, no where near the limits of the level. here is the log (ignore the fact that it is out of bounds, cause it isnt in game) MASSIVELY HUGE DEBUG THING CUT DOWN SO PEOPLE CAN SCROLL THE PAGE (PLEASE PUT THIS IN A TEXT FILE AND HOST IT SOMEWHERE INSTEAD OF FLOODING THE TOPIC) -MM88 [Environment] Convert path = C:\N64 Model extraction Tools\obj_import12\cvt.exe obj_import.exe version = v12 [Import Parameters] ObjFile = C:\Documents and Settings\Christopher Hawkins\Desktop\playingff\playingff6.obj Scaling = 1500.000000 Level = 5 Weather = 0 Background = 4 Create Death at Bottom plane = 1 Restore Level Flag = 0 Bank 0x0C = 5 Bank 0x0D = 2 Bank 0x0E = 15 Music = 3 Terrain = 6 DeatHeight = -8192 Enable Fog = 0 Fog Preset = 0 Fog Red = 0x00 Fog Green = 0x00 Fog Blue = 0x00 Custom Background = 0 Background image = nocustombg Offset Model = 0 ( X = 0, Y = 0, Z = 0) Water = 0 FlipTextures = 0 [Material] Material Library = playingff6.mtl Material #1 = __Stone_Masonry_Multi__Stone_Masonry_Multi_jpg Material #2 = __Stone_Pavers_Walk__Stone_Pavers_Walk_jpg Material #3 = __Groundcover_Sand_Smooth__Groundcover_Sand_Smooth_jpg Material #4 = __Stone_Flagstone_Ashlar__Stone_Flagstone_Ashlar_jpg Material #5 = __Water_Sparkling__Water_Sparkling_jpg Material #6 = __Stone_Sandstone_Ashlar_Light__Stone_Sandstone_Ashlar_Light_jpg Material #7 = Default_Material [Warning] Vertex 1 out of range (between +8192 and -8192) = 1961.099982 1334.999979 8234.250069 [Warning] Vertex 2 out of range (between +8192 and -8192) = 2781.149983 1334.999979 9171.750069 [Warning] Vertex 3 out of range (between +8192 and -8192) = 2771.099925 1334.999979 9209.399700 [Warning] Vertex 4 out of range (between +8192 and -8192) = 2800.650001 1334.999979 9138.000011 [Warning] Vertex 5 out of range (between +8192 and -8192) = 2828.249931 1334.999979 9110.549927 THIS REPEATS FOR 1400ISH VERTEXES Material 8 = Default_Material @ 0x09004800 [ObjFile] Average X = 4121.742725 Average Y = 1671.415150 Average Z = 7453.765154 [ObjFile] Vertex Count = 1505 Face Count = 1044 Material Count = 8 [Display List conversion] Face 1 Texture = __Groundcover_Sand_Smooth__Groundcover_Sand_Smooth_jpg Alpha = 0 DL Command = fd10000009006000 DL Command = f510000007000000 DL Command = e600000000000000 DL Command = f3000000073ff100 DL Command = e700000000000000 DL Command = f510100000014050 DL Command = f20000000007c07c Face 112 Texture = __Stone_Pavers_Walk__Stone_Pavers_Walk_jpg Alpha = 0 DL Command = fd10000009009800 DL Command = f510000007000000 DL Command = e600000000000000 DL Command = f3000000073ff100 DL Command = e700000000000000 DL Command = f510100000014050 DL Command = f20000000007c07c Face 142 Texture = __Stone_Masonry_Multi__Stone_Masonry_Multi_jpg Alpha = 0 THIS REPEATS ENDLESSLY FOR EACH TEXTURE [Collision groups] Collision group 1 of 1 StartFace = 1 EndFace = 1044 NumFaces = 1044 ColType = 0 Vertex data size = 0xc400 bytes Display List data size = 0x31f0 bytes Collision data size = 0x3bf2 bytes [ROM] Display List pointer = 0x0e00c400 (ROM 0x167c400) Collision Pointer = 0x0e00f5f0 (ROM 0x167f5f0) [Collision groups] Collision group 1 of 1 StartFace = 1 EndFace = 1044 NumFaces = 1044 ColType = 0 Alpha Faces = 0 Level Size = 0x13908 Please Help! -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| BTTF Forever Member Level: 17 ![]() Posts: 65/70 EXP: 24234 For next: 509 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| um, messiean, the plugin has always exported to JPEG, always has, always will, it only exports them to PNG if it has an alpha (eg: fence), when i have always made sketchup models, they have always been exported as JPEG and the import correctly, and i know its nothing wrong with the exporter, since i tried the .obj on older versions of the importer, same problem occurs, the thing is, it does it too quickly, like you know how you push import, and it comes up with the DOS box for about 5 to 15 seconds? mine only stays up for half a second, and then it says it imported succesfully, but it doesnt say a warning about a texture error. i dont know, i think it may be my crappy computer, since im not using the pc i used all those times i was testing. oh well -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
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| Jul - Posts by BTTF Forever |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.031183 seconds |
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| Total render time: | 0.109572 seconds |