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10-17-14 10:25:30 AM

Jul - Posts by BTTF Forever
Pages: 1 2 3 4
BTTF Forever
Member
Level: 17


Posts: 66/70
EXP: 24234
For next: 509

Since: 02-08-10
From: Australia

Since last post: 1359 days
Last activity: 1359 days

Posted on 06-01-10 08:02:43 AM, in Mario 64 MusicXML Importer Link
wow, havnt been here in a while, everything is looking great!
i sort of stopped with the SM64 hacking for a while, but now i think im ready to get back into it...

@messiean: i was wondering, if i sent you a musicxml file converted already, could you test it in game for me? i would really appreciate it, it is a big file and i wanna test the LIMITS of the importer and the game itself, iv'e always wondered how it will sound in game.

here it is: http://www.megaupload.com/?d=PTER7JBZ

BTW its the Back to the future theme song, YAY!

thank you so much, you have helped me out with SM64 hacking a lot over the last couple of months, and i do really apreciate it, ill be getting some more mods done soon, so look out for me!

cya!

--------------------
See You In The Future.........Or On Pandora!

Long Live Back To The Future And Avatar!
BTTF Forever
Member
Level: 17


Posts: 67/70
EXP: 24234
For next: 509

Since: 02-08-10
From: Australia

Since last post: 1359 days
Last activity: 1359 days

Posted on 06-06-10 12:14:17 AM, in Mario 64 Level Importer Link
i'm having the exact same problem as dark spacer, my custom jpg textures wont work, i tried converting all the textures to bmp's and changing that in the .mtl file, but no cheese. The funny thing is, it used to work on the older versions of the importer, now it doesnt, i just get in game textures, i have installed the necessary packs required for the image converter to work, but still no custom textures, i will keep trying and see what i come up with, hopefully ill get this to work, and you guys too...

--------------------
See You In The Future.........Or On Pandora!

Long Live Back To The Future And Avatar!
BTTF Forever
Member
Level: 17


Posts: 68/70
EXP: 24234
For next: 509

Since: 02-08-10
From: Australia

Since last post: 1359 days
Last activity: 1359 days

Posted on 06-07-10 05:02:50 AM, in Mario 64 Level Importer Link
ahhhh!!

i know what your getting at...

ive had this problem before

the reason why you die is because Mario is spawning outside the level limits, and so he dies, you can try these 2 things

1. try selecting "enable death floor at bottom - otherwise level limits will act as bounds" when you import your level, so there is a death floor

2. go into toads tool and move the spawn box somewhere close to, or above your level, so you won't spawn outside the limits of your level

that should fix er up!

--------------------
See You In The Future.........Or On Pandora!

Long Live Back To The Future And Avatar!
BTTF Forever
Member
Level: 17


Posts: 69/70
EXP: 24234
For next: 509

Since: 02-08-10
From: Australia

Since last post: 1359 days
Last activity: 1359 days

Posted on 06-08-10 03:28:44 AM, in Mario 64 Level Importer (last edited by BTTF Forever at 06-08-10 03:32 AM) Link
SUCCESS!!!!

I have figured out why my custom textures were not importing, it has nothing to do with the file type! its the .mtl file
i came to this conclution while looking at a forum.
all you have to do is find....

MapKd

and put an underscore in every one you find, so it looks like this

Map_Kd

(note: this is for people who are using the plugin that Messiaen supplied on his website)

NOW YOUR MODEL WILL HAVE CUSTOM TEXTURES!! YAY!!

maybe in the next version, Messiaen can add support for the Map_Kd without underscore (MapKd), so we don't have to edit it manualy.

--------------------
See You In The Future.........Or On Pandora!

Long Live Back To The Future And Avatar!
BTTF Forever
Member
Level: 17


Posts: 70/70
EXP: 24234
For next: 509

Since: 02-08-10
From: Australia

Since last post: 1359 days
Last activity: 1359 days

Posted on 01-26-11 09:20:48 PM, in Mario 64 MusicXML Importer Link
Hi Guys, just wanted to let Messiaen know that his MusicXML Importer works great, however, there is a limit to the size of midi files you can put into SM64, i have tested many midi's, i have tried midi files of about 40kb, there is no sound, a bit smaller, still no sound, i found some midi's that were 5-6kb and they worked well, every sound was imported.

And i also came to the conclusion that the size of the midi you want in SM64, is the same size as the outputed .m64 file after you have gone through the steps from MIDI---XML---M64. And i read that the maximum size of a m64 file you can put in was something around 1,420 Bytes.

So in conclusion, the maximum file size for a MIDI which you can successfully import (well for me anyways) is a MIDI file of no more than 14 KB. Which sucks cause theres so much good music out there but the music files are 100 to 200 kb, and i hate cutting notes off, it doesn't sound right, i guess ill have to stick with importing music from other games.

Wait a minute, with the importer, Messiaen gave us 20 or so places of custom music space right?, so if we want to import an m64 file of about 36kb, instead of coming up with a warning saying it exeeds 14kb, why not take some extra space from 2 more custom places, 3 x 14kb = 42kb, more then enough room to have the entire track in there, right?

--------------------
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






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.
bargaining-tycoon

21 database queries, 11 query cache hits.
Query execution time:  0.071002 seconds
Script execution time:  0.037965 seconds
Total render time:  0.108967 seconds


TidyHTML vomit below
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Info: Document content looks like HTML Proprietary
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The table summary attribute should be used to describe
the table structure. It is very helpful for people using
non-visual browsers. The scope and headers attributes for
table cells are useful for specifying which headers apply
to each table cell, enabling non-visual browsers to provide
a meaningful context for each cell.

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
. You may also want to try
"http://www.cast.org/bobby/" which is a free Web-based
service for checking URLs for accessibility.

You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

To learn more about HTML Tidy see http://tidy.sourceforge.net
Please fill bug reports and queries using the "tracker" on the Tidy web site.
Additionally, questions can be sent to html-tidy@w3.org
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