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| Jul - Posts by DarkSpacer |
| Pages: 1 2 3 4 5 6 7 8 9 |
| DarkSpacer Member Level: 26 Posts: 1/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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| I have a problem with the importer. When I try to import a level using your importer, it doesn't show up in Toad's Tool OR SM64. These are the steps I use: I get an extended ROM. I drag it onto Rom Expand.exe and it expands. I patch it with Obj_import6.ppf with PPF-O-Matic 3 I open the importer I import the level (is scaling supposed to be 1?) I open Toad's Tool I navigate to BOB nothing. Except warps and a Mario Start object and a bunch of Empty Objects. I see the background and everything behaves normally (except for some reason TT64 thinks I have unsaved data because the Save text turns red) If it helps, I run Windows 7. Also another problem, when I revert the level to the original BOB after importing a level, I get a "#getProp" error when I try to open in Toad's Tool (this error may be because I messed with it a bit before reverting). I might try compatibility settings for XP or Vista. EDIT: Forgot to say what tools I'm using: Google Sketchup 7 with the OBJ plugin provided on your website. Project 64 for emulation (dunno if this helps). |
| DarkSpacer Member Level: 26 Posts: 2/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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| I got another ROM, did the import (patching with ONLY PPF patch didn't work (BOB didn't get replaced)). So, on a ROM with ROM Expand and PPF applied, import, opened fine in TT64. When I reverted, got #getProp error when decoding level scripts. |
| DarkSpacer Member Level: 26 Posts: 3/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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| Most of the time when I export a level with a building in it that you can go inside of, the building collision gets really glitchy. That's because the OBJ exporter, even when set to "guess which faces to export", exports both sides of the faces. And that can get very glitchy very fast if you're not careful. |
| DarkSpacer Member Level: 26 Posts: 4/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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Originally posted by HyperHacker It does for the inside of the castle and for Wet-Dry World. Those are the only levels I can think of. Also there are more if youi count warps like the warp in Jolly Roger Bay to get inside the sunken ship (otherwise I think they would've allowed you to actually swim inside the ship without any type of warps). Originally posted by messiaen But if you use cubes you're more likely to reach the polygon limit. But I see where you are: If you export faces which need to be solid on both sides, SM64 collision goes nuts and you're left with Mario stuck in a wall (and usually the only way to get out is to run into a corner). We have a delima (or however you spell it). Which is better: More polygons or glitches fit for a king? |
| DarkSpacer Member Level: 26 Posts: 5/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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| ????? What is it? Why is it there? Can National Geographic ask questions like this about it? Is anyone even caring about it? I don't think so. |
| DarkSpacer Member Level: 26 Posts: 6/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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| I know. I was playing on the fact that the description is still ????? and the title is still "Perpetual Waiting Zone". |
| DarkSpacer Member Level: 26 Posts: 7/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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Originally posted by Emoluvjd2 I have a similar problem. When I export a level, it flips it left to right. So say I have a cube in the middle, and a cube on the left in Sketchup. When I import it into the game, I now have a cube in the middle, and a cube on the right. And no, I don't have the level backwards. It dosen't turn it 180 degrees (at least I don't think it does). I don't know how to explain it. The cube idea was just an example. EDIT: Better example: Say I have a building with stairs along the left wall in Sketchup. WHen I import it, the stairs are now along the right wall, the rest of the building (assuming it's symmetrical) stays the same. |
| DarkSpacer Member Level: 26 Posts: 8/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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Originally posted by Hectamatatortron That was confusing. I think it does call a coin spawn function, but the code modifies a value in the function that determines the number of coins to spawn. |
| DarkSpacer Member Level: 26 Posts: 10/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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Originally posted by ganef THE FOLLOWING IS BACKSEAT MODERATINGHow are you Level 2 and you have the syntax of a moderator? IDK if this is classified as backseat moderating...it looks like it to me... ANYONE ELSE WHO FEELS LIKE BACKSEAT MODERATING (BY CALLING OTHERS BACKSEAT MODERATING) WILL HAVE THEIR POSTS HIGHLIGHTED LIKE THIS -MM88EDIT: Originally posted by BTTF Forever Same here. If you think the above things with gamef are n00bie-ish, moderators, delete everything but the edit (and this sentence if you want). Telling me what to do and telling me what is backseat moderating IS backseat moderating. Don't do it again--you have been warned. -MM88 |
| DarkSpacer Member Level: 26 Posts: 11/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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| But give ME a dollar and I'll get you a coke. Or a catgirl...I hear everyone in here likes catgirls... |
| DarkSpacer Member Level: 26 Posts: 12/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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| I learned somewhere that Super Mario Brothers 2 was almost a complete duplicate of Doki Doki Panic. Is that something to put in the forum? |
| DarkSpacer Member Level: 26 Posts: 13/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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Originally posted by vinnyboiler I thought that was included in TT64. You can replace objects in there, as well as move them without some counterintuitive XYZ fields. Not saying your layout is bad, messiaen. It's the best you can do with that kind of GUI. |
| DarkSpacer Member Level: 26 Posts: 14/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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Originally posted by vinnyboiler That's actually a good idea. I guess with levels already being imported, models might not be too far behind. But yes, I guess we should stop pestering him. Another thing...you have to animate sonic too. Or at least make his eyes blink. As far as I know Sketchup dosen't support animation. EDIT: I didn't want to KILL the thread >.<</td> |
| DarkSpacer Member Level: 26 Posts: 15/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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Originally posted by Metal_Man88 Translated: "Englisch ist die Hauptsprache hier, und während wir jemanden zu übersetzen, was du sagst, wir können nicht sehr gut auf sie verlassen, immer rund sein müssen. Sie sollten den Google Translator, obwohl es vielleicht ein bisschen gebrochen werden. Dies ist nicht der Suggestion TT64 Thema Integration und Dinge wie diese, um in TT64 würde schwierig sein, und die Verwendung. Wav-Dateien ist nicht möglich, da SM64 verwendet Midi-Musik-Stil - es nicht akzeptieren, Roh-Wellenformen." I don't know if it translated correctly, though... Edit: Just a thought...isn't there some Wav to MIDI converter somewhere? It may take some work, but maybe we could shoot for some WAV to MIDI converter to convert the sounds to the insturments used inside SM64? I know "we" sounds like it's including me, but it's not...trust me, I've never even used Director...but nor has at least half the noobs here. |
| DarkSpacer Member Level: 26 Posts: 16/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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Originally posted by Gecko Actually, remember that code in this thread that changed the instrument sets used? Some of the options were using Mario's voice and boxes, doors, footstepts, everything. And from what I gathered of playing with the code, the sounds are actually wired correctly (instruments that are supposed to be long use the longer sounds, instruments that are usually high-pitched use sharp quick sounds, with a few exceptions). Dosen't that mean we can replace Mario's voice the same way we replace instruments? |
| DarkSpacer Member Level: 26 Posts: 17/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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| I have a problem... My textures won't import at all. I downloaded the package on your website, installed it, made SURE I was using 32x32 textures by using your SM64 texture pack (I dragged it into SketchUp and used it as a material (don't ask, IDK)), exported obj, imported it with your most recent version, opened it in PJ64 and... ...it uses random textures from the game. More details: The textures it uses are static, and don't shift around at all, and don't change at all. In case you missed it earlier, my operating system is Windows 7. Tell me if you want the method I used to get the textures into SketchUp (why I hesitate is that I don't completely understand it). |
| DarkSpacer Member Level: 26 Posts: 18/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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| I used textures from the original game. I used Messian's texture pack. |
| DarkSpacer Member Level: 26 Posts: 19/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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| SO you mean I have to rename the textures or put in the position in hex or what? Because I've tried everything. I ran the programs as admin, I tried compatibility settings (Windows XP Service Pack 2), I tried running Image Magik by itself (I don't even know if that's how they spelled it or if it even WAS Image Magic/k). Nothing. BUT I did find something that might help...the textures the importer uses seem to corresspond to the object banks you choose. Hope that helps. |
| DarkSpacer Member Level: 26 Posts: 20/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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Wait...now I'm confused. It worked for everyone else? You said Originally posted by Metal_Man88 You said "where". If you had meant size, you would have said "what" as in "what size". "Where" to me implies hex position in the ROM. You also said "in the proper fashion". Did you mean "in the correct format" (bmp, jpg, etc)? You also said "Even if you used Shigeru Myamoto's personally created textures, it will still scatter them all over the place." This, combined with the other things, would mean the importer really doesn't know where it placed the textures in the ROM, meaning it would take a lot of luck for it to put them in the right place. In tl;dr speak...the importer fails. But only on Windows 7? So I ask again...why did it work for everyone else? |
| DarkSpacer Member Level: 26 Posts: 21/169 EXP: 89732 For next: 12543 Since: 03-23-10 Since last post: 352 days Last activity: 50 days |
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| Lag AND download time. Think...downloading a Wii/Gamecube ROM in an instant! Woo! Edit: Oop, a little late ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 |
| Jul - Posts by DarkSpacer |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.045046 seconds |
| Script execution time: | 0.074641 seconds |
| Total render time: | 0.119687 seconds |