DarkSpacer
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Originally posted by Grawly I've noticed that when Mario dies and gets thrown out of the level, I can go back inside and he'll spawn over a point on my map and I can play.
Originally posted by jhon um... for some reason the level suddenly started to work!
...
...
...did I miss something?
Grawly, jhon...I really don't know. |
DarkSpacer
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Oh, I know what that is. You changed the starting level of the game, so what happens is it uses the same spawn point as Castle Grounds (actually I think it's hardcoded, I'm not sure), and that point happened to be outside your level.
BTW thanks for the brownies Yum. |
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Post removed: No backseat modding, thank you very much -MM88 |
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Okay, so for the texture thing, make sure you have the redistributable packages that are linked to on Messian's webpage.
And for the collision thing, I suggest NOT having very big curves in your level. Or if you need curves, try to make them very low-poly. You'll notice in the original SM64 levels there were only about 9 sides to a full cylinder (BOB mountain, Tick-Tock-Clock).
And yes, exporting both sides of a polygon will make the collision engine freak out and will shove Mario all over the place.
And lemme just clear this up...3D programs don't really have any clear scaling thing. If you really need to see the size of your level as you build it, consider saving an object to a file that you KNOW the size of, and then loading that whenever you make a level for reference. |
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I did find an interesting interaction when screwing around with the Level Select code...I put up a YouTube video on my channel about it...
http://www.youtube.com/watch?v=GpVA1jKE2z4 |
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But isn't that worth some research?
If I'm reading these posts correctly, the camera settings for each level are stored per-level in the level itself (either that or just some separate functions that the camera grabs off-level). If the camera settings can be destabilized by cheats not having anything to do with cameras, shouldn't pointers to those settings be easy to find?
Just saying maybe using a data tracker while having those cheats on would make finding the camera data a lot easier.
Because I've done some more research and screwing around, and found you can use the same method to "steal" the settings from one level and use them in another.
Say you set the Level Select code for Tick Tock Clock, and you enter Snowman's Land. Using the method, the Snowman's Land camera will activate inside Tick Tock Clock.
The only place I've found it not to work is Inside Castle, because for some reason you spawn inside the Secret Slide warp, which then immediately warps you out into PSS and the camera settings don't persist (although I think I've gotten the Big Boo's Haunt camera and BOB's camera inside the castle...I just don't remember how). |
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| I'm not trying to reinvent the wheel, I'm trying to find an easier way to locate data. That's as far from reinventing the wheel as you can get. Using the metaphor of inventing the wheel, I'm trying to give them curved wood instead of them trying to figure it out chiseling straight pieces. |
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Huh. I guess I should try to actually UNDERSTAND your posts rather than trying to go "This breakpoint does this so maybe this code snippet does this".
That would probably help alot.
(*hides in a corner with an SM64 ROM, Jul, and an axe*) |
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| Kiond of comes naturally, given that games are made to run fast and not be too fancy. |
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Are you sure you scaled it at 1 and not .1 (zero point one)?
I guess I'll have to check and see if the object is actually as big as the guy said...
Edit: Or do you mean scaled at 1 in the 3D editing program? If so, then no. Scaled at 1 within Messiaen's level importer. |
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You're saying if you turn off the death floor the collision gets all wonky?
Never heard of that happening...are you above the safe limit of 6500 polygons?
To my knowledge, though, the death floor shouldn't mess with the level collision... |
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So lemme get this straight:
Thick walls with no floor in the walls are better then thin walls, because with thin walls Mario jumps right through them. And even with thick walls, turning the Death Floor on causes Mario to jump through the walls as if they were the thin versions.
And you have this weird thing with a red coin, that when you try to place it, in Sketchup its position is
X: 345
Y: 654
Z: 792
And if you actually import it, its position gets set to:
X: 567
Y: 924
Z: 214
Wait, I'm confused...you have an old version and a new version? I would have said it's a scale issue, but you can't use red coins in Sketchup...
I can't answer your red coin question, but for the walls I would suggest using thick walls, but turning the Death Floor on shouldn't mess with anything like that...I haven't seen much about the Death Floor on these forums or otherwise except that it's a separate collision routine and some levels use it and some don't...
The only way the Death Floor would do ANYTHING else to my knowledge is if turning it on made the level SLIGHTLY to big for the level slot, and that would mean your level has WAY too many polygons...you sure you're not over the limit?
EDIT: Got it. It's your wall collision. It's not that the Death Floor messes with your collision, it's just that your wall is glitchy to begin with, and the Death Floor just makes it easier for Mario to die by it. So I would find some way to fix your wall. Why do I think this? Because, as said elsewhere (somewhere) in this forum, if you have the Death floor off, you cannot fall off the level no matter how hard you try (except in Castle Grounds which it's just...weird), but if you have it on, then the entire level is covered near the bottom by a floor made of death, and your level is no barrier to falling off (if you suck at building levels, anyway). |
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Just found this again recently.
The only way I can get back here is by choosing "List threads from this user" from my profile...
Illumina? You're in here? How did you get here in the first place anywho?
EDIT: Now there's even more people in here...or are there?
Dude, World -1 is so glitchy I'm glad I haven't gotten trapped here.... |
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Double posting because this isn't an official thread XD
I want to add that I never see threads when I Forum Jump to World -1...I don't see anything...
So in effect, this is a ghost thread I wonder if this thread appears in any reachable database or if it's just floating on the server or what... |
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Yeah actually I think backfaces's data gets screwed up or something...I'm with Metal Man.
For the red coin question you probably imported it with a different scaling than the first time. Try checking your Scale value in Messain's importer. If the red coin itself has changed position...I don't know...you could have an errant set of values in your level...remember that level importing in SM64 isn't perfect and we even have to change the rom THREE TIMES in order to do it... |
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You sure you have the textures scaled correctly? To tell you the truth it looks like your graphics card overheated...
Um, try viewing it in Sketchup or some other program and see if the textures are stretched there. If they are, then try reapplying them.
I tried importing it and it doesn't show up in Toad's Tool...in Project 64 it freezes on white...
I'm going to assume you aren't doing something correctly during the importing process...
EDIT: Unless it's something to do with the blending of textures...I need to look again, but I think someone hacked it or worked around it so the blending actually worked...I think it's in Flatworld Battlefield...that ain't right but I can't remember...I'll probably maybe kind of look for it. |
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First, there is still a limit, the limit's just increased (current is 6500 polygons).
I'd recommend sacrificing as much detail as possible to make really smooth-playing levels like the original, but still try to make the objects at least remotely look like what they're supposed to look like.
The scaling depends on your 3D program you use to create the levels. Once you figure out the values, you should use the same settings each time you want to make a level.
...what you talking about pixels to inches anyway? Are you talking about textels (how many pixels make up a texture)? Those are two different things...
Oh wait, 8,192 limit--dude, those aren't pixels. IDK what they are but the size of your level depends on that...Sketchup has multiple settings for size values, but there's always a little person in the middle of your scene when you start it up...I haven't tested if he's the same size as Mario, but if you build your level with him there, then delete him when you get a feel for the size, you don't have to really worry about the size value.
Besides, the importer will warn you if your level extends outside the 8,192 limit. |
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Originally posted by UED OK. I have tried to import a level of Banjo-Kazooie. It was scale factor 1, no problem.
But I have a big problem with texture, please see the picture:
It seems, the textures are stretched. Other textures are missing and else ;(
Can anyone please try to import "Rusty Bucket Bay" by Banjo-Kazooie? Here is the exported level:
https://rapidshare.com/files/1648128906/RustyBucketBay.rar
I have already all 64x64 pics scaled to 32x32, but nothing happened.
But it is possible to import it correctly. Messian made it correctly here with the importer:
http://www.youtube.com/watch?v=-Dmsc7mKOLE
PLEASE help me 
You know what, I completely missed the fact that you used a scale factor of 1. No wonder it had trouble...to have a level that big with a value of 1 it would have to be HUGE in the 3D program and have insane texture coordinates.
Shrink the level and use a higher scale factor OR split your polygons. |
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(declare (declarative thread idea)...um...
what's a word for "awesome"?
EDIT: Post.idea = functionAwesome()
define: FearMyMeaninglessCode var = "over 9000" |
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...It almost seems to me like your water boxes are defined incorrectly...but that would be a bug in the importer...
Got it. Did you repoint the camera tables? Because there is a normal "on land" camera and a swimming "in water" camera. If the land camera is in an incorrect area of the ROM, the water camera will point to something random and it will freeze the game.
...I wonder if the importer moves data like that...
Your textures are fine, and your number of polygons are fine...
And I've never heard of collision freezing the game, otherwise the majority of people would be going TEH IMPORTER BROKES THE HJACK HELP
...I wonder, just in case it's relevant, what's the non-32x32 texture like? |