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05-03-22 07:48:55 PM
Jul - Posts by DarkSpacer
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DarkSpacer
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Posted on 06-21-11 04:42:07 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 06-21-11 01:48 PM) Link
"Level does not contain texture coordinates"..."some textures from your material file could not be loaded"...

Umm...

Wait, you're using a scale of 300...do you have any huge polygons? Because if you do, the texture coordinates for those might be too big for the importer to process...

but why say they can't be LOADED...

...what program did you use to export the textures? And what format are they?

Oh, and what METHOD did you use to apply the textures in whatever 3D program?

EDIT: Found a helpful bit posted by VL-Tone in another thread:

Originally posted by VL-Tone

it gets complicated to manage custom textures when reimporting a modified .obj file.



Not sure what that exactly means, but I think your ROM is running out of memory each time you import your level. I would restart with a clean ROM (extended is fine), and import your level and see if it breaks then.
DarkSpacer
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Posted on 06-21-11 05:03:21 PM, in Hey, Terra! Link
Heeeeeeeeeeeeeeeeeeeeeeeey everybody, it's Chuggaaconroy!

*thread explodes in confusion*
DarkSpacer
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Posted on 06-21-11 07:44:33 PM, in Mario 64 Level Importer Link
...

Let's see here...the only real bad thing I can see from your description is the duplicate textures thing...I've never heard of that...

I don't think using native textures would help...I have no idea how the importer handles look-alikes...if it even DOES handle them...

You're using .png files AND .jpg files? Don't know if that breaks anything...

Yeah, so just fix the duplicate textures and see if that does anything...if it still breaks...I'm afraid you'll have to start with a fresh ROM.
DarkSpacer
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Posted on 06-22-11 06:52:56 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 06-22-11 03:56 PM) Link
The only thing I can suggest is to reduce your polygon count. Your level is killing your ROM. I'm sure of it.

EDIT

JUST IN CASE it's not that, try your texture trick you tried erlier, but start with a stripped-down version of your level. Then build up from there, MAKING SURE TO REDO THE TEXTURES IN THE SAME WAY (this means stripping the level of textures each time, then reapplying them one at a time).

As you can probably guess, I'm a bit angry about these kinds of weirdo problems...
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Posted on 06-23-11 07:01:23 PM, in Mario 64 Level Importer Link
dsx9069: I have absolutely no ideas of my own, but here's something that you wrote yourself that's related...

Originally posted by "dsx9069"
- Invisible walls will occur on textured surfaces where the rearward faces have lines. If you have a flat plane textured with grass (just as an example), and you draw a horizontal line underneath that plane (lets say cutting it in half), then you will find the invisible wall halfway through that level (directly above the drawn line).


Hope that helps...

Gazpacho146: My idea of changing the start level is that some things aren't initialized, but Inside Castle may replace those values...

I'm sorry. Rephrase:

Inside Castle is different from the other levels...not sure how to replace it to tell you the truth.

Level warps...sublevel support...Wing Cap Look Trigger support...I don't believe it'll be easy...
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Posted on 06-23-11 11:40:21 PM, in Mario 64 Level Importer Link
dsx9069, I think you have defeated the forum in one swoop. I've never heard of this and haven't read it anywhere...

BUT that dosen't mean I can't think of an answer...

*overlong thinking cutscene*

(I want to make sure I'm doing this right, so don't laugh as you read the following

***

--Computing level space requirements...~0.5 MB
--Computing texture memory...~400 KB
--Comparing memories...~0.6 MB--max level space: 1 MB
--Inputting level poly count...~6200 polygons
--Extracting size...~0.8 MB
--Refining counts...Done
--Result: Poly memory overwriting texture memory: Level size too big. Consider reducing textures or reducing poly count.
--Checking result...Done
--Considering extra counts...Done
--WARNING: Level is unstable. Advise against adding more than 50 objects.
--Considering level-specific scripts...Done
--Done

--Level stability: Low
--Texture memory has been overwritten by 300 KB
--Compression techniques were applied to this level. May affect level scripts (2 scripts computed)
--This level has a Water Box. Camera presets must match.
--Required non-level-specific scripts will overwrite 30 KB of Geo memory if allowed.
--The collision in this level has been compromised. May affect playability.
--Done

--Read this checklist and procedure dump carefully. This sub-procedure of computational dump will now terminate.

***

...according to this, your polygon count is too high...I didn't consider scripts overwriting things because it's too unlikely...

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Posted on 06-23-11 11:54:45 PM, in Hey, Lili! Link
Originally posted by Metal_Man88
People's gutters, I mean minds. They can knock ANYTHING off topic. :p


Just like you've seen many MANY MANY times in "SM64 Hacking"...

T64 STIPED TJHE IMPLRTED BROKESS MENJ HACK OMGMMDSSJEEWIOS-*shot*
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Posted on 06-28-11 09:33:07 PM, in Mario 64 Level Importer Link
dsx, your level looks like it belongs on the Sega Saturn :p

Do any of your objects have undefined models or behaviors? And remember to have your normals facing the right way...

BTW I know why your textures look that way...I don't know how to fix it, though...
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Posted on 06-29-11 06:30:37 PM, in Mario 64 Level Importer Link
never heard of computer memory being an issue...

Maybe the pros are scared of telling us that because it's frickin' embarrassing...

NEWS FLASH: YOUR ROM BREAKS BECAUSE OF WINDOWS

Okay...I'm going to get sued for that probably...

Seriously, everyone who reads this, reboot your machine, it may fix some problems.
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Posted on 07-02-11 12:55:11 AM, in Mario 64 Level Importer Link
Normals are the direction your level polygons are facing.

I don't want to eat up forum space, so if someone wants to shorten the following explanation that would be great.

Polygons have two sides, the frontfaces and the backfaces. You can choose to display only the front faces, or both sides (this is referred to in TT64 as the "culling"). The reason normals are important is that the exporter for Google Sketchup usually exports BOTH SIDES of every polygon. Therefore there are double the polygons that there is supposed to be. Or you could accidentally flip a normal and the level will appear to have a hole in it. Also, backfaces cause some problems in some programs. But we mainly worry about normals in the level itself, because we haven't figured out how to import our own models yet (although from what I get that shouldn't be too big of a problem...we can decode the models, seems like we could redo the poly layout without too much rewriting (compared to the level replacement, anyway)).
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Posted on 07-03-11 04:51:07 PM, in Mario 64 Level Importer Link
Eyerok is a weird object to tell you the truth...I haven't messed with him at all, but odds are he requires a flat surface to operate properly, and quite possibly another manager object or a boss platform the same size as the original...

As for Toad...It's my belief that you can just change the model of Toad to another object and it will run the visible/transparent code as normal...

Seems that if I'm going to help you guys I'll need to go on more than serious fact Who'da thunk it?

I shall screw with TT64 until the ROM begs me to stop.
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Posted on 07-03-11 10:38:43 PM, in Mario 64 Level Importer Link
Originally posted by dsx9069
Well, I tried to look for that object that looks like a grayed out chest or something (for Eyerok), but I can't seem to find it in the SSL object bank (it's an area 3 object, so maybe that's why?).


Object that looks like a greyed-out chest...I'm not sure what editor you're using...Messain's importer doesn't have a very graphical UI...

And I don't yet know if the area affects anything...stand by...

And believe it or not, I ran into a problem that I have no idea how to fix...

I'm using the act selector stars in TT64 to make the objects appear in Act 1, but TT64 doesn't appear to be saving that info...or if it is I'm not doing something right...I managed to get a single tree to work, and after that it broke and no other objects could do it...
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Posted on 07-03-11 11:09:01 PM, in Mario 64 Level Importer Link
I don't think it's that...the star acts like I've selected it and the Save text turns red like normal...and the selector turns blue the instant I put my mouse over it...

BTW the one tree that works has ALL of the Act stars selected.
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Posted on 07-06-11 11:11:32 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 07-06-11 08:27 PM) Link
One thing that IS slow in that interface is that the star takes a while to actually select after you click, and then it just selects the star under your cursor regardless of which star you actually clicked.

ANYWAY,

What I've learned so far by having s--er, messing with the ROM:

dsx, you were right about Toad. I used the Pink Bomb-Omb model and (besides it being totally screwed up) it did not appear to run the transparency code. I think I've done that before, but...everyone forgets these things...

And the message "Tough luck, Mario! Princess Toadstool isn't here...bwa ha ha!!" seems to play the Bowser laugh sound at runtime regardless of what model/behavior says it.


I tried to mess with Eyerock, but he doesn't appear at all.

And I'm just selecting ALL of the act stars for now, since that's the only thing that seems to work.


EDIT: Once I get a large number of findings, I'll make a YouTube video showing my findings and my theories.

EDIT 2:

Originally posted by dsx9069
Well, I tried to look for that object that looks like a grayed out chest or something (for Eyerok), but I can't seem to find it in the SSL object bank (it's an area 3 object, so maybe that's why?).


I know what you mean now. The starting position of Eyerok looks like a chest when untextured. Well who says the object is read like that? None of the objects read so that they look like they're supposed to in TT64. If I were to wager, look for either a cube with a ridiculous amount of polygons or duplication code or something in the shape of a hand or...gosh darnit, man, stop trusting Eyerok. He's so sneaky he won't even show up when I tell him to...
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Posted on 07-08-11 06:52:17 PM, in Mario 64 Level Importer Link
I know that Dudaw12 managed to do that in his hack "SM64 Wacky Worlds"...Maybe you should ask him.

(Ikachan is IN MY WAY!)

Um...yah. Way off topic...*waits for Metal Man's metal Ban Hammer of doom*

[/useless stuff]
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Posted on 07-22-11 07:55:32 PM, in I never introduced myself before Link
Is that considered rude in this forum, or does that usually happen?


Anyway, HI!!

I'm really interested in SM64 hacking, but I don't have much knowledge of the concept itself, although I think I'm a good designer and I get help from TT64 and all these awesome programs you guys are making, so thanks!!

I like to help people as best I can, and I like to learn.

Hope you guys have found me okay so far...
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Posted on 07-23-11 07:28:44 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 07-23-11 04:29 PM) Link
This video dosen't strictly deal with my screwing th--WITH the rom, but I've been working on it.
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Posted on 07-23-11 10:36:10 PM, in DOH I MISSED!! (last edited by DarkSpacer at 07-23-11 07:37 PM) Link
I completely forgot that 100th post and it was wasted in SM64 Hacking...

Oh well.

I noticed I had 99 posts, I planned to make a milestone thread and look what I did...

...guess I'd better get something done

I PRESSED "POST" ACCIDENTALLY!! HURRAH

Anyone know how to make a mood avatar?
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Posted on 07-23-11 11:41:08 PM, in DOH I MISSED!! Link
Um...Photobucket only lets me upload 5 pictures??

I don't feel like getting a pro account just for mood avatars...
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Posted on 08-01-11 06:04:51 PM, in Mario 64 Level Importer Link
Looks to be stuck in an infinite loop judging by the Idle reading...

Did you put in any weird objects? Because some objects that need extra data or are just complicated USUALLY make the game access blank/useless data if they're not defined correctly (BOB King in SSL, Eyerok in Area 1 (or something), etc).

Technically you could put the BOB King in SSL if you manage to extract SSL and set cameras and---*shot*

You know. Make sure you're object banks are set correctly and make sure you know what you're doing...



RANDOM THOUGHT:
I wonder if anyone has ever tried to code an NPC Mario...that'll be interesting...
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Jul - Posts by DarkSpacer


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

25 database queries, 51 query cache hits.
Query execution time: 0.076321 seconds
Script execution time: 0.022341 seconds
Total render time: 0.098662 seconds