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05-03-22 07:48:48 PM
Jul - Posts by DarkSpacer
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(post in restricted forum)
DarkSpacer
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Posted on 08-24-11 05:51:40 PM, in Mario 64 Level Importer (last edited by Metal_Man88 at 08-25-11 09:19 PM) Link

"Potentially" is misspelled. How silly. -MM88


Actually I thought it did die but now it's ALIVE! MUAHAHA--um.

I really need more information before I can tell you anything.

I'll try to reproduce your error if I'm up to it, but it may have something to do with the collision you used...there's some ground collision used specifically for the King in the level...did you use that?

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DarkSpacer
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Posted on 08-26-11 12:12:55 AM, in Mario 64 Level Importer (last edited by Metal_Man88 at 08-25-11 09:18 PM) Link


This image also sucks. -MM88

In Messain's importer it's called "65: Top of Bomb-Omb Battlefield mountain wide angle"

And we know how to fix problems. It's just that some of the recent problems have been reeealllly odd.

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Did I mention your layout with no separator really sucks? -MM88
Humor is neither static nor dynamic by itself. It is a part of us all, except for those without YouTube accounts--

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DarkSpacer
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Posted on 08-26-11 05:46:33 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 08-26-11 02:55 PM) Link



*****************************************

I'm not entirely sure what collision that uses. But it's not the same collision, because when the tower appears after the first star the camera no longer goes wide-angle. And in BOB the camera stays wide-angle when the Koopa Flag appears.

Actually I'm not sure if the camera is trying to follow the flag or not...I think it is...I'll test that.


And any way to remove Mario's giant fat nose? For my Sonic hack I can't get the mouth to look right because of the nose...



EDIT: In case anyone is wondering, I'm using Dropbox for my images.

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DarkSpacer
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Posted on 08-27-11 06:14:54 PM, in Mario 64 Level Importer Link



*****************************************

Eggs6131 (green eggs and ham?):

You are undoubtedly using an older version of the importer. Download the latest version from Messain's website.

Unless you're trying to texture both sides of every polygon...even if you use the "guess" feature of the importer, you're going to have problems...

And the wrong textures are caused by a mistype. To fix this, go into the importer file itself (C:\Program Files\Google\Google SketchUp x\Plugins\ObjExporter.rb) and open it with Notepad (right click, "Open With..." and choose Notepad), then find and replace all instances of "mapKd" with "map_Kd".

Correct me if I'm wrong...

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DarkSpacer
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Posted on 08-27-11 09:36:45 PM, in Mario 64 Level Importer Link



*****************************************

Yields better results on COLLISION??

I'm...there's something messy that the plugin does I bet. Who wrote that thing anyway?

The plugin's worked fine for me so far. If push comes to shove though, I'll buy GS Pro and see if that helps.

*tries to rant about collision vs. polygons and utterly fails*

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DarkSpacer
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Posted on 08-28-11 04:43:22 PM, in Mario 64 Level Importer Link



*****************************************

Originally posted by MinyaKang
Okay, how come if I Go into Whomps Fortress and die, I come out of Bob-ombs battlefield picture frame. I have custom levels over both of them. How do I stop this madness?


Did you accidentally switch the warps? And you might have a problem with your warps/levels if BOB is indeed a kind of fallback the game has...

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DarkSpacer
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Posted on 09-14-11 06:55:58 PM, in Mario 64 Level Importer Link



*****************************************

Maybe. I really hope to have Area mod support, it'll make it eisier to find levels that have Area 3 enabled so I could test Eyerock...I haven't been doing anything with him because I'm trying to figure out how to make him do ANYTHING. If he's included in the object bank he should work, right? He can't just not appear...the game should at least crash...

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DarkSpacer
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Posted on 09-14-11 11:24:41 PM, in Mario 64 Level Importer Link



*****************************************

I know that. I wasn't trying to be pushy like...some...people here. Just it's hard to hack when you're stuck...everyone else just posts randomly, I'm actually trying to be smart and having a hard time of it...

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DarkSpacer
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Posted on 09-15-11 10:54:36 PM, in Mario 64 Level Importer Link



*****************************************

Originally posted by Ello
i asked a question in the TT64 thread and havent got an answer for about three weeks now...


Oh good god...

Let's see...

Seems you did everything fine, but your last object broke it...hmm...well you said "test", so you can expect errors, but...so...*looks warily at Metal Man's Ban Hammer*...er, yeah. Try something else then...

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DarkSpacer
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Posted on 09-26-11 12:29:32 AM, in Mario 64 Level Importer (last edited by DarkSpacer at 09-26-11 03:42 PM) Link



*****************************************

The Chain Chomp, when he's first freed, stays in place for a while (a little longer than the "Secret Found" sound), then he starts jumping around at random (but he stays inside a fairly small area), then, after five collisions with the ground, he jumps toward the gate with the star in it (or whatever the Chain Chomp recognizes as a gate, if you want to be precise), then he jumps back, then jumps to a point behind the cave (or whatever it's called). I think he jumps toward a specific XYZ coordinate and not to an object. I haven't located the object where he jumps to, although it might be an object that's also used for something else.

In pseudo-code:

If freed()
then
RandomJump(25,5,7) //(JumpRadius,JumpCount,JumpSpeed)
Jump(GateObj,7) // (Obj,JumpSpeed)
JumpToPoint(X,Y,Z) // Placeholders...
JumpToPoint(X,Y,Z) [[OR]] Jump(ChainJump,7) // Placeholders
EndIf

All numbers are just for show...

EDIT: OH GOD I did not realize the size of my mood avatar. ...Will fix later. Dinner bell JUST rang :p

EDIT 2: Fixed. They seemed to have disabled display of it so I'll just do a cheap thing

E 3: ...and it failed. Great.

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DarkSpacer
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Posted on 09-26-11 06:54:33 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 09-26-11 03:55 PM) Link
It's interesting that he fled to the sky...the default point must be really high up...wait what did you do anyway?

If you're insistent about this and you really do know how to get into the rom, look for where the chain chomp is loaded and trace the Model/Behavior ID and see what it does.

[I cropped all my mood avatars to be a lot smaller, so there SHOULD be no problems. If there are, please tell me.]

EDIT: Except they've disabled ALL mood avatars. Oh well...

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DarkSpacer
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Posted on 10-10-11 08:03:33 PM, in Mario 64 Level Importer Link
Originally posted by Megaman511again
I am having a problem playing the ROM, when I enter a place I made; It freezes saying something about micro stuff.


That would be microcode. It's a set of data used by some video emulators to identify the type of game so it can interpret its commands correctly. As far as I know it doesn't have anything to do with memory, the error came up simply because a block of level data wasn't what the interpreter was expecting.

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DarkSpacer
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Posted on 11-03-11 01:04:05 AM, in Mario 64 Level Importer Link
A split in the textures dosen't nessesarily mean you have to divide them...whenever I have problems with faces that are too big the textures are always stretched. A split just means incorrect texture mapping between polygons (that just means the texture starts in the wrong place on the polygon). With square-shaped polygons...ohwait

With triangle-shaped polygons it's a pain because if you created them manually (they weren't created by traingulating the model) then there's no guarantee that a single texture size will work for the whole level (think 1.00 vs 1.01 cm and you have an idea).

I have one easy solution but it uses a program that I don't think any of you have thought of (3D Canvas).

Not entirely sure if Google Sketchup aligns textures if you put them over multiple polygons BUT there's also a catch to these solutions...if you don't connect the polygons (you have two separate limbs of a model or two separate models), the textures are more likely to not line up.

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DarkSpacer
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Posted on 11-10-11 01:23:03 AM, in Mario 64 Level Importer Link
Messain will have to tell us how the importer handles texture coordinates. It might be because the texture coordinate value is partially guessed at by the position of the polygon...wait what...

Uuuuuhhh yeah and it might be that SM64 guesses based on the size of the texture...no...the size of the ...sorry. Messain? Any guesses?

[/comprehensively confused ]

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Humor is neither static nor dynamic by itself. It is a part of us all, except for those without YouTube accounts--

What?! It's true! To me! For sure then...
DarkSpacer
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Posted on 12-17-11 07:31:21 PM, in Wario Land 4 corrections (last edited by DarkSpacer at 12-17-11 08:19 PM) Link
Someone move this post if required.

I just want to correct some things for the Debug Room that the current description dosen't make clear.

To access the debug room, only enter the Entry Passage. Any other passage will just force you to the third level in that passage and won't allow you to move unless you press the B button.

Also, it uses the music of the level you last visited. If you didn't visit any level before the debug room, then there will be no music. The Debug Room will also use the Frog Switch music if you exited the level while it was playing.



On a VERY SLIGHTLY unrelated topic, the other rooms you can access using the Entry Passage ((using 33000003 0001 and 0003), just play the "Entering Level" sound (not any Wario voices) and appears to crash. Empty level slots or did I just break it?


Also some things I've noticed: If you deactivate the code within the Debug Room and exit, then it shows you at Palm Tree Paradise, even though you're in the Entry Passage. If you then enter the level, you will be in PTP, but have no HUD. The next screen of the level has the Heart part of your HUD, and has glitched sprites where the score should be.

I'll post screenshots if requested.

EDIT: The Debug Room also had a Frog Switch in it at one point. Here's proof:


These are the loaded tiles in the main portion of the Debug Room. In the upper left, there are tiles loaded that are used for the clock and it's set to 4 minutes. You can also see Frog Switch tiles loaded on the middle-right.

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*****************************************

Humor is neither static nor dynamic by itself. It is a part of us all, except for those without YouTube accounts--

What?! It's true! To me! For sure then...
DarkSpacer
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Posted on 12-18-11 04:45:12 PM, in Wario Land 4 corrections (last edited by DarkSpacer at 12-18-11 03:25 PM) Link
Sorry, I never looked at the official Wario Land 4 thread. You guys apparently know more then the TCRF page let on. I'll go look at the thread. And someone please point me toward any other resource of information...I want to find NEW things, not stuff you guys already know...

And I WOULD'VE corrected it myself, except that I don't know how much of this stuff would fit in it...

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Humor is neither static nor dynamic by itself. It is a part of us all, except for those without YouTube accounts--

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DarkSpacer
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Posted on 12-20-11 11:06:50 PM, in Unused WL4 Level graphic? Link
I can't confirm that this is unused because it's so deformed, but I think I've found an unused level graphic. I was substituting values for the Debug Room code and found this in the Sapphire Passage:


(33000003 0007)


It doesn't seem to lead anywhere tho.

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DarkSpacer
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Posted on 12-20-11 11:29:40 PM, in Unused WL4 Level graphic? Link
Then why is it so nicely put together? I know generally how sprites work and random assortments of sprites wouldn't produce something like that unless the painting borders are read as a whole piece by default...I found another painting like that but this time with an image with 33000003 0009, but should I just not say anything? Or should I post it because who knows?

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*****************************************

Humor is neither static nor dynamic by itself. It is a part of us all, except for those without YouTube accounts--

What?! It's true! To me! For sure then...
DarkSpacer
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Posted on 12-20-11 11:48:13 PM, in Unused WL4 Level graphic? Link
Then I'll just post the image and allow you to not say anything about it if you want...and I'll stop playing with the code.



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Humor is neither static nor dynamic by itself. It is a part of us all, except for those without YouTube accounts--

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Jul - Posts by DarkSpacer


Rusted Logic

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

24 database queries, 51 query cache hits.
Query execution time: 0.064115 seconds
Script execution time: 0.022878 seconds
Total render time: 0.086993 seconds