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05-04-22 05:34:31 PM
Jul - Posts by Me-me
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Me-me
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Posted on 02-01-11 07:08:33 PM, in READ ALL THREADS MANUALLY Link
Sometimes I crawl out of SM64 hacking to look at what you guys are up to.

And, really, if you want to see noobish threads, visit the Trash (Now called MEAT!) forum.
Thats where they all wind up

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Me-me
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Posted on 02-02-11 10:24:36 AM, in Is KvSG like a subforum now Link
Stricter rules in hacking forums though.

I can't really relax anywhere on Jul, cuz I always think I'm doing something wrong

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Posted on 02-02-11 10:26:00 AM, in What's on YOUR mind? Link
Mmmm... tea...

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Posted on 02-06-11 08:01:18 AM, in Mario 64 Level Importer Link
Great, I'll try importing my super-fancy models again then

I've had some problems of my own though, and it's somehow camera-music related.

Replacing sequences is made without any flaws at all, but the "Custom Music #" sequences all have a strange bug.
Better explained through an example:
1. I import a sequence to any "Custom Music" slot
2. I start the level and the music is played perfectly
3. I zoom in with the camera to 1st person view (Still music)
4. I zoom out again. The music fades away.

Zooming in again makes the music come back, but whenever I zoom out the music disappears.

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Me-me
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Posted on 02-07-11 01:45:41 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
When I made Luigi's Mansion 64, I found out that star collecting work like this:

Bob-ombs Battlefield (The 1st level) uses star IDs 0, 1, 2, 3, 4 and 5
Whomps Fortress (The 2nd level) uses star IDs 7, 8, 9, 10, 11 and 12

As you can see, the star IDs continues to rise in the next levels
(I.eg placing a star with ID 7 in Bob-ombs battlefield will "steal" the first star in Whomps Fortress)

Star ID 6 for Bob-ombs battlefield is the 100 coins star.

Final Words:
My memory might be tricking me! If you wish to be completely sure, try it yourself.

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Posted on 02-07-11 01:50:36 PM, in When I'm bored... Link
Pfff. Killer tomatoes doesn't exist...........................right?

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Posted on 02-08-11 01:18:42 PM, in When I'm bored... Link
I'd rather see a killer ketchup

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Posted on 04-04-11 03:57:59 PM, in Ever donate blood? Link
Neh, I won't ever donate blood.
And I wouldn't take any either, even if I had to.

Kinda curious about my blood type however.

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Posted on 04-04-11 04:02:25 PM, in Sun or clouds? Link
I love the sun.

It could be because 80% of the days are cloudy. I hate the grey sky

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Posted on 04-08-11 06:49:09 AM, in Mario 64 Level Importer (last edited by Me-me at 04-29-11 03:08 AM) Link
I'm asking this in advance so I don't have to make another level that doesn't work:
Let's say I enable water boxes and put one in my level.
Will I be able to control the water level with a water level crystal?

EDIT: Why did I ask this when I can find out myself? For those who want to know: NO, you can't control the water level with a crystal.
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Posted on 04-08-11 07:38:10 AM, in I am so Link
*Checks what "sedated" means on google translate*

...oh.
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Posted on 08-19-11 11:25:39 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Me-me at 08-19-11 08:25 AM) Link
Originally posted by vinnyboiler
*VIDEO*
Here's a video of the level. I'm planning to start over with importing my OBJ files in a new ROM, since my current ROM is filled with glitches.


Kinda reminds me of Rocket: Robot on Wheels. Ever played it? One of the levels had the same concept as yours
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Posted on 07-14-12 07:44:09 PM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Finally decided to play this hack, and it's truly amazing! (But I guess you've heard that quite a lot, eh?)

...and because it's so good, and I've repedetaly failed to create levels myself...

I WANT U TO MEIK MEH MA LEVELZ (Jk)
I was wondering how you've escaped the "texture coordinate out of range error" (assuming you're using sketchup of course.)
It's a recurring problem for me, and the main reason I've failed so many times.

What trick did you use, if I may ask?

By the way, Mad Musical Mess' soundtrack really made my day (Rayman )
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Posted on 07-15-12 07:40:08 AM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Thank you, Celux.
Finally, my model isn't as messy-looking as it was before.

But while I'm at it:

This hill is so ugly! I would like the texture to "wrap" around the hill instead like in your hack.
Could you perhaps share your knowledge?

Sorry for bugging you about this, I wont ask for any more help here.
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Posted on 07-15-12 08:20:58 AM, in Super Mario Star Road RELEASE! (Download avaliable) (last edited by Me-me at 07-15-12 08:44:26 AM) Link
Well, I know that messiaen's obj importer prompts you to subdivide when the error appears, but since my model is quite complex, and the messy part is not a plain square area, I thought Celux had a better alternative to this.

And, again, because my model is so complex, it will take forever to position the texture in relation to all other triangles.

I appreciate the help though

EDIT: The problem has been solved and closed. Please do not reply to this comment.
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Posted on 07-15-12 08:26:25 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Me-me at 07-15-12 08:42:50 AM) Link
Repost, due to this being in the wrong thread before.


As I said in that previous thread, this hill is too ugly for my eyes to look at.
I want to make the texture "wrap" around it instead.

Do anyone perhaps know how to do this? I'm using sketchup.

EDIT: I figured it out! In order to make it wrap, you have to press and hold the "Alt" key and select the texture with the eyedrop tool. Then you paint it on the surrounding faces, and voila!
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Posted on 07-30-12 06:04:58 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Me-me at 07-30-12 06:29:54 PM) Link
I'm kind of stuck with Celux's model importer.
While yes it does indeed replace the model, I don't quite understand
how to create a new behavior for it.
...
In a nutshell:
Where am i supposed to fit in custom behaviors? Altering the ROM size kills the game. Am I restricted to replacing existing behaviors?

For example, I replaced the "Kickable board" in Whomp's Fortress to a small stone wall.
My goal is to make it "pushable" so I went to this behavior:
-----------------------------------------
ROM Address: 0021B318
Description: Pushable
00 09 00 00
11 01 00 01
2A 00 00 00 08 02 4C 28
0E 43 01 F4
2D 00 00 00
08 00 00 00
0C 00 00 00 80 2B 15 E8 <----- The 0x0C command I -suppose- makes it pushable
0C 00 00 00 80 38 39 CC <----- Makes it solid
09 00 00 00
----------------------------------------
and compared it to the behavior I'm replacing:
----------------------------------------
ROM Address: 0021A46C
Description: Kickable Board
00 09 00 00
11 01 20 C9
2A 00 00 00 07 00 FC 7C
23 00 00 00 00 64 04 B0
2E 00 00 00
00 01 00 01
0E 43 05 DC
10 05 00 00
08 00 00 00
0C 00 00 00 80 2A A3 F4 <----- Replacing this with the first 0x0C command in the previous behavior
-- -- -- -- -- -- -- -- -- <----- I want to put the next line here but...
09 00 00 00
---------------------------------------

Now, the obvious problem is: These behaviors are different length, so I cannot fit the second 0x0C command it there! I don't know which of the other commands I can erase, and so, here I am

Hope I made a little sense

EDIT: I would also like to use messiaen's "Flexible collision" script, but how exactly do I put the script in the ROM?
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Posted on 07-31-12 03:28:40 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Me-me at 07-31-12 07:21:14 PM) Link
Thanks for the help Celux and Skillux, it worked nicely

However the pushable part of my model is not where I want, I'll experiment some more;
but in case you're interested


This is my model:

The red arrow points to where this object is pushable, but my goal is to make it pushable where
the green arrow is.

Any ideas? I'm experimenting with the 0x0E command right now, to see if it has any effect. It seems like it controls the collision sphere around the object (In other words, unrelated to my problem ^^'')
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Posted on 08-08-12 03:23:38 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
I appreciate all help I've gotten, and I'm almost done with a new level, containing two custom objects:

A pipe and a fan (both use clockwork gear behaviors to make them spin)
These objects use 3 textures together.

However, as soon I enter the distance where the game renders these objects the main level disappears. I've figured out that the problem lies within the textures and not the behaviors, 5 textures seem to be the max allowed number for the main level model. Unfortunately I need at least 7 textures to make my level look decent.

I know you warn the user in your importer to use few textures, but is there any way to solve this?
Is removing an object the only solution?
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Jul - Posts by Me-me


Rusted Logic

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

31 database queries, 23 query cache hits.
Query execution time: 0.083269 seconds
Script execution time: 0.026411 seconds
Total render time: 0.109680 seconds