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Originally posted by lookoverthere I understand that Toad's Tool currently does not edit the sky's actual textures in the texture editor. But can a stage's sky texture be changed to another stage's sky texture?
For example, I want the slide areas of Tall, Tall, Mountain to have the same blue sky texture as Bob-omb Battlefield instead of pitch black.
Not possible at the moment. However you can use this tool:
http://www.mediafire.com/?jdtdlmmjwoz
It changes all backgrounds into the boo's haunt one. You can somehow change that option though.
And one more thing: It doesn't change the slide backgrounds because the slides
doesn't have a background. I am unable to answer if this could be changed however.
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Why not use your own idea, Steviosiak?
Once you said:
''IDEA! You can have separate objects for different acts, right? Well, why not make slide battlefield Act 2? Each act can be a new path!''
Or maybe it doesn't fit in this hack? I dunno.
(I'm sure you remember! )
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Originally posted by starius how do i open toads tool with the mario ROM?
Eh, when you open Toad's tool 64 it asks for a extended ROM automaticly.
Extend your ''Super Mario 64 (U) [!].z64'' ROM with the SM64 ROM extender here:
http://homepage.mac.com/qubedstudios/Mario64Tools.htm
The file name should then be: ''Super Mario 64 (U) [!].ext.z64''
Hope this helps 
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In that platform (Bowser in the sky) is ultra non slippery but everything else in
that level is slippery (exept for the other lego-walls).
Yay editor!
But if you disable the 0x0F bank is the game still going to work without those models?
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Originally posted by CF23 How do I change the text on wooden signpost and the names of star acts and levels?
Download the Text Wrangler here:
http://homepage.mac.com/qubedstudios/Mario64Tools.htm
With it you can edit what the wooden signposts say and the level act names.
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When Mario fall from a level the death sequence (when the screen fade out) begin before Mario hit the floor.
So, even with the death floor, how do you know where the death sequence begin?
Also, great work so far!
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Maybe I should ask this in another thread but anyways:
Any recommendations on wich 3D model maker I should use, 'cause I can't find a reliable one, (or am I just too lazy?)
Thank you!
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I didn't see very much difference from the normal game. If I were you I would wait for the polygon importer, make new levels and change many textures. If you keep the originals the hack won't appeal. Another + with the model importer is, that you can change wich objects you want in the level so then you can have a real warp pipe. If you improve the idea further I believe it can become a great hack
Consider this feedback. Keep it up 
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It's a nice idea. It'll be interesting to see what becomes of it.
Also you better check this out:
http://jul.rustedlogic.net/thread.php?id=1576
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Thank you very much. I've been searching everywhere for a 3D model creator!
Yay finally! The program to create models is as important as the polygon importer itself 'cause you can't import without something to import X3
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This took...1 hour
Hello everybody! I took awhile to learn how to use Blender but this is the result of a few days of learning.
I got inspired by Banjo-Kazooie's Click clock woods level. I'd call this level The Thousand-year Tree (How original of me.)
It's not yet finished but for now it looks like this. At the top there's a boss fight and at the bottom there'll be a death floor.
Yet I want to wait for feuture to have more than one texture before making a level out of it.
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Ok, Level spree!
I was in ''the mood'' to make yet another ''level''
While making this I decided to skip the entire ''snap to grid'' idea I had, and it turned out more natrual than the previous one. So enjoy these pics! (And hopefully the full level someday)
Also the bottle beside the fork will, if possible, lead to a sublevel AKA, area 2.
The level consists of a chair (starting point), a table with plates, forks, knives, bottles and such + a sublevel.
EDIT: Nice level Gecko. Hope SM64 can handle it 
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Yeah, all levels so far by anyone looks awesome! Just creating these models is fun itself! (Or at least i think so.)
And as Gecko suggested, with Messiaen's Koopa the quick trajectory modifier it's possible to use koopa the quick in the new levels too.
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I don't know how to assign textures to the models I create.
So anyone who knows how, please tell me. Thank you very much.
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Originally posted by Gecko It would be nice having an indicator for Mario's size when importing an .obj file being asked to scale the level geometry.
I agree. Many people have created some cool models but Iit's impossible to know if they'll ever fit in the game.
So the suggestion is:
1. Being able to scale the model once it's imported, so it'll fit inside the boundraries.
2. Indicator for Maro's size.
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Greetings
Well, I downloaded it and patched it to a ROM, but I've seen more glitches and mistakes than in v1.0
-- Dialogs are screwed up. Mostly Koopa the Quick's doialogs though.
-- The water tank is open. One of the walls is tilted so you can walk in there.
-- The cave is open. I don't know if this was intended but anyway it's possible to walk outside the walls and view the level from the outside.
Take this as a feedback. If no one else is experiencing any of this I might have made a mistake instead.
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Here some pic's.
Open Tank
Outside Cave
Screwed up dialog (Koopa the Quick)
Familiar? Anyway I might aswell patch another ROM to make sure i didn't make a mistake
EDIT: Ooops, SUPER-LARGE screenshots. Hehe sorry 'bout that
EDIT2: Ooops again, I guess I jumped to conclusions without properly investigate this first. My bad.
I also deleted some pics to make my post shorter.
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Well, if you checked my second edit on the post with the pictures you should know I already figured it out.
I made a mistake, I was wrong and so on
Now let's get back to the topic...
EDIT: Eeeh, that belonged in the topic right? That's so me 
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Yea, however it would only be possible to rise the lava level, cuz' if Mario would try to activate the lower switches he'd burn his own ass 
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