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The picture kinda explains itself (Lol litteraly)
Also, sorry for the huge picture. Please don't quote this post.
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I've been working on a level and one is also finished, it's called "The House Of Doom".
I've also finally taken time to learn how to use tile molester and messiaen's mmlm64 (music editor).
So I think I'll be able to put some new music in.
I WILL finish this hack, even if this forum drowns in new model importers and exporters, so just you wait, all of you 
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Also, that part of the level WILL remain green, regardless wich texture you choose.
SM64 colours the textures in some levels, and that is that. I had the same problem in my old hack.
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Hey new guys! Welcome to the forum!
It's always nice with more users me thinks.
Enjoy your stay
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I kinda like this tool, but one problem I'm constantly running into is limiting the power of this program.
I try to import certain music that contains very high-pitched sounds but Sm64:s in-game instruments can't go that high.
This results in that the instrument either just plays the lower pitches and then stop playing when the high part comes or that the instrument "dies" and becomes unusable for the rest of the song...
If you don't understand it's OK, english isn't my language, the only thing I want to know is how to lower the entire song an octave. If someone tell me how, this problem can be ignored. Thank you.
Edit: Wait, I got it. After reading through the tutorial again I found out how, > raises an octave and < lowers an octave.
But now I've got another question, what does ^ mean?
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% huh? I'll try that.
By the way, I got one song to work while I was messing with the octave lowers and risers. Being the untechnological person I am, I was quite proud of my result.
And I also saw that screenshot of the new mml2m64 and I thought it looked cool, but by then you had your hands full with the wavefront importer so I tried using the old version again (I've tried several times but I just didn't get it then), and I finally got it right.
Anyway thanks for telling me about that % command, I bet I'll use it a lot
EDIT:
I've decided to end this what-instrument-in-this-number question I've been seeing and thus I've created a nice list of at least
the 10 first instruments in each instrument set.
Anyone who want to can download it here:
http://www.mediafire.com/?de0ddymyjyh
Feel free to use it however you like. After all, I made it to make music importing just a tiny bit easier 
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I have a problem. In the ROM settings section of the importer I want to change the starting level, but where is Mario gonna start?
If I want to change the position, how do I do that?
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Originally posted by messiaen Just did a quick research and I think I found how to change it. Go to 0x454C1A in your ROM with your favorite hex editor. You'll see "FAD0 0104 1238", which are respectively the initial X, Y and Z pos expressed as 16-bit integers. Replace it and it should work.
If it works, I'll integrate this into the importer.
Ah, It's for "Castle Grounds" I assume? I changed the values, and I successfully changed the position... for Castle Grounds that is.
My new hub is replacing "The Secret Aquarium" and thus, It couldn't change the starting position in that level.
Does this mean I have to move my hub from The Secret Aquarium to Castle Grounds?
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Cool, music editing is also very important to make original mods. I'm eagerly waiting for it's release, but I'll also be patent
By the way, if you haven't noticed, I sent you an XML file. I've been constantly trying to get it to sound good in the game, but no, it just don't want to. Hope it works better with the new importer.
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Sounds good, but the melody (check it in a editor if you don't know wich) seems to be out of sync.
It goes to fast and finishes before the other instruments finish. But it was a big improvement! I was quite happy about it.
And yes, being the cheapskate I am I used MuseScore.
I don't have any money to spend on the better ones, but maybe they have a free trial period at least? I'll check it out.
"My" MIDI repeats twice and many others on vgmusic does, but I found a online MIDI editor and it's free to use!
Here's a link: http://midi.mathewvp.com/index.htm
Isn't transposition used to delay notes? Frankly, I don't know what it means. Heheheh, language barriers.
So can you please tell me what it means? Sorry for the inconvenience.
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Hi. First of all, welcome to the forum! I'll try to answer the questions you have, and those I can't, someone else will.
1) First you should go to the link found in your TT64 directory named "TT64 Read Me!" if you're feeling lost.
It should have documentations, but I don't know where...
2) Blender allows it, I use Blender myself. When your model is done, select everything with "A", go to File > Export > Wavefront(.obj)
Messiaen's wavefront only imports wavefront files. After selecting where to place the file, you'll be presented with various options about what to include in your .obj file. You should at least check the following buttons: "Selection Only","Rotate X90","Copy Images(?)","Triangulate","Materials","UVs","Normals" and "Keep Vert Order".
(?) I actually don't know, but it doesn't work for me if I don't check it.
3) Texturing is done by selecting UV/Image Editor in the Window Type list. The Window Type lists is located at the very far left in Blender, on the selection bars. You should normally have two windows, one with 3D view and one with loads of buttons. It's wise to change the Button window to the UV/Image Editor window, as you'll need the 3D view too. Now select the object you want to texture and go to edit mode (with TAB). Select the faces you want and then select an image in the other window. Move your mouse to the 3D view and press "U" to get a list with various mapping options. You can play around with these options if you want. After you've chosen an option, your object'll get your chosen image as a texture!
Hope this helps 
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Sorry 'bout that
The textures in your model must be textured in Blender and written as a seperate .mtl file, as the textures used by your model isn't listed in TT64.
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Are you sure you selected everything before exporting? Press "A" in blender to highlight all objects and then export.
Blender only exports the selected objects. It's easy to forget this, so no worries.
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Not sure what you mean by the first Princess Toadstool, but if you were to overwrite the "real" Princess Toadstool, her behaviour would not work properly with the new imported model.
TT64 doesn't read the .mtl files, the wavefront importer does and then inserts the .obj + .mtl into the ROM. I think the textures are seperate from the original texture list, and are stored elsewhere in the ROM. So, yes you'd have more copies of the same texture, but you wouldn't notice it a bit.
That also means that if you want to change the textures in the already imported model you'd have to assign diffrent textures in blender and then re-import it.
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Please read all of this:
http://jul.rustedlogic.net/thread.php?id=3765
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What scaling? If it is 1 it isn't likely you'll see anything in TT64 and if you have no "death floor" the model edges act as boundraries, which might keep you from moving freely. Another possibillity is that, the model normals are wrong. A texture is only visible on one side an that also means that collision is only applied on the textured side too. You can flip normals in blender (In Edit mode: Mesh > Normals > Flip).
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Well, you can just re-texture her from TT64. Peach's textures is in the texture editor somewhere, just search around a bit.
When you find them, export them, recolour them, and import them again.
No need to over-complicate things 
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Strange, the yellow box is the very bottom of the level, and if you had the "Death Floor" on you shouldn't be able to reach it before dying.
The collision map around the cube is white right?
And also, does the Wavefront Importer give you any specific errors about ImageMagick's problem?
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Every bonus level (such as The Secret Aquarium, Princess' secret slide + bowser levels and other similar levels) can contain 6 stars like the original levels.
This means around 50 unused stars can be used leading to a total of 170 stars available. I've heard that somewhere.
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Yep, with textwrangler you can change the act names and level names and dialogs
Now for the rest of your post... If the "the" in your post meant the object list: it's greying out because the objects isn't in an act yet.
I activate the objects for all acts, and then i reduce the number of acts they'll be in if I want.
As for star #... can you explain further? Is it the act numbers or the number of stars in each level or what it is?
Also, unfortunately, all the 50 unused stars will be classified as "secret stars". Sometime, somewhere, someone maybe can fix that problem but it isn't me thats for sure Maybe you could just change the "You got one of the castle's secret stars!" message in textwrangler to something like "You got a star!"
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