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05-22-18 09:45:51 AM

Jul - Posts by Zero One
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Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 1/5151
EXP: 19976307
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Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-24-10 02:14:54 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Hi all. I'm relatively new to TT64. I used it at one point, then had to reformat my hard-drive, lost it and I've only just gotten it back. There are a few questions that I have:

1) As a newbie, where should I start? Does TT64 come with documentation or is it all trial-and-error?
2) I've seen screenshots of custom models imported into SM64. Will Blender allow me to do this?
3) In the event that I do make custom models to be imported into SM64, how do I go about texturing them?

Thanks.
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 2/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-24-10 02:19:15 PM, in Introduce yourself here. DON'T ACT LIKE AN IDIOT IN THIS FORUM OR YOU WILL BE DESTROYED! Link
Hey, I'm Zero One. Games development has been an interest of mine ever since UT99 (and the amazing editor it was shipped with). I plan to make a full SM64 hack within the next 2 years, possibly using custom models.
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 3/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-25-10 02:11:48 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Thanks for that, but for question 3, I meant texturing within TT64
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 4/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-25-10 11:31:19 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Zero One at 05-25-10 03:46 PM) Link
Right. Another 2 questions!

1) Is it possible to use pre-existing textures within TT64 to texture the models that I create?
2) Is it possible to view and edit models in TT64? I want to create Super Luigi 64 to start off with. What I want to do is change Peach's colours into Daisy's colours to make it more authentic.

3rd, unrelated question: Why the HELL am I seeing a Blooper floating on the screen? I know it's part of this forum, but it's just... there...

EDIT: Wait, I think I get the texturing. Do I have to apply SM64 textures WITHIN Blender before I import it into TT64? If I do that are the textures there? Do I need to fiddle with them to get them to work? Or do I have to set up the model in Blender and do the textures in TT64?

You can just tell by the amount of questions that I'm either going to be really annoying, or a bloody brilliant hacker
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 5/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-26-10 09:37:20 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Can TT64 import .OBJ as is? Or do I need another program, like Text Wrangler? Or will I need to wait for the awesomeness of .6?
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 6/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-27-10 02:51:50 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by Metal_Man88
TT64 can't import OBJs currently, Messiaen's own importer seems to have passed it up in that department instead. That's in another topic about object importing.

.6 should have the importer, but VL_Tone has no time to finish it as of yet, and has been fighting some bugs.


Is that the importer that replaces Flatworld?
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 7/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-27-10 10:22:03 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Thanks guys

This may be stretching it a bit, but if I was to (somehow) find a model of Princess Toadstool from SM64, open it in Blender, retexture it there, then overwrite (somehow) the real Princess Toadstool, would it work?

Also, how does TT64 read .mtl files? If it does, does that create extra textures, or can I choose to overwrite the original texture. If I can overwrite, all things with that texture will remain the same and then my Blender level with use those textures If not, then I'd have multiple copies of one texture, which would just be annoying.
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 8/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-27-10 12:33:53 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Thanks for the link. Got all the software, inclduing the latest version of the importer. Now, I just need to figure out how to use Blender... oh boy.
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 9/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-27-10 01:08:47 PM, in Mario 64 Level Importer Link
Ok, as a test of both the importer and Blender, I created a simple cube. I exported it as a .obj, called testlevel. I followed all of the instruction and when I click on 'Import Level!', it comes up with a dialog box saying:

'No faces or vertices to process in .obj file.

If you are sure your .obj file is valid, please try rewriting it on a different 3D modeller.'

Yeah, I'm a total newb so it's probably something blindingly obvious...

Any help is appreciated.
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 10/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-27-10 03:06:48 PM, in Mario 64 Level Importer (last edited by Zero One at 05-27-10 03:16 PM) Link
Ah, thank you. I could've sworn I pressed A several times...

Anyhoo, new problem! I spawn, spin, land, get the 'Wow!' message, then I can't move. I can't jump, I can't change the direction I'm facing. The most I can do is press B, start sliding and then I'm unable to get out of it. While sliding, I can minutely move myself left and right, but that seems to be the limit of my functions. Everything else seems fine. No texture problems, probably because I haven't actually added textures

I'm currently waiting for imageshack to upload the SMALL screenshot. I'll edit this post when it's up.

EDIT:

That is what it looks like. Upon further investigation using Toad's Tool 64, my level DOESN'T EXIST. This conflicts. If it doesn't exist, I'd fall through the level and die. Yet, I'm bouncing off SOMETHING, so that would indicate that the level DOES exist...

I can tell it's going to be something simple.
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 11/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-27-10 03:10:26 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Ah, ok. What I meant by the 'real' Princess Toadstool was the one that ships with the game. My plan was to take the model, recolour it so it looks like Daisy, then overwrite the real Princess Toadstool, the one that ships with the game.

Blast! Foiled again!
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 12/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-27-10 04:15:23 PM, in Mario 64 Level Importer (last edited by Zero One at 05-27-10 05:15 PM) Link
Well, I've added a texture to the box and now I'm going to import with scaling. I'll edit the post with the results and a screenie, if ImageShack decides to be quick about it

EDIT: Well, same as last time, except Mario has a BIT more movement. I can jump. I increased the scale from 1 to 10. I'll open it in TT64 after this edit. Also, when I patched it with ObjImportGUI, it came up with an error message saying that ImageMagick didn't work. Maybe I need to follow your suggestion in the last post?

EDIT: Nope, nothing in TT64 again. I'll try doing your suggestion from the previous post, importing it then re-re-edit this post.

EDIT: Still nothing. Flipping normals made the top texture disappear in Blender, unless you looked at it from underneath. I also increased the scale from 10 to 50. Now, jumping doesn't work but punching will. The specific error from ImageMagick is that the application failed to start because the configuration is incorrect.

EDIT: Whoops, forgot to mention. I turned on the Death At Bottom, yet I'm still landing on something that prevents me from moving. It looks exactly the same as the screenshot I provided earlier. If I gave somebody the .obj and .mtl files, do you think you could check it over for me? I can't see a single thing that I've done wrong.

Maybe I missed something in the export to .obj options...
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 13/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-27-10 08:21:28 PM, in Mario 64 Level Importer (last edited by Zero One at 05-27-10 08:26 PM) Link
*Readies shotgun*

Well, I didn't actually SEE anything. I did, however LAND on something. It seems that I'm capable of moving around on *something* in the level. Spawning in, I pass right through the big brown... polygon(?) in the first screen shot, fall for a bit, then get the 'Wow!' message. I can then move around. I can't actually see anything though, which means I'm hitting invisible walls all the time. Does this have something to do with ImageMagick not initializing? I hope it is, because this has solved half of my problems

Thanks!

EDIT: *unreadies shotgun*
Opening the ROM in TT64 reveals the box that I imported! The graphics are horribly made though, although I'm assuming it has EVERYTHING to do with the fact that ImageMagick won't load up (help there?). Viewing the Collision reveals that the box looks like it can collide. However, under the cube, there is a yellow plane, which must be what I landed on. I'm fairly certain that I'm falling through the cube and onto that plane. So, can anybody solve these problems? You've all been awesome so far
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 14/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-28-10 09:03:18 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Well, may as well forget about it then.

Plus: New hack! Super Luigi 64 is just too boring and obvious. So, I'm going to remake each world (excluding the castle areas) with my own models!

Does anyone know if you are allowed to have more than 120 stars? I'm thinking of adding a few new things.
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 15/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-28-10 10:09:22 AM, in Mario 64 Level Importer (last edited by Zero One at 05-28-10 11:29 AM) Link
'Application configuration is incorrect. Reinstalling may solve the problem.'

Somehow, I don't think reinstalling something that I never installed in the first place is going to fix anything ¬¬

EDIT: Yup, the collision map is white.

EDIT: Ok, I messed around a bit. I found out that if I set the scale to 500, it's about normal sized. I ALSO found out that collision is absolutely fine. I guess I just wasn't over the cube the first couple of times. My only problem now is textures and the messy plane at the bottom. If I had to guess, the plane (which is the brown bit from the first screenshot) is the Death Zone. If I can get the textures to work, I'm assuming that the plane will become invisible.

Hopefully.
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 16/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-28-10 01:24:01 PM, in Mario 64 Level Importer (last edited by Zero One at 05-28-10 01:50 PM) Link
Downloaded it, installed it. I now have no error, but I still have no textures. I've tried it with and without vertical flip, but it still looks like I'm standing on nothing with weird polygons flashing across the screen, similar to the screenshot.

Well, at least I've solved most of my problems Just this one to go, then I can create the best hack ever

EDIT: It's official. I'm an idiot.

I DIDN'T SET THE ROM TO USE 8MB OF RAM...

This is why we need an RTFM button. Thanks for all of the help guys!

EDIT:



Thought I should provide a screenshot
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 17/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-28-10 03:41:34 PM, in Mario 64 Level Importer Link
Ok, new problem. I've made my level in Blender 2.5 Alpha 2, exported it, imported it into Mario. Everything works fine, until...



I land and that happens. Any theories/solutions to this problem? This is also affecting the collision. I can only land on the triangles. I go through anything else.
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 18/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-28-10 06:12:58 PM, in Mario 64 Level Importer (last edited by Zero One at 05-28-10 06:15 PM) Link
There is no possible way I exceeded 5000 polygons. The level consists of 3 cuboids, a simple test level. At most, it can only have 36 polygons, plus Mario.

I followed Gecko's exporter settings for Blender 2.5 Alpha 2, so yeah, it won't be that.

Yeah, I forgot to set the ROM to 8 MB in the first custom level I made. When this one didn't work, it was the first thing I checked, but it was already set to 8 MB so no problem there.

I have NO idea how I landed on the Death Floor. I just... did.

So, to clarify: Those triangles should be actual cuboids. I can only stand on where the textures are, anywhere else and I go straight through it.

The exporter settings I used were:

All Scenes
Apply Modifiers
Rotate X90
Edges
High Quality Normals
UVs
Materials
Triangulate
Polygroups
Nurbs
Material Groups
Keep Vertex Order

I hope I just missed something in the settings. I've been thinking of level ideas all day...

EDIT: Your level goes THROUGH the Death Floor, and yet you don't die? How'd you manage that? I'd recommend raising it up a bit.
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 19/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-29-10 06:19:26 AM, in Mario 64 Level Importer (last edited by Zero One at 05-29-10 06:19 AM) Link
I don't see what I could've done wrong. Following Gecko's tutorial, I textured it, pressed CTRL + T to triangulate it, then triangulated it again in the export process.

Download Link:
http://rapidshare.com/files/392859996/TestLevel1.zip.html

This includes TestLevel1.obj, TestLevel1.mtl and TestLevel1.blend. It can only be downloaded 10 times because RapidShare sucks...
Zero One
5150
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
Level: 121


Posts: 20/5151
EXP: 19976307
For next: 80389

Since: 05-24-10

From: Delta Quadrant

Since last post: 9 days
Last activity: 2 days

Posted on 05-29-10 09:05:36 AM, in Mario 64 Level Importer (last edited by Zero One at 05-29-10 09:57 AM) Link
Hmm, it still comes out with the same result; triangles. I opened up Blender, opened the file, went to Edit Mode, pressed A, everything turned yellow, pressed CTRL+T, saved it, exported it as an .obj with the right settings and I still get the triangles.

Does it matter that the triangulation already existed on the model? Do I need to recreate the model again to make sure the triangulation works?

EDIT: Well, I remade the level in Blender and:



It worked. Which is odd, because I did everything exactly the same as I did it last time. It SHOULD'VE ended up failing again. Oh well, I'm not complaining BTW, in Blender, sometimes one polygon has dots covering it and I can't get rid of them. Is that a problem or just a glitch?

EDIT: I've got a weird texture glitch in TT64. It doesn't affect the game, so I'm not that worried but it does concern me a bit. The rock texture on the sides of the cuboids seems to be placed everywhere, except for one polygon which has a brick texture that I believe comes from Big Boo's Haunt. Like I said, no problems in game, so I assume TT64 just isn't reading it properly.
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Jul - Posts by Zero One




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

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Memory used: 1310720