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| Jul - Posts by messiaen |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 |
| messiaen Catgirl Level: 61 Posts: 837/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by ganef That made my day. Bravo. |
| messiaen Catgirl Level: 61 Posts: 838/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Couldn't resist:![]() ![]() |
| messiaen Catgirl Level: 61 Posts: 839/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Funny, for me its quite opposite and MediaFire seems the most reliable. What about 4shared?. |
| messiaen Catgirl Level: 61 Posts: 840/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Ah, forgot to explain it. The "X" and "Z" parameters of the water box are respectively the X min and Z max values, which are the extremes of a rectangle. By default those values are -8192 and +8192, so that they cover the entire playing area:|--------| Z max (+8192)So, with these values, the vertices of your water box rectangle will be at (8192, 8192), (8192, -8192), (-8192, 8192), (-8192, -8192). To find the correct values, just place two objects in TT64, one at (-8192, 0, -8192) and the other at (+8192, 0, +8192), use the "Top view" camera and move them around until you get your ideal water box values. The "Z" value always have to be higher than the X, otherwise the triangle order is affected and the object will be only visible from the back side. |
| messiaen Catgirl Level: 61 Posts: 841/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Celux: That's awesome! Your level seems very fitting and N64-like. Are you using Blender? The texture mapping looks strange, so you should try fixing these issues. As for the custom music, don't waste your time using mml2m64, I have been working on a new music tool which will make things way, WAY easier. |
| messiaen Catgirl Level: 61 Posts: 842/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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This screen capture should tell enough :![]() The open .txt files are only debug stuff, there won't be any manual editing required. |
| messiaen Catgirl Level: 61 Posts: 843/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| You can all blame me for the lack of an intermediate version of TT64, VL-Tone sent me a test version a few weeks ago, but since I was very busy at that time I simply forgot to test all the stuff I should, so he can't even start to work on it without some proper feedback first. Still, TT64 is compatible enough with the importer, most of the problems I had earlier on were my fault. The only limitation is the GBI command buffer, which limits the number of polygons shown in TT64. |
| messiaen Catgirl Level: 61 Posts: 844/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by Celux House textures didn't bother me, however the texture scaling and the way they are mapped most of the time is way too blocky, I can literally see each triangle. I am not sure how hard is texture mapping on Blender (is there a point and click feature like SketchUp?), but perhaps you try exporting your model, importing it into SketchUp and trying to assign textures there? |
| messiaen Catgirl Level: 61 Posts: 845/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Little sample: There's still a lot to work on, however it's already much better than mml2m64 . |
| messiaen Catgirl Level: 61 Posts: 846/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Not sure if this has already been suggested, but what about a simple uploader so users can exchange (small) files without having to resort to free upload sites (and all their ads and pop-up bullshit)? |
| messiaen Catgirl Level: 61 Posts: 847/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Gecko's solution seems the most practical. I'm amazed that 160 textures actually worked, so I guess the limit is more on level space. With the current level space, you can have a maximum of about 200 textures without using a custom background and about 140 using it. All of this, in a very simple level such as your. A complex level, with about 2000 faces would probably support much less textures. BTT forever: Just read my post again explaining the water boxes and how to map them in TT64, it's not very hard. If the water simply doesn't show, try inverting the Z and X values, as probably the order is incorrect. |
| messiaen Catgirl Level: 61 Posts: 848/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| messiaen Catgirl Level: 61 Posts: 849/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| ganef: Nice you got it hi-res textures to work, actually there shouldn't be any reason for it not to. At first I wasn't sure if you were a troll or not (we see it all the time on internet forums), but let me express my sympathy for your project. I'm rather amused that you chose this game as a medium for it, probably more recent games would be easier for such a modding project. While I am not sure if videogames can be considered art or not (blame Adorno for that!), even in a post-modern context (oh those elusive concepts), the idea is at least original. BTT: Can't look right now, but I'm almost sure it's because your texture files are in the JPEG format (ImageMagick should support it, but maybe I'm missing a parameter to get it right). Usually SketchUp convers them to png, I wonder why it used jpeg this time? I may do a simple water tutorial later on, and by the way I have to think of an interface to handle multiple water boxes. Somehow this came to my mind (already posted it on another thread) ![]() ![]() |
| messiaen Catgirl Level: 61 Posts: 850/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| 1) I can do a quick display for that, I'll post it later as a Gameshark Code. 2) Not sure, it probably depends on the measure unit you are using. I would say go experiment with it and post your results so others can benefot from it too. 3) That is too tricky to answer in this thread (I really need to investigate it more), but I will probably try to integrate this into the level importer so you can select which levels will have selectors and which won't. |
| messiaen Catgirl Level: 61 Posts: 851/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| There's no limit on textures, but on level size, which isn't actually because of RAM but rather ROM space. The importer simple allocates 0xE0000 bytes in the ROM for each level, which is at least 5 or 6 times the size of an (uncompressed) original level. Maybe in the future I should rewrite it so that levels are dynamically written into the ROM, but that isn't a priority, at least not on this stage of development. |
| messiaen Catgirl Level: 61 Posts: 852/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| His critique is valid. Sure some computer literacy is required, but still one could simply point out in the first place there are capture softwares and that he can also capture a screenshot using Printscreen (whole screen) or Alt-Printscreen (current window). Now if he still keeps asking questions that can be answered by Google using that first piece of advice, then you should worry about him and be more direct (ie, "this don't go here, our focus is in sm64 hacking"). This is not the first guy to ask somethihng like this, so why not include it in the FAQ/Forum info thread (as well as some concrete advice about SM64 hacking, which programs to do for what, common questions such as how to do a patch, etc)? |
| messiaen Catgirl Level: 61 Posts: 853/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Oh gosh! YouTube message: "Okay, I know that you don't normally read private messages from random people, but I need help with a hack that will change MACHINIMA as we know it. I need to know if a rom like Banjo Tooie can be extended in a similar fashion that a Mario 64 rom is extended so that I can put files into it in order to make a modded rom. Then I should be able to complete my main goal - making a ppf patch. Please respond to me... This is extremely important!" |
| messiaen Catgirl Level: 61 Posts: 854/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by Bitmap Reminded me of: These guys are great. |
| messiaen Catgirl Level: 61 Posts: 855/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Unfortunately, each instrument covers just a specifig range of pitches. I already tried to get rid of that limitation, but to no avail. As far as I remember, the last version of mml2m64 (0.2) included a % (try including %-12 in the .mml file) command which transposes the entire song, you shouldn't mess with octave raisers/lowerers. As for the ^, it's a "tie command", which is needed because MML only supports a limited number of rhythm figures. By the way, the new music importer is still sitting at my hard drive, I have been very busy to spend any time working on it, so that rules out any possibility of releasing something still in the first semester. |
| messiaen Catgirl Level: 61 Posts: 856/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| To the Mega cool Mario guy: all the help I can offer you is already at my site and on the Level Importer, unless you have a specific question which hasn't already been answered. Edit: Lol, seems like "MegaMario" is a banned word here. |
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| Jul - Posts by messiaen |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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