messiaen
Catgirl
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| Please post this in the Level Importer thread (or in the Help thread), since they'll probably trash this thread (read the forum info for more information about where to ask questions). I'll reply you then. |
messiaen
Catgirl
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| Hmmm, I need to test more the "Mario start position" function. However, have you modified the Warp: Mario Start objects in Toad's Tool? You need to deal with those also. If nothing works, please send me a zip file with the.obj + .mtl + textures + settings file (both, replacing castle grounds and replacing castle courtyards) so I can reproduce this. |
messiaen
Catgirl
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To Anthus:
You don't have to specify the .mtl file, it's already linked to the .obj file.
A few things:
1) As far as I remember, that .obj exporter plug-in has a small bug: you NEED to include the extension in the file name when you export (ie, "my_file.obj" instead of just "my_file"), otherwise for some reason it won't produce a .mtl file.
2) Open the ROM in the Level Importer and click on the "Collision" tab. Do textures show there or do you get an error message? |
messiaen
Catgirl
Level: 68
   
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Originally posted by MinyaKang Okay, I got two more problems. First, is probably simple. How do I add tree's to my level? And second, How would I add King Bob bomb to my level without freezing?
You'll need to select the object bank which contains King Bob-omb.
About the tree, you weren't the first to complain, so I did some checking and indeed I was handling it wrongly: it's just available in a few banks combination, however it should be available all the time. Will be fixed in the next version of the importer. |
messiaen
Catgirl
Level: 68
   
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| Are you sure you are using the correct behavior and model ID? |
messiaen
Catgirl
Level: 68
   
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| Wait for the next version of the importer, if it doesn't fix that then there's something wrong about the way you modelled it (probably face/normal orientation, a subject I can't help you much). |
messiaen
Catgirl
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| Ah, thanks for noticing that! Everything is zero-indexed, but those cameras presets actually start on 01, forget to account that on the importer interface. |
messiaen
Catgirl
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Whoa, that's a bizarre bug. I tried it myself, and indeed it happens. Well, I guess eventually I'll have to look what happens when you zoom in/out the camera (ie, the volume fade effect). Perhaps a way to get around this bug is to use those custom slots for sequences such as Toad's, Title Screen, Menu, Bowser Message, Lakitu, Credits, and then use the original slots instead for background level music.
By the way, speaking about music, I finally got a working to hack to get rid of sequence size limitations, which makes possible to import sequences 3x bigger than the original. It seems to work fine, however I need to test it more. |
messiaen
Catgirl
Level: 68
   
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Since: 11-20-07
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| <object width="640" height="385"><embed src="http://www.youtube.com/v/9VDvgL58h_Y?fs=1&hl=pt_BR" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object> |
messiaen
Catgirl
Level: 68
   
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When I was working on the "Missing Stars" I couldn't find how to change that specific warp and ended up doing some ugly hacks.
Anyway, I'm a much better hacker now and I just found how to change that specific warp, it's the only case of a hardcoded warp in the game. I'll include it as an additional option in the next version of the importer. |
messiaen
Catgirl
Level: 68
   
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| I wouldn't recommend messing too much with the pause functions because they are important if you get stuck in a place (yeah, that can happen). You can actually find a code in bsfree.org that disables the "Exit" button, or else you can look at the Missing Stars source (you can download it at the missing stars download subpage) for a more detailed hack, which disables the Exit button only on selected levels. |
messiaen
Catgirl
Level: 68
   
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Since: 11-20-07
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Originally posted by Gazpacho146 yes i made a water box in my level and now when i go into my level the screen goes white and stays blank i set up my emulator correctly because my level ran fine b4 but idk now
any help is greatly appreciated
Need more details: how many waterboxes, what type and position? Which level did you replace? The only reason the program produces a log file is so that people can report bugs.
By the way, trajectories are broken on v14, so avoid this function until v15. |
messiaen
Catgirl
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Updated and improved the documentation. Some stuff is still missing, but everything is much more detailed now.
I'm open for suggestions on improvements and questions/topics to be added to the FAQ. |
messiaen
Catgirl
Level: 68
   
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Since: 11-20-07
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Not that I have looked much at stars, but I'm not sure if Zero One and Me-me information are correct, really have to test that.
As far as I remember, but its one of those things I should recheck and document it better, both the Castle Grounds and Inside Castle levels are exception in that you can't really have stars there, or at least, they weren't designed to be saved in the EEPROM since there is no allocated space for that. All the other "mini-levels", such as Peach's, Secret Aquarium, Rainbow Clouds on the other hand have an entire byte in EEPROM so they can have 7 stars each (in theory 8, but then it wouldn't show on the menus), and that's where the "extra" stars come from.
So, try ignoring the Castle Grounds / Inside Castle levels, you really don't need to mess up with them. |
messiaen
Catgirl
Level: 68
   
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Since: 11-20-07
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| LOL it's been some years since I last played the original Mario 64 (!) and it shows. Still, I'll run some tests some time to check how those star really works. |
messiaen
Catgirl
Level: 68
   
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Since: 11-20-07
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| Found another interesting global camera "preset" variable 0x8032DF38, which seems to be used for camera turns for instance. |
messiaen
Catgirl
Level: 68
   
Posts: 993/1085
EXP: 2596326 For next: 132474
Since: 11-20-07
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New version up! Many new features and tons of bug fixes.
- Major collision improvement: 6500 collision triangles are now supported, getting rid of the "invisible walls" glitch
on levels with more than 2300 faces.
- Experimental music hack to get rid of sequence size limitations (sequences 3x bigger than the previous limit can
now be imported)
- Camera hack to get rid of hard-coded Lakitu positions/turns can now be enabled/disabled on a level-basis
- Change the Warp settings when you use the "Exit level" function in the pause menu
- Every imported level will also contain these shared bank objects: Bubly Tree, Snowy Tree, Spiky Tree,
Metal Door, Hazy Maze Door, Castle Door (1, 2 and 3 stars) and Castle Door with Lock.
- Fixed problems when setting Bob-omb star position
- Corrected camera presets (the selection wasn't saved in the ROM correctly)
- Fixed broken trajectory function in v14
- Corrected false "nothing is selected" warning when setting Peach's Slide timer
- Improved documentation!
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messiaen
Catgirl
Level: 68
   
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Since: 11-20-07
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Originally posted by KDJewl I was testing out the new importer today and stumbled across a couple bugs.
1. the list of levels for the Pause Menu Warp seems to be...messed up? whenever i selected a level, it would always lead to a different level. in the end, i had to select the Secret Aquarium to get the warp to send me to the Castle Grounds.
2. the music limit hack causes the ROM to freeze as soon as i open it in PJ64.
Just wanted to let you know. The pause menu warp function is still helpful, even if the list is wrong. Thanks for integrating it in your importer!
Ah, thanks for reporting the problem with levels, I forgot that level IDs are not the same as the list order. I'll also recheck the "Act Selector" and "Camera" settings for this bug.
About the music hack, have you tried applying it on another ROM? That's strange, I didn't have any crash with it. |
messiaen
Catgirl
Level: 68
   
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Since: 11-20-07
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RDX: Sorry, I'm not planning to work on MIDI anytime soon, even though it would be the best format to use. Originally I thought that MusicXML would solve the problem of polyphonic parts, which is the biggest problem I can think of when reading MIDI files, but unfortunately it didn't work that well.
KDJewl: That star issue sounds like something you can work out by experimenting in TT64, if you handle it correctly then you should be able to use the 120 stars (I don't see why you would need more than that anyway). Ask the guys who are working on full scale hacks, they should know more about it than me.
By the way, what was the error message you got with the music hack enabled?
Getting back to the importer, I'm working on some interesting features for v16:
- Swap X/Z coordinates feature: this will correct orientation problems in models exported in SketchUp (free version) using the .obj exporter plug-in I provided. Someone called my attention that the models looks sort of "mirrored", which happens because of right-hand / left-hand coordinate systems differences.
As far as I've researched, Blender on the other hand uses the right-hand system (the same used in N64 and OpenGL) while SketchUp to use the left-hand one, in which axis directions are a bit different.
- Rotate the level model around Y axis: That is, rotating the model around itself. Doesn't sound like a big deal, however this is very important to get around camera limitations. The practical effect of this feature is great!
- Adjust brightness / color intensity: basically, making the level darker (by reducing RGB values globally) or adding a few effects, such as some sort of "sepia-like" effect. This works by simple changing the values loaded from the Display List commands 0x0386 and 0x0388, instead of changing texture data.
I'm also experimenting with a 3D "preview" function, with a box indicating level boundaries (and maybe Mario's size). Recently I downloaded the XNA framework, and fortunately loading a 3D model is really easy. It's all a matter of changing a few parameters to make it match the limitations of Mario 64, this way you could spot problems before importing it. But that will probably be for v17. |
messiaen
Catgirl
Level: 68
   
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Since: 11-20-07
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Anthus: Do you get any "texture coordinate" out of range errors? You should try changing the texture scaling in the ground, it seems a bit over-stretched.
I really recommend you that you use 32x32 textures, especially in the ground/walls, and only use 64x32 or 32x16 ocasionally. Create a new material in SU and re-apply the texture. |