messiaen
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Sorry, forgot to include a warning about this. The old sequence inserter/cleaner in mml2m64 doesn't work with ROMs used in the most recent version of the Level Importer, because of the hacks implemented. There's actually no need to "clean" the sequences, because the insertion method is much smarter and will never run out of space.
The bad news is that running seq_clean probably corrupted some of the music data. Not the sequences themselves but the instrument set data, so that's probably why your ROM is mute. There are some workarounds if you don't have any recent backups. |
messiaen
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| You must use the "Flip textures vertically" option when importing from SketchUp. |
messiaen
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| Right, but keep the ROM. Level management (import and exporting levels from different ROMs, or just object lists) is one of the things that you may see in the importer next versions. |
messiaen
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A nice screenshot . Red line shows the level bounds.
Now I need to work on real-time scaling and some representation of Mario's size. Initially I think I'll just use his collision sphere to get an approximate size. |
messiaen
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Not sure if it'll be in the next importer, but probably so.
Here's a video showing what I've done so far:
<object width="640" height="390"><embed src="http://www.youtube.com/v/3_xWcv2PHRI?fs=1&hl=pt_BR" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="390"></embed></object> |
messiaen
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I tried to integrate the 3D viewer in the Importer and just realized some major downsides of the XNA framework . It uses a sucky "Content Pipeline" which requires models/textures to be pre-compiled to a specific binary format. Great for a game, terrible for a viewer.
When I'm working on the Visual Studio developing environment that's not an issue, however the very simple task of opening a model file at runtime is pure hell. From what I researched, currently there's no other solution than requiring the user to install the entire Game Studio package (more than 100MB!) and call the proper content builders. Unfortunately, no idea how to get over it yet.
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messiaen
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Originally posted by Anthus This will flip all the textures, right? And, why is it that textures, and models seem to be reversed in-game? I'm interested.
I also found that Mario is roughly 1' and 9" tall in SU. This helped me with keeping my levels to scale.
Look my recent posts at the Level Importer test, I explained there why the models look "reversed". Not sure about the textures, but then that is easier to fix.
Gecko: I don't think so. I don't have a Wii so I can't test it, but others have tried and it didn't work. You can use the Wii N64 emulator though. |
messiaen
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Didn't explain it well. It will be a standalone program, launched via the importer.
In any case, unfortunately it will require the XNA Game Studio SDK to run . |
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Originally posted by xdaniel It's probably too late for that now (and more work anyway, I suppose), but couldn't you have used an OpenGL control (ex. OpenTK) for the 3D display? Well, if the importer is a Windows Forms application written in VB.NET or C# anyway...
That feature wasn't planned, I just downloaded the XNA Framework for another project (actually, a 2D one) along with a .OBJ Importer sample and realized that it could be used with the importer with almost zero work (indeed, pretty much all the work I did was just to get the camera and other matrix transformations working).
I wouldn't mind redoing it in OpenTK if there are some out-of-the-box examples of an .OBJ loader/renderer, since my 3D programming knowledge is next to zero.
By the way, how is your OpenTK Zelda viewer coming along? Is the source available at some repository? |
messiaen
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Originally posted by Joe
Originally posted by messiaen Gecko: I don't think so. I don't have a Wii so I can't test it, but others have tried and it didn't work. You can use the Wii N64 emulator though.
I know it's possible to insert one game over another, so I'd guess the only reason it doesn't work is because the ROM extender creates ROMs that will crash on a real N64.
Some months ago I sent someone a version of "The Missing Stars" with the extended version problems corrected (it's just an alignment error) and he couldn't get it to work on the Wii. Not sure what happened though. |
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Well, I have done some research and I think I'll skip OpenTK or any other OpenGL wrappers.
I was looking for some 3D APIs and Irrlicht seems to offer even higher-level functions than XNA, so that will probably be my choice. It can render using OpenGL, DirectX or even a software renderer. It has everything I need: built-in .OBJ importer, easy 3D ray picking, collision function and other nice stuff.
The only downside is that the current .NET wrapper seems to be still in an alpha stage, as well as its documentation. However, I may use the straight C++ version instead, since the sample projects/documentation for it seems to cover almost everything I need. |
messiaen
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| Yeah, seems like those engines (rather than pure 2D/3D graphic frameworks) are the best option for a beginner like me. I'll try to cook something up this weekend if I have time to go through some of the Irrlicht tutorials. |
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Area support is something that has been requested multiple times. This is something that eventually will be added, but I have to test how TT64 handles it. Even if that works, levels will have to imported, for instance, replacing Tall-Tall Mountain and then be copied to another slots (in which areas will be inaccessible in TT64).
Even before that, I would have to write a custom level manager function (export/import/copy) and totally change the ROM layout, doing major changes in the importer. So, lots of work for a feature that right now would only be used by very few people that are doing full-scale hacks.
There's always the option of simulating level areas using creative level design (ie, make a closed area below the ground). |
messiaen
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| Do what this thread says or simply use the Level Importer and select the Cap Switches bank. |
messiaen
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| It's probably called "unknown", but I'm not even sure if it is rendered correctly by Toad's Tool. Plus its behavior does nothing, as you should be aware. |
messiaen
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| It isn't used in any of the original sequences. The samples however may be shared by some other instrument sets, except for an acoustic guitar which as far as I can remember of the original songs, isn't used anywhere. |
messiaen
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rezapeza: Read the documentation.
Things are starting to work with Irrlicht, but camera is still very sucky. Unfortunately I won't have much time to work on this, so it will probably take several weeks before it's ready.
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| Dudaw: thanks for that, I have a similar list somewhere in my HD, I'll check if I missed something. |
messiaen
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Originally posted by VL-Tone Don't panic. My website is down temporarily. It will be back online before March 15.
10:42 PM Mar 2nd via Twitter for iPad
Source |
messiaen
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I probably won't work much in my importer in the the next few months, but there's one particular feature which would be very important: support for areas in any level. As far as I have tested, areas are hardcoded in the TT64 interface, but it would be great if you could decode them on the fly, so that custom levels can support them.
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