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05-03-22 05:35:11 AM
Jul - Posts by Stevoisiak
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Stevoisiak
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Since: 11-22-07

From: New York, Long Island

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Posted on 06-25-09 04:36:34 PM, in Super Mario 64 2: The Crystal Stars Link
I dont want to be a moderator, but we have a topic for all SM64 Mods stickied on the top. If you want your own topic, you need to ask a moderator. Nice story though!

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Stevoisiak
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Posted on 07-06-09 11:18:43 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Originally posted by Dopeboy175
Hi I wanted to know how to get a mml file to work with Audacity.

You can't. It's like an MIDI. It's an instrumental sound file. Sorry, but you can try editing it with Notepad. No joke.

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Stevoisiak
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Posted on 08-05-09 03:43:05 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Originally posted by Celux
I havn't done any Super Mario 64 hacking for quite some time, but im very tempted to get back into it considering how much i love making video game hacks. But perhaps i should wait until the polygon importer is released.

Yeah, mario hacking seems to have gone to a standstill since the release of the Missing Stars, and the removal of the release date for the polygon importer...

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Stevoisiak
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Posted on 08-10-09 04:06:03 PM, in Could a Toads Tool be made for Super Mario Sunshine? (last edited by Stevoisiak at 08-10-09 01:08 PM) Link
Wow. SM64 hacking must really be slowing down to be talking about SMS...

Anyways, technology is definatly advanced enough to hack Gamecube games. In fact, people have already made a few custom levels for Mario Kart Wii, and making modded movesets for Super Smash Bros. Brawl. Technology is definitely not an issue. It's the amount of people who are willing to study the coding of the game.

Which is why I don't think there will be an editor for SMS anytime soon. People don't want to have to get ISO's and play on PC's. The Wii has a huge amount of people who own it, and modding it has become very convinient. I personally think a Super Mario Galaxy editor is more likely than a Super Mario Sunshine editor.

But, that's just my guess.

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Stevoisiak
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Posted on 08-18-09 10:05:18 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Yay! VL-Tone is back!

Also, I hope your vacation was nice. We all need a break every now and again.

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Stevoisiak
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Posted on 08-23-09 10:14:51 PM, in Help! Link
*sigh*

A little bit more info?

What operating system do you use?
Which program are you having trouble with?
Did you extend the ROM?
Are you using the latest version of Toads Tool?
What version ROM are you using?
And lastly, did you check here?
http://jul.rustedlogic.net/thread.php?id=419

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Stevoisiak
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Posted on 08-29-09 10:32:28 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by Breegullbeak
What kind of models would the importer use, because I have just about all the Banjo Kazooie Models thanks to the also under construction bottles glasses thanks to cooliscool of the RWP. Their obj files and some of them are the actual levels so I'd love to be able to import them.

Wow. That's what I was gonna do. Now I need new models to import!

Anyways, he has mentioned that the importing format is obj. (How convinient)

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Stevoisiak
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Posted on 09-09-09 07:33:34 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by VL-Tone
Here are some progress updates:

*insert long update post here*




This is great! The search feature will make editing alot easier too. Also, it seems that your very hard at work with smaller programing issues. You consider having another programer help, or asking advice on director forums?

Anyways, it seems that even if there were no model importation, this would be the best update yet!

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Stevoisiak
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Posted on 10-11-09 07:42:39 PM, in Mario 64 Level Importer (last edited by Stevoisiak at 10-11-09 04:45 PM) Link
Originally posted by battleben
I believe someone ported a map from banjo to Zelda 64.

Do you have a link to this? Also, it sounds a little far fetched, since link can't even jump normally, which kinda breaks the level.
Originally posted by battleben
speaking of which, wouldn't Zelda 64 really make a ideal choice for the first ported level with textures?

And why would that be? You could use any level with custom textures, assuming their the right resolution. besides, you need the 3D models for the level data first, which nobody has yet to rip. (Or, at least rip and post the OBJ on this forum)
Originally posted by VL-Tone
As for Banjo Kazooie levels, I think we may run into problems with texturizing the model. Rare did write an entirely new engine to make use of higher resolution textures.

Can't the textures just be scaled down? Sure, they won't look as nice, but they'd work at a smaller resolution, right?


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Stevoisiak
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Posted on 10-13-09 07:18:50 PM, in Mario 64 Level Importer Link
I've seen a couple imports using your program Messiaen. I'm gonna gather a playlist of 3D Model Imports and post it here. Is that ok?

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Stevoisiak
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Posted on 10-14-09 10:00:52 PM, in Mario 64 Level Importer Link
Heres to a ton of OBJ importations!

<object width="746" height="413"><embed src="http://www.youtube.com/cp/vjVQa1PpcFNQ5jORXZqL7Y8t5u88ZlZ90GzuttRD964=" type="application/x-shockwave-flash" width="746" height="413"></embed></object>

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The guy who acts like he actually knows what he's talking about
Stevoisiak
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Since: 11-22-07

From: New York, Long Island

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Posted on 12-16-09 07:58:48 PM, in New Super Mario World! Link
Well, it's ok, but you may want to do the project in NSMBW. Heres a recreation of one of the levels in NSMBW

<object width="425" height="344"><embed src="http://www.youtube.com/v/dEqJDMpkR2E&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

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Stevoisiak
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Since: 11-22-07

From: New York, Long Island

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Posted on 12-19-09 06:34:41 PM, in Mario 64 Level Importer Link
Originally posted by Aamelo
Geez, Right when i finished creating the level, the SKETCH-UP Pro Tiral Ended...



Still have the saved model file? Maybe someone else can render it.

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Jul - Posts by Stevoisiak


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

28 database queries, 27 query cache hits.
Query execution time: 0.078025 seconds
Script execution time: 0.014430 seconds
Total render time: 0.092455 seconds