RDX
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<object width="480" height="385"><embed src="http://www.youtube.com/v/zTelS5K65eg&hl=en_US&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
I totally forgot the Game Over 'song' even existed. But, did you find the location of that sequence? Or is it not a sequence at all, just a couple of modifications on the intro? I wouldn't be surprised by that.
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RDX
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Take your time VL-Tone. Lol I feel like that's all we ever say, but it's true. 2 years isn't that bad, considering what we'll be getting (Messiaen's importer is fantastic but a hands on graphical interface would make things much less daunting and trial-and-error esque).
As long as you're still working on it, it doesn't matter if it takes another year.
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RDX
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To anyone who has been fiddling with Musescore:
Do you know how to create legato notes? Whenever I import a midi file into Musescore, it chops my legato notes (I doubt that's the correct term, basically they're long drawn out notes) into multiple short notes and I can't figure out what to do to extend it. Somehow I managed to extend one note on accident, but since the copy-paste feature doesn't seem to work properly I couldn't use it in other sections of the song.
If any of you guys own Encore or Finale, would you mind becoming our middle man? Musescore seems to gimp most of my midi files.
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RDX
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Sorry I took so long.
http://img517.imageshack.us/img517/9087/musescore.png
That's what it looks like. See those whole note marks (I believe they're called that)? They're chopping up the super long notes into individual pieces. Maybe it's trying to tell me that one trumpet note is way too long
This is what it sounds like in-game (There's an issue with the Steel Drum track too, but I guess what I'm getting is okay):
http://www.mediafire.com/?g2ilw15a2zhma82
Volume levels still need adjusting, but lemme know if I should pan things differently.
And this is the midi:
http://www.mediafire.com/?dbtqt0ne8lqk0by
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RDX
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I tried both versions and I'd recommend getting Notation Composer, actually. Musician is the same as Composer except for some odd reason you can't edit notes, you can only do that in Composer. But they're both more or less the same thing (Edit: Oh I didn't see your edit I'm glad we both agree, don't get Musician it's just a dumbed down Composer).
This program also seems to be able to do the steel drums right, so that's good. Thanks Messiaen
It's a shame though, my more "stuttery" tracks don't work in SM64 (They import intact but they don't flow well). I should've expected that, this game IS more than a decade old, but...oh well. That doesn't make it impossible or anything, but that does make things a little more difficult.
Oh, and here's how it sounds now. It's better, I guess (Aside from what happened to the trumpets, but the trumpets kind of broke the song anyway so I guess I'll just come back to this one later):
http://www.mediafire.com/?ho8uofo42y2506y
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RDX
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This might be hard to see since Photobucket resized it, but...
I need some advice...so...I guess I'll just go box by box.
In the top left box, and the bottom middle one, I used the hieroglyph texture. However, no matter how I readjust it in Sketchup, the texture, it always comes out like that. I was thinking maybe I could assign a separate texture for those two, but then it seems like it's random how it shows up in-game, so I can't line it up so that it looks less choppy. I had another problem with this other texture where no matter how I adjusted it, it always came out the same way. Does anyone know how to work around this/understand what I'm saying?
Referring to the bottom left and the top right, do you think the textures fit? I'm worried about the golden one, and the dirt on the underside of the higher up object. Basically I'm trying to go for a ruins esque kind of look, but none of the in-game textures look right so I made my own, and now it looks too amateur. I'm also worried about the camouflage style one on the top, in the top right box, it looks kind of tacky. Should I scale it down a bit? Or should I try a different texture? Also should I just forget about giving the ruins a tan shade and just make it all gray? I think the gray looks fine, but I dunno if I want the entire "maze" to be boring looking. Pyramid bricks would look out of place when put next to the sand and the wall, I would think.
Lastly, in the top middle and the bottom right boxes, I just want to know if you think the area looks too empty/plain/boring. I thought it was pretty alright until I played the actual thing and realized how simple it is aside from the central area. I haven't added the enemies or anything yet, so that might be part of the problem, but I just want some opinions.
Oh, and one more thing. It's really hard to see now since the picture is so small (I would've uploaded it to Imageshack, but doing so with large images always crashes my internet), but in the top middle picture the textures don't map cleanly. I know most imported levels on Youtube have this problem, so I'm not too worried, but is there a way to fix it or do I just have to deal with it?
Thanks guys. I guess I can't just whip this out and put it on Youtube and shock you all with it's amazingness, but to be honest it's not that awesome, I still have a lot of improving to do
EDIT: I crossed out some stuff so that people who read it later won't re-answer something that's been fixed.
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RDX
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Originally posted by RDX
I had another problem with this other texture where no matter how I adjusted it, it always came out the same way.
I tried your idea of flipping the textures vertically and it fixed this. Also it made the hieroglyphs right side up, which is funny because I didn't notice they were upside down in the first place
Also, by changing the resolution of the dirt texture to 128x128, the wall ended up looking much nicer. So I guess those problems are solved, thanks Messiaen.
Back to the hieroglyph though, here's what it looks like now (After the vertical flip it looked kind of different, so I took another picture of it).
(It gets horizontally flipped at one point during the whole import process. It's either when I export it to an obj file or when it gets put in the game. It doesn't matter too much though, my level looks more or less the same "backwards").
The hieroglyph next to the sand looks the same as the one on the rock wall now, so that's good. I moved the texture around in Sketchup and it fixed it, somewhat. I can't fix it any further than that though. There's one thing I could do, but I don't to do it want to unless I have to (That would be reshaping the face the texture is on, which wouldn't be so bad but then I'd have to settle for some of the hieroglyphs being partially cut off)
Also to anyone else reading this stuff, I'm still looking for opinions on the textures and how they look, so don't be afraid to tell me something looks terrible. I'll probably figure it out myself eventually, but input from a third party is always nice.
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RDX
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Originally posted by messiaen Hmm, interesting, I never noticed the textures got horizontally flipped. Probably there's a bug in my function which converts the textures to the RGBA5551 format used in the N64. I'll do more tests and try to fix that for the next version.
I think it's just with Sketchup though. It's not just the textures, it's the entire level. When I used Blender everything looked fine.
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RDX
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I would actually recommend using Google Sketchup.
Read this. It's biased, as you'll find out, but that's how I feel about both of them. I used Blender for a little over a year, and Sketchup for maybe a month.
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RDX
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Originally posted by Zero One I'll agree with the top two cons for Blender, but I've never seen the rest of the problems.
And I'm not too sure about the steep learning curve con either. I taught myself in about a day.
Yeah I'm fixing the post as we speak. It's definitely biased, it's crashed on me more times than I'd like to deal with. But I imagine for some it's never crashed on them at all...
Sketchup's trump card is basically the fact that you can literally draw a new face wherever you want it. For me that was enough to make the switch. I hate shifting vertices and all that stuff.
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RDX
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Originally posted by Zero One I just extrude an existing face 
I know, but it's amazing!
You gotta try it. It's something you have to see to believe 
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RDX
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Did you import new levels, or is it a texture hack?
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RDX
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I got a Photobucket when I was 13, but that was almost 5 years ago.
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RDX
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Originally posted by ShenoxVII
Originally posted by Flames540 so let's say if I insert a gameshark code into your program.. it'll overwrite the orginal values so that the gameshark code is always activated? if so... good work
if not, please explain more understandable
Flames540
Not right now it does not. It will soon after I get the direct rom editing fixed and a few other features fixed.
That'll be pretty sweet. Noob hackers such as myself greatly appreciate what you're doing, I wasn't planning on learning how to ASM hack anyway so this'll help a lot.
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RDX
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Uh, is there any way for invisible walls to not randomly show up after you add a few objects to your level?
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RDX
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EDIT: Never mind, I fixed it, my model had too many polys. It's no wonder most of us stopped hacking, I totally forgot about how annoying this stuff is.
EDIT 2: And of course now that I got the level to work Toadstool no longer wants to read the level file properly. I keep getting the #texture error
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RDX
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So, I managed to work around the #texture issue, but now after I added a bunch of coins in Toadstool the level itself won't load once I pick a star. I tried removing the coins but despite that it still won't load. Any ideas?
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RDX
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nope you gotta make your own
go download sketchup and mess around, it's not that hard it's just time consuming.
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RDX
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So, yeah, don't mess with the Koopa behaviors, they'll wreck your entire level. Simply changing it won't fix it, you have to start from scratch.
Edit: Uhh, I guess it's fine, I hodge podged it (something tells me that's a british term. basically i bullshitted it )
Edit: jk figured that one out too
Ok, but does anyone know of any good recording software? My computer lags the hell out when I use Camstudio...
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RDX
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Super Mario 64 Hack - Rumbly Crumbly Cove
Remember that level I posted about awhile ago? And all those questions I've been asking recently? Well, they were all related to this. It's ESSENTIALLY my first level, though not entirely. I had made a few others before in Blender, but I honestly can't get Blender's objs to work and they weren't that good anyway (A couple of them were though... I'll figure out how to work it some day).
This was my first level in Sketchup though. What's great about Sketchup is that since it's shape based, unlike Blender which is more focused on the individual vertices, it keeps that blocky shape that the original N64 game had. I dunno, high poly levels look odd to me with Mario running around in them.
This video shows various parts of the level. It's kind of small, honestly, but make sure to read the description on the video, I might make another video next weekend or over break showing the music 'feature'.
<object width="480" height="385"><embed src="http://www.youtube.com/v/yPOMrFqvDKU?fs=1&hl=en_US&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Comment! Subscribe! Actually I'd like comments more, there's no point in subscribing, if I make anything new I'll post it here...
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