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05-04-22 05:43:34 PM
Jul - Posts by RDX
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RDX

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Posted on 02-27-11 03:01:49 AM, in Mario 64 MusicXML Importer Link
Try a simpler song (like tetris) and tell me if it still happens. Frauber probably has a better answer than I do, but to me it seems like your xml files are too long, notation-wise. Too many pages of notes.

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RDX

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Posted on 02-27-11 03:39:14 AM, in Mario 64 MusicXML Importer (last edited by RDX at 02-27-11 12:45 AM) Link
Yup, it would definitely work. I've done that a couple times. Also if the midi file loops within the file itself, you might want to get rid of the extra loops, that would help. You know what I'm referring to right?

For example:
<object width="480" height="390"><embed src="http://www.youtube-nocookie.com/v/TIFVubDXEOg?fs=1&hl=en_US&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="390"></embed></object>
*shameless plug*
At the 1:00 mark the song starts over again. You can cut out everything after that part of the song and set it to loop in-game with the obj importer's music function and it'll work fine.

Celux: I have no idea, sorry. I know the music gets quieter permanently sometimes when reading a signpost but that's about it.

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RDX

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Posted on 03-05-11 08:23:10 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
An easy work around for anyone who wants to add sub areas to their levels would be to set up warps that take you to another level, and disable the act selector on the level you get warped to. It's almost the same thing, it would just probably take up more space.

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RDX

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Posted on 03-09-11 09:57:25 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by RDX at 03-09-11 06:58 PM) Link
...Christian Mario? Well, ok, that's cool I guess. Makes WWE Mario look less odd in comparison.

My only complaint is the usual texturing issues. Also not a huge fan of the the way you built the stairs, they look really bulky. I guess that's pretty subjective, but the textures are still mapped badly. You should spend more time trying to figure those issues out.

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RDX

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Posted on 04-03-11 08:55:38 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
I thought I'd stimulate the board a little bit with a level created by lesser known hacker Misubushi. He's gotten pretty good, he's one of the best out there currently.

<object width="480" height="390"><embed src="http://www.youtube-nocookie.com/v/VOfVFYnweXc?fs=1&hl=en_US&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="390"></embed></object>

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RDX

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Posted on 04-06-11 01:12:21 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by RDX at 04-05-11 10:13 PM) Link
Wow, the fog+sky are gorgeous. That's all I have to say. Personally I'm not a fan of the shadows, it took me awhile to realize that's what they were. I don't think your level needs them, but that's just me. (For example, in picture 4 the shadows on the road going up to the arch look messy, but the ones going down the side of the hill actually look really nice.)

I'm getting a Spyro vibe from your work. It's cool how everyone has different influences.

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RDX

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Posted on 04-07-11 03:20:22 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by RDX at 04-07-11 12:40 AM) Link
My PJ64 has been acting odd recently. When I start it up I immediately get this:



and then this:



I've uninstalled the program and reinstalled it, and I updated my drivers. I dunno what else to try. It worked for a little while after I did that, but now it's stopped again.

(I've been using Jabo's Direct3D8 1.6 plugin. It's the default, I've always used it). That might also be why Windows Movie Maker isn't working...

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RDX

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Posted on 04-08-11 06:17:33 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by RDX at 04-08-11 03:18 PM) Link
Uh, let me see if I still remember how to do this.

Open your mtl file and look for something that is some variation of the phrase "mapkd". Change it to "map_kd", for all of them. See if it does anything.

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RDX

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Posted on 04-08-11 07:19:07 PM, in Mario 64 MusicXML Importer Link
Hey Frauber, if you ever go back to this you should really add a way to add a drum track. You know, @127 or whatever it was. No pressure or anything, I'm pretty much out of the hacking loop at this point. Maybe I'll start up during the summer or something.

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RDX

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Posted on 04-08-11 08:41:52 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Then...make them "mapkd".

I know there's something involving a mapkd somewhere. Make sure in the importer interface you don't have the 'use in-game textures' box checked, and that you didn't delete all the textures the program creates after you export the obj file.

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RDX

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Posted on 04-18-11 01:24:25 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
sketchup's obj exporter has an automatic triangulation feature. i know most people triangulate manually, but i've always just let the exporter do it and my textures for the most part come out pretty ok

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RDX

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Posted on 05-05-11 03:14:26 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
not so good. getting a job is kind of a higher priority for me right now, since i graduate in like a couple weeks. also my birthday's coming up and my friend's joining the marines and i have all these loose ends to tie up and girls whom ive been douchey to who i should probably go talk to and it's just a mess.

maybe during the summer or something.

and sorry for blogging metal man but it's sort of mario related.

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RDX

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Posted on 05-31-11 04:34:53 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
I feel pretty dumb asking this, but can someone point me towards a set of instructions or something on how to do transparent textures?

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RDX

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Posted on 05-31-11 11:55:01 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by RDX at 05-31-11 08:57 PM) Link
Originally posted by Joe
Originally posted by RDX
I feel pretty dumb asking this, but can someone point me towards a set of instructions or something on how to do transparent textures?
Your question is kind of vague. What do you want to do with transparent textures?

If you want to edit transparent textures (or textures in general), this thread is relevant.
Well, for example, say you got a gate. The texture is going to look like the gate with white spaces in between the fence posts. I'm trying to get the white spaces to show up transparent in game, but for the gate to still be showing.


I want the white parts to be transparent.

It's a simple issue I'm pretty sure, I just don't remember how to do it. Dudaw said something about 3D Ripper X or something like that once but I have no idea what I'm supposed to be doing.

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RDX

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Posted on 06-01-11 01:29:30 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by RDX at 05-31-11 10:30 PM) Link
It's not as simple as that. I'm not just pulling textures out and putting them back in, I'm making a model in sketchup and trying to use a texture that is partially transparent. Skelux could probably help but he never answers my questions. I dunno, I'm stumped. I understand what you're talking about, but I don't think it works that way with imported models.

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RDX

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Posted on 06-01-11 02:18:50 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by RDX at 05-31-11 11:19 PM) Link
wut. it actually worked! i could've sworn i had tried that before on a different model and it didn't work. well, thanks guys, here's hoping it shows up in game otherwise i'll be back here in a week.

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RDX

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Posted on 06-02-11 01:50:49 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by dVanDaHorns
Alright, so I repeat my previous 3 questions, since they all got buried...

1. Adding new stars into a sm64 rom...does that involve hex editing? Because all stars I place in areas such as the castle grounds and inside the castle freeze when I collect them, and all stars placed within levels seem to link to other stars...if it's possible to add stars, how can I do so?

2. I stocked my substituted Castle Grounds level with a few warps, to go to different worlds. They are all linked properly, however, for whatever reason, they all warp to only one world (whichever world the first of my warps is linked to.) How can I fix this? (An error on my part? :/)

3. I have placed various items on my custom-made castle grounds substitution level, however certain items will not appear until I enter another level and exit back out...why is it doing this, and how can I fix it?

Thanks a lot for your help!
I know one of those.

1. Yeah, for the castle grounds and all the hub levels, you would have to do hex editing to add new stars. You'd be better off replacing those levels with new ones. I don't recall exactly why you have to hex edit, but I think it had something to do with the lack of a pre-coded "mario got a star" end level animation for those levels. Don't quote me on that though.

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RDX

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Posted on 06-02-11 03:13:56 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Gazpacho146
i need some major help!
if anyone has some type of mp3 to midi conversion software, can they please make a midi of Rogueport (above ground) i've searched all over the internet and can't seem to find one only the sewers.. so if someone can, thank you so much!
Those kind of programs don't exist, because mp3s are sound files and midis are a set of notes that your computer plays using it's internal synth.

Try transcribing the midi yourself. It's actually not as hard as it looks, provided you like the song enough.

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RDX

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Posted on 06-05-11 03:05:22 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Which hex editor do most of you guys use?

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RDX

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Posted on 06-21-11 03:48:00 AM, in Mario 64 Level Importer Link
Just for future reference, I'd recommend not using the circle, it doesn't translate well in-game, texture-wise at least (After all, SM64 came out in '96).

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Jul - Posts by RDX


Rusted Logic

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