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05-03-22 05:41:12 AM
Jul - Posts by Gecko
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Gecko
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Posted on 02-05-10 04:43:41 PM, in Changing Weather Effects Link
Is the blizzard effect maybe the same used in front of the snowman, who's trying to blow you away from its platform?
Nice findings by the way.
Gecko
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Posted on 02-16-10 05:32:08 PM, in Mario 64 Level Importer (last edited by Gecko at 02-16-10 02:40 PM) Link




My test map unfortunately gets cut into half.

Download test map
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Posted on 02-16-10 05:42:33 PM, in Mario 64 Level Importer Link
I've triangulated all faces before export and additionally selected triangulation at the export screen.
Gecko
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Posted on 02-17-10 03:52:02 AM, in Mario 64 Level Importer (last edited by Gecko at 02-17-10 12:53 AM) Link
I will try using other texture files than PNG, not every converter accepts them and additionally my textures could be too big.

I don't think "there's something wrong", I think it's great that messiaen allows us to use an alpha version of his wavefront importer. It's not a finished product you pay money for.
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Posted on 02-17-10 04:07:53 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Breegullbeak
Originally posted by VideoGuy
Have you read the Using Blender thread?


It seems he never got around to a tutorial on texture application. So yeah.

In order to make a tutorial, I will first have to understand, how the level importer works so I can show you the right way of texturization instead of something that works well in Blender, but does not for Toad's Tool 64. I've posted a texturized map inside Messiaen's thread which could be useful for both importer's compatibility to levels created in Blender.
By the way, there's a new version of Blender which changed some tools, so I'll have to cover the changes inside the next texturing tutorial. But you will have to wait until there's a working version of an importer supporting texture importation.
Gecko
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Posted on 02-17-10 04:16:20 PM, in ToadsTool Suggestions (last edited by Gecko at 02-17-10 01:17 PM) Link
You are able to use hires textures pluginwise, something which was done some time ago already. See N64 Redux and Emutalk for hires textures and how textures are replaced.
Gecko
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Posted on 02-18-10 05:05:06 AM, in Mario 64 Level Importer (last edited by Gecko at 02-18-10 02:08 AM) Link
Originally posted by messiaen
Sorry, couldn't login for a few days. I'm checking what's wrong with the textures (I should have included better debug options).

Gecko: Your obj use quads, not triangles. Blender's fault .

BTT: Just checked your material file. It uses some spaces after each Mtl, which throws my parser out. I can fix that in a next version. Just try opening it in another 3D program and rewriting the .obj file (try Meshlab, which is free and fast).

Also, your 3D modeller is pointing to files with absolute paths, which is bad practice --> map_Kd E:\VRML\487E6E47_c.bmp. What program did you use?


You're right. Triangulation was not applied until I saved the original file triangulated and then exported the obj file.




I used the alpha version of Blender 2.5. The current mtl file looks as following:

# Material Count: 3
newmtl Sand_01_-_sand.png
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd 01 - sand.png


newmtl Sand_01_-_Stone_with_grass
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd 01 - Stone with grass on top.png


newmtl Sand_01_-_grass.png
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ni 1.000000
d 1.000000
illum 2
map_Kd 01 - grass.png

Updated download
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Posted on 02-18-10 10:25:39 AM, in Mario 64 Level Importer (last edited by Gecko at 02-18-10 07:35 AM) Link
Just let me know if you need further files for testing purposes.

Edit: Hey, that looks great! The map looks completly different with its new textures.
The converter will probably keep aspect ratio while resizing textures. I did not look after the textures being 8 times (or similar) as big as the original file since the plugin I've created the texture for also works well with differently sized textures. I will check that next time.
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Posted on 02-21-10 12:49:11 PM, in Mario 64 Level Importer Link
I'm currently reinstalling my system, so I cannot access Blender right now. I think it worked when hitting the "export scene" option as well as "triangulate". If that does not work, write again.
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Posted on 02-21-10 02:19:28 PM, in Mario 64 Level Importer (last edited by Gecko at 02-21-10 01:38 PM) Link
Download updated testmap

The new importer unfortunately still ignores my textures.
Edit: Or maybe I'm just too stupid.
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Posted on 02-21-10 06:58:30 PM, in Mario 64 Level Importer (last edited by Gecko at 02-21-10 04:32 PM) Link
[Environment]
Convert path = C:\Dokumente und Einstellungen\Nisa\Eigene Dateien\obj_import6\cvt.exe
[Import Parameteres]
ObjFile = C:\Dokumente und Einstellungen\Nisa\Eigene Dateien\obj_import6\untitled2_Scene.obj
Scaling = 100.000000
Level = 5
Weather = 0
Background = 4
Create Death at Bottom plane = 1
Restore Level Flag = 0
[Material]
Material Library = untitled2_Scene.mtl
Material #1 = Grass_sand.png.001
Texture File = sand.png
[Warning]
Error opening texture "sand.png.bmp"
Material #2 = Grass_grass.png.001
Texture File = grass.png
[Warning]
Error opening texture "grass.png.bmp"
Material #3 = Grass_stone2.png.001
Texture File = stone2.png
[Warning]
Error opening texture "stone2.png.bmp"
[ObjFile]
Average X = -5.469558
Average Y = 44.774142
Average Z = -6.273762
[ObjFile]
Vertex Count = 122
Face Count = 210
Material Count = 3
Vertex data size = 0x2790 bytes
Display List data size = 0xa50 bytes
[ROM]
Display List pointer = 0x07002790
Collision Pointer = 0x070031e0

Probably, the bmp files aren't created. Maybe I'm missing some library or similar for the converter to work.

Edit: Download Microsoft Visual C++ 2008 SP1 Redistributable Package (x86)
was missing, it works now, yay!
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Posted on 02-21-10 07:41:00 PM, in Mario 64 Level Importer Link
Thank you for your effort. Installing the Microsoft Visual C++ 2008 SP1 Redistributable Package (x86) fixed it.

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Posted on 02-23-10 05:33:51 AM, in Mario 64 Level Importer (last edited by Gecko at 02-23-10 02:36 AM) Link
Originally posted by messiaen

And here's a preview of the next version .
.

That's awesome! Could you include music selection? It'd also be nice, if levels were ordered by their level number.
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Posted on 02-24-10 05:14:03 PM, in Mario 64 Level Importer Link
Use PJ64 1.6 and ignore these errors.
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Posted on 02-26-10 06:44:11 PM, in Mario 64 Level Importer Link
wow, you're such a fast working person ^^ Incredible work! Hope I'll find some time at the weekend for your tool.
Does anyone have ideas for a level which I should cover inside the texturing tutorial?
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Posted on 02-28-10 09:28:29 AM, in Mario 64 Level Importer (last edited by Gecko at 02-28-10 06:33 AM) Link
For some reason, the image converter does not work for me anymore.

[Environment]
Convert path = C:\Dokumente und Einstellungen\Nisa\Eigene Dateien\obj_import6\cvt.exe
[Import Parameteres]
ObjFile = C:\Dokumente und Einstellungen\Nisa\Eigene Dateien\obj_import6\untitled2_Scene.obj
Scaling = 1500.000000
Level = 5
Weather = 0
Background = 3
Create Death at Bottom plane = 1
Restore Level Flag = 0
Bank 0x0C = 3
Bank 0x0D = 3
Bank 0x0E = 4
Music = 0
Terrain = 3
[Material]
Material Library = untitled2_Scene.mtl
Material #1 = Grass_sand.png.001
Texture File = sand.png
[BMP conversion]
Command = C:\Dokumente und Einstellungen\Nisa\Eigene Dateien\obj_import6\cvt.exe "sand.png" BMP3:"sand.png.bmp"
Return Value = 1
[Warning]
ImageMagick's converter couldn't open the texture file or initialize properly
[Warning]
Error opening texture "sand.png.bmp"
Material #2 = Grass_grass.png.001
Texture File = grass.png
[BMP conversion]
Command = C:\Dokumente und Einstellungen\Nisa\Eigene Dateien\obj_import6\cvt.exe "grass.png" BMP3:"grass.png.bmp"
Return Value = 1
[Warning]
ImageMagick's converter couldn't open the texture file or initialize properly
[Warning]
Error opening texture "grass.png.bmp"
Material #3 = Grass_stone2.png.001
Texture File = stone2.png
[Warning]
Error loading file stone2.png - using texture from the game
[ObjFile]
Average X = -95.735248
Average Y = 2171.613336
Average Z = -96.209049
[ObjFile]
Vertex Count = 122
Face Count = 210
Material Count = 3
[Collision groups]
Collision group 1 of 1
StartFace = 1
EndFace = 210
NumFaces = 210
ColType = 0
Vertex data size = 0x2790 bytes
Display List data size = 0xa50 bytes
Collision data size = 0xa50 bytes
[ROM]
Display List pointer = 0x0e002790 (ROM 0x1672790)
Collision Pointer = 0x0e0031e0 (ROM 0x16731e0)
[Collision groups]
Collision group 1 of 1
StartFace = 1
EndFace = 210
NumFaces = 210
ColType = 0
Level Size = 0x000039dc
Gecko
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Posted on 02-28-10 09:51:17 AM, in Mario 64 Level Importer (last edited by Gecko at 02-28-10 07:07 AM) Link
It works when I type:
cvt.exe "grass.png" BMP3:"grass.png.bmp"
The bmp file has been created.

Maybe, there's a problem with the quotation marks or the full path being used.


Edit: After converting all textures by hand, they get imported, as well as getting deleted afterwards.
Thank you for adding an option for saving import preferences, it's really useful. ^^
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Posted on 02-28-10 01:20:59 PM, in Mario 64 Level Importer Link
Works like a charm in C:\objimport6\
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Posted on 02-28-10 03:10:20 PM, in Using Blender (last edited by Gecko at 02-28-10 12:34 PM) Link
I've uploaded a basic texturization tutorial showing breegullbeak's level. All of you should now be able to texturize your levels and import it with Messiaen's 0.7 level importer.

Blender - Texturization Tutorial
Note, the quality will become better as soon as YouTube has finished reencoding it.
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Posted on 03-02-10 05:35:11 PM, in Mario 64 Level Importer Link
This bug has been reported before. Turn back to version 0.7 until there's a new version of either the importer or TT64.
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Jul - Posts by Gecko


Rusted Logic

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

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