Gecko
Member
Level: 25
   

Posts: 81/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| Why is everyone so eager importing levels from other games? I think that these tools should be used for the creation of new material instead of ripping levels from other games turning the whole importing process into an illegal act. Think about something new, be creative. Learn a lesson from Celux. |
Gecko
Member
Level: 25
   

Posts: 82/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| I think it would be quite interesting knowing which editor you are mainly using. |
Gecko
Member
Level: 25
   

Posts: 83/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Originally posted by messiaen
Changes from the earlier "beta":
- Levels should work now in TT64 (but textures will probably look weird)
- A minor collision bugs was fixed
- Path bugs were fixed, so texture problems are much less prone to happen
Maybe it's just a false alarm.
Edit: Yep, it was.
For those of who are experiencing whitescreens, if you're using savestates, create a new savestate after updating your object importer files. Each update makes former savestates unusable resulting in a white screen. |
Gecko
Member
Level: 25
   

Posts: 84/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Originally posted by Me-me In the big picture above posted by Gecko, I noticed that the model have various colours.
Has this something to do with collision types, or do you just like to paint your models? 
You are able to colorize vertex groups, e.g. assigning 12 faces to a group called "chest" and giving them a red tint which helps you differentiating vertex groups from each other when you do not use the texturized viewport, but a flat shaded one instead. See the vertex groups tutorial from my first post. |
Gecko
Member
Level: 25
   

Posts: 85/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| Are you mixing fog with weather effects? |
Gecko
Member
Level: 25
   

Posts: 86/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| That would be nice know since some more games make use of vertex coloring. |
Gecko
Member
Level: 25
   

Posts: 87/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Nintendo won't stop us from creating new content for its games.
Stop ranting about your so-called IQ and start being creative.  |
Gecko
Member
Level: 25
   

Posts: 88/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
I already like your first video very much!
I think I'll need to make another tutorial showing you how to texturize specific parts of your model in the right way. Hope I'll have time for that next Sunday.
Which settings did you use for the water box? |
Gecko
Member
Level: 25
   

Posts: 89/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Originally posted by ganef What is the maximum number of textures the level importer can put in a level (and can it be expanded)?
I got a feel for the limits of the maximum number of textures possible, and I wanted to know if there is an official answer!
In trying to import some original paintings into Mario64, I got an error message.
I took a picture of a painting of mine, sliced it into 32 x 32 tiles, reassembled the tiles in SketchUp, and exported them as a .obj.
Here is a picture of what it looks like:
tinyshit/10ht076.jpg
If I try to import a whole painting, 322 unique textures, I get an official looking error message from the Windows system saying that the object importer has to quit. However, if I do half a painting, say 160 textures, I get no error message at all, and everything seems fine.
Here is half a painting, in-game:
tinyshit/xm8x11.jpg
Any thoughts?
You could combine your texture(s) with hi-res textures using Rice Video or similar video plugin allowing you to use hi-res textures.
|
Gecko
Member
Level: 25
   

Posts: 90/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Originally posted by steke1995 Sorry, but I can only Explain this in German, because I can't speak English very good. Please use the Google Translator.
Wieso kann man den nicht einfach einen Sound Editor in Toad's Tool einbauen? W�re doch Super, oder? Einfach eine *.wav Datei einbauen in das ROM und gegen ein anderes ersetzen. So h�tte man dann statt einem Mario Jump Sound einen Luigi Jump Sound XD
Naja, hoffentlich kann jemand diese Idee umsetzen...
Liebe Gr��e an alle hier!
steke1995
Can't you include a sound editor into TT64? It would be great if you could simply import a wav-file into the ROM and replace sounds with it. Instead of having a Mario jump sound, you could have a Luigi jump sound.
I think with the Luigi sound he means like from the DS version which has some more characters to play with whereas every character has its own set of sounds. The main question here is which sound format decoder is used in Mario 64 since it probably won't be wav. |
Gecko
Member
Level: 25
   

Posts: 91/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Originally posted by DarkSpacer
Originally posted by Metal_Man88 "Dies ist nicht der Suggestion TT64 Thema Integration und Dinge wie diese, um in TT64 würde schwierig sein, und die Verwendung. Wav-Dateien ist nicht möglich, da SM64 verwendet Midi-Musik-Stil - es nicht akzeptieren, Roh-Wellenformen."
I don't know if it translated correctly, though...
Edit: Just a thought...isn't there some Wav to MIDI converter somewhere? It may take some work, but maybe we could shoot for some WAV to MIDI converter to convert the sounds to the insturments used inside SM64?
There should be two different kind of sound files: One is the midi-like music you spoke of and the other one steke actually refers to are the sound samples (e.g. speech) which should be in a format similar to wav. |
Gecko
Member
Level: 25
   

Posts: 92/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
You did not triangulate the whole map. Go into edit mode (TAB), press A, press A again and press A again to select all faces and then hit Ctrl+T for triangulation. Make sure you save the blender file first and then export it as obj file using following options:
All Scenes
Apply Modifiers
Rotate x90
Edges
Normals
High Quality Normals
UVs
Materials
Triangulate
Polygroups
Nurbs
Material Groups
Keep Vertex Order
I get an obj file which is 4kB big, yours was 3kB. |
Gecko
Member
Level: 25
   

Posts: 93/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| The Blender file you've uploaded consists of both triangles and quads, like messiaen wrote. Maybe there was something wrong. Make sure that you always save the Blender file first before exporting it to obj. |
Gecko
Member
Level: 25
   

Posts: 94/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Same happens here, but I have absolutely no clue why this happens.  |
Gecko
Member
Level: 25
   

Posts: 95/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| How did you fix the bug? |
Gecko
Member
Level: 25
   

Posts: 96/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
| Posted on 06-15-10 12:08:11 PM, in Using Blender (last edited by Gecko at 06-15-10 09:08 AM) |
Link
| |
That always happens after extruding faces. Just select the lower four vertices (or select two opposing edges) again and create another face by hitting F in edit mode in order to cover up that gap.
If the newly created face does not show any texture in textured view mode, simply flip the normal like described in my tutorial.
Feel free to ask if you did not understand everything or if you have another question. |
Gecko
Member
Level: 25
   

Posts: 97/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
I think he means the normal in-game camera mode which you can toggle by pressing [Edit] R on the controller. He wants the Lakitu camera mode, which is used by default, to be disabled completely or alternatively have the Mario camera mode to be activated by default.  |
Gecko
Member
Level: 25
   

Posts: 98/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
| Posted on 06-16-10 04:20:09 PM, in Using Blender (last edited by Gecko at 06-16-10 01:20 PM) |
Link
| |
Of course! Feel free to use every work from me freely without asking for permission. Thank you if I can be of any help to you. You did so much for the community, I'd be happy to contribute to your work. |
Gecko
Member
Level: 25
   

Posts: 99/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
You're right! I mixed up the MarioKart64 sound button with Mario64's camera button which was why I thought of the L button.  |
Gecko
Member
Level: 25
   

Posts: 100/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Great idea!!  |