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10-17-14 10:25:53 AM

Jul - Posts by Breegullbeak
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Breegullbeak
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Posted on 06-16-10 10:32:45 PM, in Mario 64 Level Importer Link
Originally posted by vinnyboiler
Heres a question, is their a way to show this area in TT64,

If their is not currently a way to show this area in TT64, then is their a way to find the position co-ordernates in-game so I can just type it into TT64. This problem is case for all my levels and some are so bad I cant even see most of it in the editor

Change the viewing to collision detection (or somthing like that)in the bottom right corner of the screen. The invisible parts should appear in white.
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Posted on 06-24-10 04:11:39 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Metal_Man88
Good luck modifying Mario like that, most of his body data can't be changed like that.

As for making the camera hover OVER his head, that may be possible, but I'm not the expert on cameras here...


What if instead of removing Mario's head you move it out of the way with a Polygon edit like VL-tone's Luigi Easter egg?
Breegullbeak
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Posted on 06-24-10 09:36:00 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
You could create a crowd with rows of textures designed to look like a crowd like in most old WWE titles. I really doubt Bowser would fit in there well with Mario, but I'm sure other bosses might fit such as the large Pirahna plants from Tiny Huge Island.
Breegullbeak
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Posted on 07-01-10 06:49:25 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Setzer
I know this sounds INCREDIBLY noobish, but how do you delete and insert new objects into a map on Toads Tool 64? Or, better yet, is there a tutorial thread around on this forum for it, that could possibly answer most of my noobish questions? I'm only just a beginning hacker here, but I still keep my hopes and dreams high.

You can't delete objects or insert new ones. Can change items to empty objects by deselecting them from all acs and you can change objects into other objects of that type. I believe you may be able to add more objects using the script dump, but it's pretty advanced.
Breegullbeak
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Posted on 07-09-10 04:37:04 PM, in Mario 64 Level Importer Link
Originally posted by hectik17
i have a problem...
the rom "Super Mario 64 (U) [!].z64" has been extended using

M64ROMExtender 1.3b.exe

the the ppf patch has been applied...
and when i go to import a level i get

Image

it says to use rom_expand.exe but that file didn't come with M64ROMExtender 1.3b ... any help please?


Messian made an extra extender that is used on extended roms so that there would be more room for custom levels. It should be in the folder you downloaded with the program. Just drag the rom onto the rom expander and then patch it.
Breegullbeak
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Posted on 07-12-10 02:38:10 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Dark_liveX
where can I download it?

Download here
Breegullbeak
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Posted on 12-06-10 03:40:25 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by shadeyshaney
is it possible to play 2 player super mario 64? like has anybody made a hack or anything close to it?

http://sites.google.com/site/jamesskingdom/Home/game-codes-by-james-s/super-mario-64-codes#TOC-Multiplayer-codes

Thats as far as I've seen multiplayer go.
Breegullbeak
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Posted on 03-14-11 08:36:51 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
I find it strange to be posting a question here after so long. In the Collision data it says that the Slide collision is the same as the solid detection. I know Peach's Slide is a slide, Cool Cool mountain's second room is a slide, and all but the first area of Tall Tall mountain is a slide. Problem is only one is available to import a level to at the moment.

Is there any way around this? Also I'm just guessing there is a byte or somthing that sets the collision to slide detection. Could this be implmented into a future release of the importer? It'd open up the Slide to be used as mabye an obstecal course instead of a race, or just another secret star. No rush though.
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Posted on 03-15-11 04:30:26 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Breegullbeak at 03-15-11 04:31 PM) Link
Regarding the above post.

This might be found useful. It points out where textures are that can't be edited in Toad's Tool. I thank Messiaen for his link in the "name the textures" thread. Once you get past the bad translation it's rather helpful.
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Posted on 05-31-11 02:52:48 PM, in Mario 64 Level Importer (last edited by Breegullbeak at 05-31-11 02:53 PM) Link
Originally posted by UED
At first I want to say: AWESOME tool the importer
I have got questions about it, I hope you will give me some answers:

1. Is it possible to import more than one level into a ROM? Or can I just replace one level for a ROM?

2. Can I use this tool with Bottles Glasses? I want to export a level of Banjo-Kazooie as obj-file and import it to Mario 64 with the importer. Does a obj-file contains textures? If no: How can I export with Bottles Glasses the obj files with textures and how to use them in the Importer?



1. Yes, you can replace multiple levels.

2. Yes, you can. However Banjo Kazooie's texturing is more advanced then that of SM64, so you might need to edit the textures a bit so that they look right. Also note that Banjo Kazooie levels tend to be made up of 2 to 3 models. One being water, one being the land, and the final being fences and such.
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Posted on 06-01-11 03:54:24 PM, in Mario 64 Level Importer (last edited by Breegullbeak at 06-01-11 03:58 PM) Link
I'd love to, but due to some computer problems I dont have Bottles glasses anymore. The OBJ file has the textures with it. There should be an option in one of the drop down menus to export the model. I use MS Paint to edit textures which I know is not the best choice for editing.
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Posted on 09-09-11 09:40:22 PM, in Mario 64 Level Importer Link
Originally posted by Celux
I think it's more likely he's using the better-known 3DXRipper or Rice's 1964 Video Plugin. Both of these can rip models and textures from any N64 game, as well as 3DXRipper being able to rip from any other program using DirectX.

It is most likely Bottles Glasses. I ended up showing it to him and VL-tone on the first or second page of this thread. He's even got the program cited in the description of his youtube videos that use the models.

On topic, I'm glad to see this project hasn't died. Regardless of wether or not I can use the program due to my own computer problems, it's great to know that true fans of this game will be able to keep the open world Mario game alive even if Miyamoto has left it behind.
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Posted on 10-29-11 08:51:23 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Breegullbeak at 10-29-11 08:55 PM) Link
Originally posted by vinnyboiler
Hey guy's, I'm going back to college so I thought I'd upload these pics of levels I'm currently working on since I wont get that much time to make them look nicer:



I love how differently these levels clash


I couldn't believe it at first, but now that I'm certain, I just became 20% more excited for this hack.

I recently ran into computer problems and lost all my work on my texture hack again, but I managed to save all of the portraits beside Wet-Dry World which didn't turn out well.

Link to each portrait and older versions.
Pages: 1 2 3 4 5 6 7
Jul - Posts by Breegullbeak






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.

22 database queries, 34 query cache hits.
Query execution time:  0.041300 seconds
Script execution time:  0.056566 seconds
Total render time:  0.097866 seconds


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Info: Document content looks like HTML Proprietary
Info: No system identifier in emitted doctype
276 warnings, 0 errors were found!


The table summary attribute should be used to describe
the table structure. It is very helpful for people using
non-visual browsers. The scope and headers attributes for
table cells are useful for specifying which headers apply
to each table cell, enabling non-visual browsers to provide
a meaningful context for each cell.

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
. You may also want to try
"http://www.cast.org/bobby/" which is a free Web-based
service for checking URLs for accessibility.

You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

To learn more about HTML Tidy see http://tidy.sourceforge.net
Please fill bug reports and queries using the "tracker" on the Tidy web site.
Additionally, questions can be sent to html-tidy@w3.org
HTML and CSS specifications are available from http://www.w3.org/
Lobby your company to join W3C, see http://www.w3.org/Consortium