| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 187/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Jul - SM64 Hacking (Archive) - Adobe Director 11 released March 25th. | - - ![]() |
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| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 187/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| pikmin 100 40 ![]() ![]() ![]() ![]() Level: 17 Posts: 22/46 EXP: 22803 For next: 1940 Since: 09-07-07 From: texas Since last post: 13.9 years Last activity: 13.7 years |
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| ohhhh sorry to hear that you might run into problems VL, but i don't have one negitive thought in my mind that you'll still continue your fine work, (great, and mind boggleing at that) i like your recent version by the way, with the flat world and all. |
| vingamer234 User Level: 9 Posts: 2/10 EXP: 2276 For next: 886 Since: 02-13-08 Since last post: 13.5 years Last activity: 13.0 years |
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| Yay, now Director 11 works with Vista! However, I hope you don't run into any problems with it and B/C. Good luck, and try to take a break once and a while. |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 203/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| wowfunhappy Member Level: 16 Posts: 22/40 EXP: 18486 For next: 1770 Since: 09-10-07 Since last post: 12.9 years Last activity: 12.9 years |
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Originally posted by VL-Tone You could make the texture editor a separate program, like the current state of the SM64 text editor- the texture editor would use director 10, and the main TT64 program, one without a texture editor, would use director 11. After all, the current texture editor has no problems running on vista, correct? As for the M64Geometry file... it's an annoyance to be sure, and will be frustrating, but then, it's also nothing more than an annoyance, and won't cause TT64 to loose any sort of functionality. Besides, it may ultimately be for the better, as SM64 hacking progresses and geometry editing becomes increasingly common. |
| messiaen Catgirl Level: 68 Posts: 89/1085 EXP: 2594040 For next: 134760 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| If you can't find a solution for the next version, maybe you could make TT64 decode only the polygons for the level displayed. That would be just a few extra seconds of loading time, which is not annoying at all. Edit: Probably this is not something simple to do, as TT64 seems to compile all the polygon information as a "master index". |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 222/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 196/1085 EXP: 2594040 For next: 134760 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| I don't care much about textures, but when you release the new TT64 version you could still keep the download link of 0.5.9b with texture export. Or perhaps you could include in the download package (or as a separate file) all the exported textures. By the way, have you seen this texture list on the japanese forum? There's some interesting offsets there, such as the water texture. Also, I have been experimenting with background swaps, and while this may be a bit dangerous to include, as the differented sized background banks could crash the game, it would still be useful when creating new levels. One of the common functions in the main terrain Geo Layout is responsible for handling the background textures, and there is some minor adjustments depending on which Background Bank (0x0A) you load. I'll document a bit more this stuff and send it to you in a few days. |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 229/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 202/1085 EXP: 2594040 For next: 134760 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| rstewart215804 posted some info about backgrounds texture pointers on the Flatworld thread, but probably you already know about that. Here is a list I compiled with the necessary changes use any background on Flatworld (or any other level, for anyone who wants to swap backgrounds). Besides changing the 0x0A Bank Loaded, you need to adjust this function in the Terrain Geo Layout: 19 00 00 xx 80 27 63 D4. See the list below for correct values: There is also a function in the Geo Layout which repositions the entire background, but I have to test it again to provide more consistent information. |
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| Jul - SM64 Hacking (Archive) - Adobe Director 11 released March 25th. | - - ![]() |
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