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04-23-22 09:43:51 PM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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wwwarea
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Posted on 03-09-10 04:33:18 AM Link | Quote
Yep, had the same problem too. I diddn't use those options in bank 0E this time and I can import more then 1 map with out any problems now.
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Posted on 03-09-10 08:05:01 AM Link | Quote
So what can we expect in version 0.9? besides the bug fixes from this version (bank problems.......you know).

If all goes well, do you think the final version of this "experimental wavefront importer" will be incorporated into toads tool 0.6?

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messiaen
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Posted on 03-09-10 11:53:56 AM Link | Quote
0.9 will have alpha support for .PNG files (already done) and some texture related settings, such as a "non-solid" collision type and an option to make faces visible from both sides (that is, to disable back-face culling), which is useful for alpha textures (such as fences).

Other than that, it may include fog settings (which will be probably based on a few "presets", cause fog is a pain to get right) and some other features which I won't disclose since I haven't even started to work on them.

It's not possible or necessary to incorporate this importer in TT64.
Aamelo
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Posted on 03-09-10 04:24:43 PM Link | Quote
I have a question:
I see that the Star is a 3D Model.
Is there anyway to Import another OBJ to overwrite Star Model, making the OBJ the "Star" Model?
BTTF Forever
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Posted on 03-09-10 05:49:25 PM Link | Quote
now that would be cool, not a custom level, but a custom object!

i would say that it would be possible, since the polygon data might be in a bank of some sort, you would be able to scroll down the list, and choose what model you want to replace, but if the object has an animation, EG: Goomba, it might be a bit difficult to have the animation pointers make your new model move...

i also suggested maybe an object EXPORTER?, if you just want to tweak the original SM64 level a little bit and then re-import it, would this be possible?

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Conte de Contis
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Posted on 03-09-10 06:02:30 PM Link | Quote
I agree, it would be cool, even replace some models which make mario's sprite, but i dunno how difficult it could be.

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wwwarea
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Posted on 03-09-10 06:06:34 PM Link | Quote
I have been getting the lava to work but when I try other collision type, they don't seem to work in the game.

Anyway, nice job on the importer messiaen. I see you were working with the fog but said its a pain though. Non solid collision sounds nice too.
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Posted on 03-09-10 06:48:21 PM Link | Quote
Originally posted by wwwarea
I have been getting the lava to work but when I try other collision type, they don't seem to work in the game.

Anyway, nice job on the importer messiaen. I see you were working with the fog but said its a pain though. Non solid collision sounds nice too.


Please specify what collision types didn't work. Did you use the list on my site? Did you convert them to decimal? You need to be as concrete as possible when reporting any kind of bug.

I got the fog to work, however I'm having problems setting fog on textures with alpha. Still, it works nicely on opaque textures, it's a very cool effect to have on a level (though it can be easily overused).

Inserting .obj files as individual models isn't a planned feature for anytime soon, nor any kind of exporter due to technical reasons, please don't insist on it.
wwwarea
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Posted on 03-09-10 10:58:32 PM Link | Quote
I was using collision type 13, A, and 23. Thats all I could remember. So I type them like collisionType 23 but it diddn't work like the lava. Yeah, I used the list, when you said decimal, what did you mean like that? Like can you please tell me how I should type 0013 for very slippery hill if I wasn't typing it right?
spinout
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Posted on 03-09-10 11:29:15 PM Link | Quote
Originally posted by wwwarea
I was using collision type 13, A, and 23. Thats all I could remember. So I type them like collisionType 23 but it diddn't work like the lava. Yeah, I used the list, when you said decimal, what did you mean like that? Like can you please tell me how I should type 0013 for very slippery hill if I wasn't typing it right?

hexadecimal       : decimal

0xA : 10
0x13 : 19
0x23 : 35
wwwarea
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Posted on 03-10-10 01:47:03 AM Link | Quote
Hey, thanks. I got it to work. Would be cool to use the switches but this importer doesn't have other areas importing. Just area 1 in a level I think. But this is still cool.
messiaen
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Posted on 03-10-10 11:21:43 AM Link | Quote
Toad's Tool is still not very flexible about areas, so I can't implement it yet. Also, If I ever get to implement it, the ROM will probably need to be expanded again (to 64Mb).

Here's some nice screenshots showing some the Fog presets you can chose in v0.9. I have disabled fog for alpha textures, since I can't find the right settings.

No Fog:



Subtle fog:



A bit more:



Even more fog:



Intense fog:


It's possible also to specify fog color, which can even result in some psychedelic effects:

Me-me
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Posted on 03-10-10 11:51:39 AM Link | Quote
Looks nice!
Judging by the pictures, the fog effect is most effective in underground areas since the fog doesn't affect the background...

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Conte de Contis
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Posted on 03-10-10 12:49:23 PM Link | Quote
I like this idea of the fog
I have a question: i know the limitation, but is starting creating stuff (hacking looks evil) recommanded since now? Since it is experimental, it has though a lot of features, so, i was asking.
BTW, to get model ideas... you could try to play with Lego blocks

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messiaen
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Posted on 03-10-10 01:13:14 PM Link | Quote
Originally posted by Me-me
Looks nice!
Judging by the pictures, the fog effect is most effective in underground areas since the fog doesn't affect the background...

Yeah, it surely doesn't work very well with blue skies . Also, the fog support is limited because you can only apply it globally. Bob-omb Battlefield, for instance, seems to use fog only on the level outlines, producing a very nice effect.

I could reproduce this however by having fog applied on specific "groups" of the obj file, but I'm not sure how common is this feature (grouping) on .obj exporters.

Originally posted by Conte de Contis
I like this idea of the fog
I have a question: i know the limitation, but is starting creating stuff (hacking looks evil) recommanded since now? Since it is experimental, it has though a lot of features, so, i was asking.
BTW, to get model ideas... you could try to play with Lego blocks

I think it's safe enough to start creating content, I'm really looking forward to the first hacks made with this tool, be it a one level hack or a complete redesign. All further aditions will be compatible with the current ROM format (except for areas, but that isn't coming anytime soon), and even if you re-import .obj files, object lists are never overwritten.

Also, for those that corrupted their ROMs using 0.8b (using a few Bank 0x0E settings), they will be automatically repaired in the next release.
Me-me
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Posted on 03-10-10 02:38:45 PM (last edited by Me-me at 03-10-10 11:40 AM) Link | Quote
Originally posted by Conte de Contis

BTW, to get model ideas... you could try to play with Lego blocks



Looks like my ol' lego piece found it's way into my ROM
I think you meant literally, but I made it in blender. I'll build on this model more and create a nice level for my minihack.
So, you could say I got model ideas

Until then, I hope others'll get the inspiration to create new levels too.

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Lyskar
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Posted on 03-10-10 05:48:15 PM Link | Quote
Stats
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Metal_Man88's Post
Lookin' sweet. Wish I had done some modelling or something; I have the technical background to do so, but didn't figure things would move along this swiftly.

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Posted on 03-10-10 06:22:21 PM Link | Quote
the Lego brick looks cool!

hey Messiaen, will the versions stop at 1.0? If not, how many versions do you think there will be?

Love the fog idea by the way, but before hand, i did think the fog was going to be more "fog" like, where it sort of gets whiter and whiter as you go along, but you did do a great job, thumbs up from me!

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messiaen
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Posted on 03-10-10 06:24:40 PM Link | Quote
Here is v0.9 with the nasty bank bug (which would corrupt the ROM) corrected. You can still use the same ROM as before, when importing a level it will repair the problem.

There are three new features:

- Fog Settings
- Alpha support for .PNG textures
- "Pseudo" collision type 80, which can be used for "non-solid" objects.

Note that fog won't work with alpha textures, as I couldn't find a way to do so.

Me-me: Very nice! Also, just found this very cool level on YouTube (by user GlitchMaster7):

<object width="425" height="344"><embed src="http://www.youtube.com/v/l2cKRpr3FsM&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Link for v0.9

(in case you missed it up there).
Lyskar
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Posted on 03-10-10 06:25:22 PM Link | Quote
Stats
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Metal_Man88's Post
BTTF: While I'm not Messiaen, I can guess the version numbers will probably not stop at 1.0, but rather, 1 point something, er, something after 1. As generally 1 is the first 'complete' release, which means unless he's extremely good at coding/thorough, he'll probably want to do a few additions/bug fixes before he considers it done.

That's just software engineering for ya, though.

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Eisnaught - SSQ² - Mobius Roleplay - SSS
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


Rusted Logic

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

32 database queries, 10 query cache hits.
Query execution time:  0.104944 seconds
Script execution time:  0.033539 seconds
Total render time:  0.138483 seconds


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