| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 541/621 EXP: 1135466 For next: 21653 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) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 15 16 17 18 19 20 21 22 23 24 25 26 27 28 | Next newer thread | Next older thread |
| Polygon model importer, how soon do you want it? | |||
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| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 541/621 EXP: 1135466 For next: 21653 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| cooliscool User Level: 9 Posts: 2/11 EXP: 2475 For next: 687 Since: 09-15-09 Since last post: 12.5 years Last activity: 12.3 years |
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Originally posted by VL-Tone Thanks! Yeah, I fixed that. The link in the post has been updated. Can't wait to see how it turns out. This functionality is now part of Bottles' Glasses's exporter, so if you decide to adopt it we can get all of BK's models into Mario 64. ![]() Also, I'm not sure but you may need the G_SET|CLEARGEOMETRYMODE command as well... |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 542/621 EXP: 1135466 For next: 21653 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Kenshi Member Level: 21 Posts: 44/75 EXP: 47435 For next: 2508 Since: 09-15-07 From: NY Since last post: 6.9 years Last activity: 6.2 years |
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| After seeing where this thread has gone I had to stop lurking on the forums and make a post. I'm pretty sure VL-Tone made a thread awhile back about water hexing. (It was named super geeky hex hacking stuff + Geo or something.) So I'm sure its possible to do. A couple things, Good job on this, SM64 hacking has come a long way since I last touched a hex editor. [ -7th Grade- ] Now Don't mean to shoot a bunch of questions at you guys but this a list of questions I have, Feel free to answer any. I remember reading about extra level slots in SM64. In Rstewarts collision editor that was in like Super Alpha Stage he had some extra levels listed there as well. Are those levels usable in game, and are we able to extend the number of stars that you can put in the game in total? (like SM64 DS) I think one cool thing would be to take DK64 levels and put them in here. DiD you recreate that level or did you get the model of it? (Probably got the model but worth asking) Messiaen, your hack had the ability to switch between Mario & Luigi During the game select screen. Is it possible to like hit a cap and have the models switch or something mid game? Or maybe Your certain characters in certain levels and not others. (that sounds confusing but for example I would be mario in Bob Omb battlefield and then Luigi in whomps fortress.) Finally, I haven't seen it yet and I cannot music hack but if you ever get around to it, I'd like to see any Ocarina of Time Level put into this with some music from it as well (Windmill Music!) Edit: I also got that same effect awhile back however Mario was lighter rainbow and you couldn't really see his textures because those were covered in the rainbow as well. (Eyes nose mustache mouth Hair) Edit 2 : VL, Is that first screenshot where you said this is how its supposed to look from TT64? Or a different source? |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 543/621 EXP: 1135466 For next: 21653 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| cooliscool User Level: 9 Posts: 3/11 EXP: 2475 For next: 687 Since: 09-15-09 Since last post: 12.5 years Last activity: 12.3 years |
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Originally posted by VL-Tone SETGEOMETRYMODE (0xB7) disables or enables lighting. Enabling lighting makes the RGBAs act as normals instead of colors, and vice versa.
As far as the alpha blending goes, all of that is set by SETOTHERMODE_L (0xB9). In your screenshots it looks like no blending is occuring - only alpha testing (full alpha or no alpha). You can try removing this command from your header, so it'll default to SRC_ALPHA, ONE_MINUS_SRC_ALPHA, with alpha blending enabled. In the mean time, I'll work on a version of my exporter that exports the geometrymode commands and setothermode commands. I understand this isn't a permanent fix (though it will get all BK models in to Mario), but it may help you understand better how to accomplish this in the scheme of things.
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| Kenshi Member Level: 21 Posts: 45/75 EXP: 47435 For next: 2508 Since: 09-15-07 From: NY Since last post: 6.9 years Last activity: 6.2 years |
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| VL you running Bottles Glasses under dual booting using an intel mac? Also, What do you use for screen capturing now, or do you capture under the windows partition? [I use a PPC mac with leopard but I have an intel Mac so thats why Im wondering] |
| cooliscool User Level: 9 Posts: 5/11 EXP: 2475 For next: 687 Since: 09-15-09 Since last post: 12.5 years Last activity: 12.3 years |
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Originally posted by mortalkenshi2 I don't think he uses it. The screenshot he posted of it was one I took quite a long time ago, from a very old version of BG (there's some rendering errors in it). This is how it should look: http://img94.imageshack.us/img94/6345/clipboard01lc.jpg http://img40.imageshack.us/img40/8307/clipboard02cm.jpg |
| cooliscool User Level: 9 Posts: 6/11 EXP: 2475 For next: 687 Since: 09-15-09 Since last post: 12.5 years Last activity: 12.3 years |
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Originally posted by VL-Tone
It looks like you're setting the geometry mode, then clearing it (0xB7 and 0xB6 respectively). Not sure of the point in that, you should probably clear then set. You shouldn't need the second SETOTHERMODE_L call (MDSFT = 0x02 (ZSRCSEL), not sure how it works), either. MDSFT = 0x03 (RENDERMODE) sets the current render mode. Try this:
That will disable lighting (so vertex colors are sent as colors), and enable back face culling. The new SETOTHERMODE_L command will force blending (FORCE_BL = 0x00004000) and disable alpha testing (CVG_X_ALPHA = 0x00001000). These are not fixes, you'll need to compute them dynamically for any sort of universality, as you surely well know. An interesting sidenote, both BK and Mario use F3DEX, and from what I can tell pretty much identically. Edit: What is the purpose of drawing 3 triangles (the last 0xBF commands), for every group? Also, do you insert an ENDDL (0xB8 00 00 00 00 00 00 00) at the end of each list? I find it strange that paramaters set when drawing the level would carry over to Mario. |
| messiaen Catgirl Level: 68 Posts: 675/1085 EXP: 2593951 For next: 134849 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Mario actually uses Fast3D, AFAIR the only other game which uses the same early microcode variant is PilotWings. RDP commands are probably the same as F3DEX, however one of the limitations is that in F3D the vertex cache can only hold 16 vertices at once. VL-Tone, nice progress with TT64! Do you still have plans to integrate the Text Wrangler into the interface? I ask because one thing I want to try soon is to move the text/level name/acts table to extended memory so it can be expanded freely. |
| cooliscool User Level: 9 Posts: 7/11 EXP: 2475 For next: 687 Since: 09-15-09 Since last post: 12.5 years Last activity: 12.3 years |
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Originally posted by messiaen Ouch. F3DEX can cache 64 vertices. :o |
| xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 18/982 EXP: 2151468 For next: 62629 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 16 days Last activity: 7 hours |
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| At least Wave Race 64's non-Rumble versions (that one's F3DEX 1.23) and that early Shogi game use Fast3D as well. Btw, a thought I've just had, at least in regards to porting levels from other N64 games to Mario 64: What about using the source game's original Display Lists as far as possible, converting the commands and syntax to Fast3D? The one big problem I'm seeing here is the differences in vertex cache size, as messiaen mentioned, with VTX and TRIx commands having to be recalculated somehow. Collision data might also be a problem (a smaller one), but otherwise this could end up being way more accurate than exporting from an N64 game, via a Wavefront object, and then reimporting it in a different game. ____________________ cu xdaniel |
| Emoluvjd2 Member Level: 20 ![]() Posts: 1/70 EXP: 39565 For next: 2874 Since: 10-24-09 Since last post: 4.1 years Last activity: 2.6 years |
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| VL - Tone in a future version of Toads Tool 64 would it possible to implement a music importer? |
| VideoGuy Member Level: 22 Posts: 56/84 EXP: 52952 For next: 5398 Since: 05-10-09 Since last post: 12.0 years Last activity: 9.9 years |
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| Chances are MML2M64 will remain a separate program, just like it is for SMW hacking. And it works well enough on its own, so merging them would only cause problems. |
| Emoluvjd2 Member Level: 20 ![]() Posts: 2/70 EXP: 39565 For next: 2874 Since: 10-24-09 Since last post: 4.1 years Last activity: 2.6 years |
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Originally posted by VideoGuy The thing is though, the program doesn't work on my computer. I know how Toads Tool 64 is supposed to have a user friendly interface so I just thought that it might work in Toads Tool. |
| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 3568/12211 EXP: 99232279 For next: 641292 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
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| Emoluvjd2 Member Level: 20 ![]() Posts: 3/70 EXP: 39565 For next: 2874 Since: 10-24-09 Since last post: 4.1 years Last activity: 2.6 years |
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Originally posted by Metal_Man88 I see what your saying. It's not harsh and I see what you mean. I wont ask about it again. |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 544/621 EXP: 1135466 For next: 21653 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 3574/12211 EXP: 99232279 For next: 641292 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
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| cooliscool User Level: 9 Posts: 9/11 EXP: 2475 For next: 687 Since: 09-15-09 Since last post: 12.5 years Last activity: 12.3 years |
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VL-Tone, here's a new obj (this time it's Mumbo's Mountain, which uses similar blending techniques) with all necessary RDP commands exported (SET|CLEARGEOMETRYMODE, SETCOMBINE, SETOTHERMODE_H|L). This should fix everything up nicely, while giving you a good view of what to do in the future. Just inject them into your display list as they appear. If you'd like me to add the unpacked bits (and their functions) too, just let me know.
Mumbo's Mountain .obj And here's a build of Bottles' Glasses which exports all of this data in its .obj files: Bottles' Glasses TT64 mod |
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| Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) | - - ![]() |
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