| Super Mario 64000 Random nobody Level: 7 Posts: 6/6 EXP: 980 For next: 468 Since: 02-11-10 Since last post: 12.1 years Last activity: 12.1 years |
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| Thanks! You're so awesome! |
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| Jul - SM64 Hacking (Archive) - Mario 64 Level Importer | - - ![]() |
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| Super Mario 64000 Random nobody Level: 7 Posts: 6/6 EXP: 980 For next: 468 Since: 02-11-10 Since last post: 12.1 years Last activity: 12.1 years |
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| Thanks! You're so awesome! |
| Emoluvjd2 Member Level: 20 ![]() Posts: 21/70 EXP: 39568 For next: 2871 Since: 10-24-09 Since last post: 4.1 years Last activity: 2.6 years |
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Originally posted by messiaen Are you sure? When I ripped the textures the background came out as 9 32x32 textures meaning that it should be 96x96, shouldn't it? For comparison, here are the two image sizes. 96x96 320x256 |
| messiaen Catgirl Level: 68 Posts: 818/1085 EXP: 2594160 For next: 134640 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Hmm, I have been using Bob-Omb's Battlefield background as a basis, I have to take a look to see how other backgrounds are layed out. Also, even if you only got 9 different 32x32 textures, most backgrounds use repeated tiles (if you look closely at the Bob-Omb one you'll notice it) |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 569/621 EXP: 1135555 For next: 21564 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| BTTF Forever Member Level: 20 ![]() Posts: 59/70 EXP: 39104 For next: 3335 Since: 02-08-10 From: Australia Since last post: 11.2 years Last activity: 11.2 years |
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| the new importer is brilliant!!!!!!!, if i want to change one of the star positions, all i have to do is get an empty cube (that hasnt been assigned to something yet) in TT64, and move it to the position i want the star to be in, then I note the X, Y, Z co-ordinates at the bottom of the tool, then input that into the importer! there's a little glitch though, as soon as you move close to the star after you beat the boss, the camera sort of zooms out, like at the top of bob-omb battlefield view camera. i have only tried King Bob Omb, so i dont know but i don't mind, if you put the star high enough up, the glitch does not happen even if you walk under it. haven't tried out the fog yet but I'm sure it works great! i just have a question: how does this "!" box modifier work? does it change the contents of the box to anything you want? ____________________ See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| messiaen Catgirl Level: 68 Posts: 819/1085 EXP: 2594160 For next: 134640 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by VL-Tone The only info I could found about backgrounds was this old post by rstewart215804. Since you have actually decoded the backgrounds from the pointer tables, you probably do know much more about it. I'll see what I can do with your piece of information, I guess getting this correct will be harder than I thought... Originally posted by rstewart215804 Originally posted by "BTT Forever" Sorry for the lack of documentation, but here's a short explanation. This is the ItemBoxDefaultContents.txt file: 00, 0000, 87, 13003DB8 01, 0000, 86, 13003DD8 02, 0000, 88, 13003E1C 03, 0000, BE, 13001F3C 04, 0000, 74, 130009A4 05, 0000, 00, 13000964 06, 0000, 00, 13000984 07, 0000, D4, 13003FDC 08, 0000, 7A, 130007F8 09, 0000, D4, 13004010 0A, 0001, 7A, 130007F8 0B, 0002, 7A, 130007F8 0C, 0003, 7A, 130007F8 0D, 0004, 7A, 130007F8 0E, 0005, 7A, 130007F8 It's basically hexadecimal values, indicating: You can spawn any object, if it's available in the current level. Please keep entry sequencial, so after 0E comes 0F then 10, 11 and so on. Note that each value must be separated by a comma. Use VL-Tone's Behavior Doc as reference for behavior numbers. Old VL-Tone post in the checksum area thread listing Item Box contents: Originally posted by VL-Tone |
| Emoluvjd2 Member Level: 20 ![]() Posts: 22/70 EXP: 39568 For next: 2871 Since: 10-24-09 Since last post: 4.1 years Last activity: 2.6 years |
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Thanks for clearing that up, VL-Tone. I must have just not dumped all the textures. ![]() |
| wwwarea Member Level: 21 Posts: 71/74 EXP: 45036 For next: 4907 Since: 08-10-08 Since last post: 9.7 years Last activity: 9.4 years |
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| Hey messiaen, How many faces can I go up to for a level? I was trying to import a map that had over 5000 faces and in your importer, I got this warning message saying "Warning: some textures from your material file couldn't be found." So, I wanted to view the level to see if the textures came up still but the level was still the same, the importer diddn't import the map. So I made kind of the same thing in Wings 3D but with less faces this time and it was under 3000 faces and I imported the obj file and this time, I diddn't get that warning message and went to the level and it was imported. So is this a bug or is it a safety feature like it wont import maps with that many faces? |
| BTTF Forever Member Level: 20 ![]() Posts: 60/70 EXP: 39104 For next: 3335 Since: 02-08-10 From: Australia Since last post: 11.2 years Last activity: 11.2 years |
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| I'm pretty sure the importer will not import a level with a number of faces higher than 2000. however the importer does not give you a warning for the number of faces being over the limit. I have had the same problem a lot of times before. Maybe in a later version Messiaen could put in a warning saying: "the level was not imported because the number of faces in the model was over 2000" ____________________ See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| messiaen Catgirl Level: 68 Posts: 820/1085 EXP: 2594160 For next: 134640 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| The program won't import any .obj file with more than 5000 faces and, unless there's something wrong with recent versions, it should display a fatal error message saying that the file wasn't imported because id had more than 5000 faces. Edit: water starting to work :<object width="480" height="385"><embed src="http://www.youtube.com/v/-3Rd2svqmOw&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> Now I gotta test if it's possible to have both water/toxic haze/myst at the same time in a level. |
| DarkSpacer Member Level: 30 Posts: 1/184 EXP: 165833 For next: 36 Since: 03-23-10 Since last post: 5.6 years Last activity: 5.0 years |
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| I have a problem with the importer. When I try to import a level using your importer, it doesn't show up in Toad's Tool OR SM64. These are the steps I use: I get an extended ROM. I drag it onto Rom Expand.exe and it expands. I patch it with Obj_import6.ppf with PPF-O-Matic 3 I open the importer I import the level (is scaling supposed to be 1?) I open Toad's Tool I navigate to BOB nothing. Except warps and a Mario Start object and a bunch of Empty Objects. I see the background and everything behaves normally (except for some reason TT64 thinks I have unsaved data because the Save text turns red) If it helps, I run Windows 7. Also another problem, when I revert the level to the original BOB after importing a level, I get a "#getProp" error when I try to open in Toad's Tool (this error may be because I messed with it a bit before reverting). I might try compatibility settings for XP or Vista. EDIT: Forgot to say what tools I'm using: Google Sketchup 7 with the OBJ plugin provided on your website. Project 64 for emulation (dunno if this helps). |
| messiaen Catgirl Level: 68 Posts: 821/1085 EXP: 2594160 For next: 134640 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Just set a bigger scaling and experiment until you have found a proper size. Depending on the measuring you are using in SketchUp and the relative size of your model, you may need a scaling value as high as 2000 or so. I'm interested about the #getProp error. After importing the level again, does it fixes the problem? Also, can you reproduce it on a clean ROM (that is, a new ROM with the obj_import6.ppf patch applied) ? |
| DarkSpacer Member Level: 30 Posts: 2/184 EXP: 165833 For next: 36 Since: 03-23-10 Since last post: 5.6 years Last activity: 5.0 years |
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| I got another ROM, did the import (patching with ONLY PPF patch didn't work (BOB didn't get replaced)). So, on a ROM with ROM Expand and PPF applied, import, opened fine in TT64. When I reverted, got #getProp error when decoding level scripts. |
| wwwarea Member Level: 21 Posts: 72/74 EXP: 45036 For next: 4907 Since: 08-10-08 Since last post: 9.7 years Last activity: 9.4 years |
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| Oh, OK. So is the 5000 faces the game limit or the tool limit? Oh and BTTF forever, you should be able to import more then 2000 faces, its just that toads tool might view it wierd like some faces are missing but in the game, it looks OK. Also, nice job on the water boxes. ![]() BTW, about unsolids, is that feature in v11? Or is it still being worked on? |
| BTTF Forever Member Level: 20 ![]() Posts: 61/70 EXP: 39104 For next: 3335 Since: 02-08-10 From: Australia Since last post: 11.2 years Last activity: 11.2 years |
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| I am pretty sure its still being worked on, it will be cool when its done! so the water now works, does that mean the water modifying diamonds will work?, and also if you need other save states done just let me know. ____________________ See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| messiaen Catgirl Level: 68 Posts: 822/1085 EXP: 2594160 For next: 134640 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Fixed the problems with the restore level function, just avoid it for now. I'm not sure how many faces the game can handle, however based on the existing levels I would say 2000/3000 faces are safe values, and should be enough for very detailed levels. Water/toxic haze/myst is being worked for v12. |
| Vinnyboiler Catgirl Level: 66 ![]() Posts: 91/1044 EXP: 2439891 For next: 21960 Since: 12-27-07 From: London, England Since last post: 7 days Last activity: 3 days |
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| Can some help make a proxy box for me in sketchup. I dont know how big the doors in sm64 are which puts my hack at a big disadvantage. I import my models with a 200 scaling if that helps. Thanks in advance, and sorry if I comeover rude sometimes. |
| Rena I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings Level: 135 Posts: 2950/5390 EXP: 29051736 For next: 283269 Since: 07-22-07 Pronouns: he/him/whatever From: RSP Segment 6 Since last post: 333 days Last activity: 333 days |
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03-24-10 09:30:25 PM
Post #2950
Is the number of faces limit based on amount of available memory, or on the rendering capabilities of the GPU? It wouldn't be difficult to take advantage of that nice 4MB Expansion Pak if that's the only issue. Just need to know where the faces are stored in RAM... ____________________
why not?
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| messiaen Catgirl Level: 68 Posts: 823/1085 EXP: 2594160 For next: 134640 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| VL-Tone: Thanks for the help on backgrounds. I thought that the "extra" backgrounds tiles were some kind of optimization to save ROM/RAM space, but indeed it's only a repetition of the 256x256 background external tiles. HyperHacker: 5000 is an arbitrary value I chose because I needed one to avoid people importing high-poly models and wondering why the game doesn't work at all or why the collision fails on their complex spheres . I'm already using extended memory, so RAM isn't an issue at all.vinnyboiler: I'll try to do some comparisons so you can have an idea of Mario's size in comparison to some SketchUp measurement unit. About the water/toxic haze stuff, in v12 you'll be able to set just one water box per level (ie, to flood the level). Later versions may have a better water interface so you can create multiple water boxes, and have toxic haze, water and myst at the same time in a level. |
| Emoluvjd2 Member Level: 20 ![]() Posts: 23/70 EXP: 39568 For next: 2871 Since: 10-24-09 Since last post: 4.1 years Last activity: 2.6 years |
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| I just figured out a way how to fix collision data errors, but my textures appear upside down. Can this be looked into? |
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| Jul - SM64 Hacking (Archive) - Mario 64 Level Importer | - - ![]() |
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