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04-23-22 08:38:05 PM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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messiaen
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Posted on 04-16-10 07:27:21 PM Link | Quote
ganef: Nice you got it hi-res textures to work, actually there shouldn't be any reason for it not to.

At first I wasn't sure if you were a troll or not (we see it all the time on internet forums), but let me express my sympathy for your project. I'm rather amused that you chose this game as a medium for it, probably more recent games would be easier for such a modding project. While I am not sure if videogames can be considered art or not (blame Adorno for that!), even in a post-modern context (oh those elusive concepts), the idea is at least original.

BTT: Can't look right now, but I'm almost sure it's because your texture files are in the JPEG format (ImageMagick should support it, but maybe I'm missing a parameter to get it right). Usually SketchUp convers them to png, I wonder why it used jpeg this time?

I may do a simple water tutorial later on, and by the way I have to think of an interface to handle multiple water boxes.

Somehow this came to my mind (already posted it on another thread)

BTTF Forever
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Posted on 04-17-10 12:14:58 AM Link | Quote
um, messiean, the plugin has always exported to JPEG, always has, always will, it only exports them to PNG if it has an alpha (eg: fence), when i have always made sketchup models, they have always been exported as JPEG and the import correctly, and i know its nothing wrong with the exporter, since i tried the .obj on older versions of the importer, same problem occurs, the thing is, it does it too quickly, like you know how you push import, and it comes up with the DOS box for about 5 to 15 seconds? mine only stays up for half a second, and then it says it imported succesfully, but it doesnt say a warning about a texture error.

i dont know, i think it may be my crappy computer, since im not using the pc i used all those times i was testing. oh well

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hennahacker

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Posted on 04-17-10 02:21:11 AM Link | Quote
For multiple waterboxes, just create a list, defaults empty with a button to add waterboxes. Then you just have the usual settings (co-ordinates etc) that can be edited and will change depending on which waterbox is selected.

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Posted on 04-17-10 11:46:44 PM Link | Quote
04-17-10 06:46:44 PM
Post #3118
Originally posted by ganef
HyperHacker,
I agree that having in-Game textures is better than doing a hi-res texture pack, and I also agree that, in theory, I should be able to put as many textures I want into a game. Unfortunately, in practice (for the time), there are design limits within the object importer, that, (again unfortunately), must be worked around. Thank you for the comment.
Certainly, if there are bugs in the importer, they should be fixed. The problem would be relying on a feature that the game can't actually provide. At least in a final release version, that's something you'd want to avoid, or else a fair number of people won't be able to play it.

The game should have plenty of free memory for building huge images out of small tile textures. This just looks like the importer makes unsafe assumptions about the number of textures being imported.

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messiaen
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Posted on 04-18-10 12:37:28 AM Link | Quote
There's no limit on textures, but on level size, which isn't actually because of RAM but rather ROM space. The importer simple allocates 0xE0000 bytes in the ROM for each level, which is at least 5 or 6 times the size of an (uncompressed) original level.

Maybe in the future I should rewrite it so that levels are dynamically written into the ROM, but that isn't a priority, at least not on this stage of development.
bowsersbane
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Posted on 04-21-10 07:32:57 PM Link | Quote
Originally posted by ganef

Bowser'sBane,
It isn't that bad to wade through old posts. Think of it as the Bar-Mitzvah of the object importer thread: a rite-of passage on your way to becoming a real man.



Oh i know it ain't that bad i just couldent get back in awhile
Anyway i found my answer thanks Ganef!!! =D
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Posted on 04-21-10 07:54:49 PM Link | Quote
Messiaen: I not asking for this to be included in your program anytime soon but I was wondering if you thought about experimenting replacing in game object like sign posts or doors.
DarkSpacer
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Posted on 04-22-10 02:00:17 PM Link | Quote
Originally posted by vinnyboiler
Messiaen: I not asking for this to be included in your program anytime soon but I was wondering if you thought about experimenting replacing in game object like sign posts or doors.


I thought that was included in TT64. You can replace objects in there, as well as move them without some counterintuitive XYZ fields.

Not saying your layout is bad, messiaen. It's the best you can do with that kind of GUI.
Lyskar
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Posted on 04-22-10 06:07:32 PM Link | Quote
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Metal_Man88's Post
Also, this is not a TT64 suggestion thread, so don't get any ideas.

I closed the old one as it is since they're still playing catch-up with TT64; any more ideas, good or not, is likely to just overflow.

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Vinnyboiler
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Posted on 04-22-10 06:45:18 PM Link | Quote
Originally posted by DarkSpacer


I thought that was included in TT64. You can replace objects in there, as well as move them without some counterintuitive XYZ fields.


TT64 does something similar but with models in the game(like making a door look like a sign post) but what IF we created a low-poly Sonic in Sketup, imported him as a model and give him a sign post behavor, it would be like having Sonic as a NPC.
Anyway I should stop flooding this thead with suggestions unless messiaen is actually out of ideas.
DarkSpacer
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Posted on 04-22-10 08:19:09 PM (last edited by DarkSpacer at 04-30-10 11:05 AM) Link | Quote
Originally posted by vinnyboiler

TT64 does something similar but with models in the game(like making a door look like a sign post) but what IF we created a low-poly Sonic in Sketup, imported him as a model and give him a sign post behavor, it would be like having Sonic as a NPC.
Anyway I should stop flooding this thead with suggestions unless messiaen is actually out of ideas.


That's actually a good idea. I guess with levels already being imported, models might not be too far behind.

But yes, I guess we should stop pestering him.

Another thing...you have to animate sonic too. Or at least make his eyes blink. As far as I know Sketchup dosen't support animation.

EDIT: I didn't want to KILL the thread >.<
DarkSpacer
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Posted on 05-13-10 11:13:13 PM Link | Quote
I have a problem...

My textures won't import at all. I downloaded the package on your website, installed it, made SURE I was using 32x32 textures by using your SM64 texture pack (I dragged it into SketchUp and used it as a material (don't ask, IDK)), exported obj, imported it with your most recent version, opened it in PJ64 and...

...it uses random textures from the game.

More details:

The textures it uses are static, and don't shift around at all, and don't change at all. In case you missed it earlier, my operating system is Windows 7.

Tell me if you want the method I used to get the textures into SketchUp (why I hesitate is that I don't completely understand it).
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Posted on 05-15-10 12:51:39 AM Link | Quote
Make sure you followed these steps. This might fix your problem. From messians google site.

Originally posted by messian.com

Troubleshooting
---------------
Textures look strechted or wrongly mapped:

If you get a "texture coordinate out of range" warning, you'll probably need to subdivide faces
so that the number of times a texture is repeated in a single triangle will decrease. In Google
SketchUp, you can do that by using the line tool (the "pencil" in the interface) to subdivide
your faces. Here is an example:

Before (very large area with repeating texture would result in errors):



After (large area is subdivided, texture mapping problems are gone):



Another source of problems are textures sizes which aren't squarish (such as 8x8, 16x16,
32x32). Unfortunately, the importer still doesn't handle correctly texture sizes such
as 32x64, 64x32 and so on. Just change to a 32x32 texture and it should work fine.

Alpha channel doesn't work correctly:

Alpha only works if you are using .PGN textures.

Half of the faces are missing:

You haven't triangulated your .obj file. The importer only supports triangles, not quads
or polygons with more than three vertices. Re-check your .obj exporter settings.

DarkSpacer
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Posted on 05-16-10 06:26:30 PM Link | Quote
I used textures from the original game.

I used Messian's texture pack.
Lyskar
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Posted on 05-16-10 06:57:27 PM Link | Quote
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Metal_Man88's Post
But if the importer does not know where they are used in the proper fashion, even if you used Shigeru Myamoto's personally created textures to work for this tool...

...It would still scatter them all over the place.

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DarkSpacer
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Posted on 05-17-10 01:55:51 PM Link | Quote
SO you mean I have to rename the textures or put in the position in hex or what?

Because I've tried everything. I ran the programs as admin, I tried compatibility settings (Windows XP Service Pack 2), I tried running Image Magik by itself (I don't even know if that's how they spelled it or if it even WAS Image Magic/k).

Nothing.


BUT I did find something that might help...the textures the importer uses seem to corresspond to the object banks you choose.

Hope that helps.
DarkSpacer
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Posted on 05-21-10 08:13:16 PM Link | Quote
Wait...now I'm confused.

It worked for everyone else?

You said
Originally posted by Metal_Man88
...if the importer does not know where they are used in the proper fashion, even if you used Shigeru Myamoto's personally created textures to work for this tool...

...It would still scatter them all over the place.


You said "where". If you had meant size, you would have said "what" as in "what size". "Where" to me implies hex position in the ROM. You also said "in the proper fashion". Did you mean "in the correct format" (bmp, jpg, etc)? You also said "Even if you used Shigeru Myamoto's personally created textures, it will still scatter them all over the place." This, combined with the other things, would mean the importer really doesn't know where it placed the textures in the ROM, meaning it would take a lot of luck for it to put them in the right place.

In tl;dr speak...the importer fails. But only on Windows 7?

So I ask again...why did it work for everyone else?
messiaen
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Posted on 05-22-10 12:18:42 PM Link | Quote
Indeed, you are really confused! Textures should work properly if they are in .BMP or .PNG format (not so sure about jpeg) and the material file is correctly generated (you can try and find errors in the log file), no hex editing is required.
Me-me
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Posted on 05-22-10 05:45:59 PM Link | Quote
I have a problem. In the ROM settings section of the importer I want to change the starting level, but where is Mario gonna start?
If I want to change the position, how do I do that?

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DarkSpacer
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Posted on 05-22-10 06:19:49 PM (last edited by DarkSpacer at 05-22-10 03:22 PM) Link | Quote
So I'm screwed unless I can resave textures with the same name but in a different format, because it exports your textures as JPEG...

Screw this. I'm gonna talk about my method of importing your Game Pak files because maybe it'll help.


The only way I can import your textures is if I drag them from Windows Explorer into Sketchup, and even then it only imports it as an image (a flat image along X-Y axises that isn't even a real polygon). Then I have to right-click, and say "Use as Material", and then and ONLY then can I put it as a texture on a polygon. Then when I export my level with textures, it exports them as jpg.

There.

I'll try converting them to .bmp...

Edit:

Originally posted by Me-Me
In the ROM settings section of the importer I want to change the starting level, but where is Mario gonna start?
If I want to change the position, how do I do that?


I think I remember reading that Mario's start position when you start the game is hard-coded. It's not editable yet.

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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.

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