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04-23-22 10:30:22 PM
Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) New poll - New thread - Thread closed
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Polygon model importer, how soon do you want it?
Please vote or be transformed into Walluigi!
Now! Even if it means it will be buggy and limited to a single untextured model!
 
11.4%, 14 votes
I could wait a month for more features and textured model import.
 
22.8%, 28 votes
I want all the features you can cram in, even if it means waiting indefinitely!
 
56.9%, 70 votes
You shouldn't have announced anything and released it when ready!
 
4.1%, 5 votes
Me don't care!
 
4.9%, 6 votes
Multi-voting is disabled. 123 users have voted.

VL-Tone
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Posted on 01-05-11 02:55:38 AM Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
I hope I didn't hype this too much, I really was tired yesterday even though I felt like posting the new interface screenshot.

So here's the thing. TT64 v0.6b was supposed to be released a while ago, and its main two features were to be an .obj level importer and the ability to change the sky background image. There is now a tool that does both and more, and I've seen wonderful levels imported by a few of the board members here.

So obviously, the next release of TT64 must have something that will make people upgrade and create even nicer levels and hacks, using both tools if they want. It should also be more enticing to people that are interested but never hacked SM64 before.

The interface of the current version has some clever interface widgets at parts, but also has a messy and confusing layout in other parts. As you might have guessed I like to color code stuff in the interface, but let's face it there was simply too much bright colors in the interface (and because SM64 is a colorful game I didn't restrain myself enough ).

So I cleaned up the layout and the checkbox options will be moved elsewhere (menus or a pop-up panel/screen) or be reintegrated in the interface as small buttons.

The new layout is also much better when resizing the window on larger screens.

I added a search field for the yellow menu, which filters "as you type" the content of the field. In the example I typed "Warp" and got a list of warp objects. I will also add a search field for the object list menu above it.

You can also see that aside from the new undo/copy/paste buttons, there are "add" and "delete" buttons. Yes you'll be able to add and delete objects easily, but you'll be limited by the number of objects in the original game, you'll have to delete objects before you can add them. "Empty/No Acts" objects will simply be invisible until you activate them (enable their act stars) by clicking "add".

Ok that's enough for tonight... I'll let you react to this post and continue tomorrow as I have a lot of other stuff to talk about... (including replying to you messiaen)

____________________
Vinnyboiler
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Posted on 01-05-11 06:09:23 PM Link
The new layout looks refreshing, it might take awhile for me to get used to it though. I was wondering, how unstable is the program at this point of development?

____________________
Follow my SM64 hack here Alternate Reality Mario 64 because I say so
:Also click here for easy to understand SM64 tutorials, For those who wants to learn:
Jazen
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Posted on 01-07-11 05:13:30 AM Link
This new TT64 sounds awsome and I cant wait for it
to be releasd! VL if I had the cash I would so pay you a
bundle but you could feel free to relax and all when needed.
VL-Tone
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Posted on 01-10-11 12:08:00 AM Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
I've been a little more busy than expected (what else is new?), I'll come back soon to give you more details about the new features I'm thinking of adding.

____________________
Macopride64
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Posted on 01-28-11 01:25:03 PM Link
VL

You said there already is a tool that changes the sky.
What tool is that ?
Me-me
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Posted on 01-29-11 11:48:45 AM Link
This:
http://jul.rustedlogic.net/thread.php?id=6739&page=0

____________________
HAHAH! Signature? I don't think so.
rezapeza

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Posted on 02-17-11 12:24:59 PM Link
Can you change the water color in the new version? My hack is just so complicated! I need to change and do so mutch!
ShenoxVII

(in all seriousness, you're a prick)
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Posted on 02-25-11 11:05:32 PM Link
Maybe toad tools should feature a custom behavior editor simplified.
Lyskar
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Posted on 02-25-11 11:45:51 PM Link
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Metal_Man88's Post
No, do not suggest new things for Toads Tool. Everyone and their brother has, and VL Tone has no time to implement all of these ideas. We'll be lucky if he finishes the work he already has.

If you have no new questions or data, Shenox, then you shouldn't be posting here, this is not a chat forum.

____________________

Eisnaught - SSQ² - Mobius Roleplay - SSS
TheSuperMario64Hacker2
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Posted on 03-04-11 12:24:30 PM Link
Off-Topic: what happend with your website: http://homepage.mac.com/qubedstudios/ it says that it dosen't exits anymore.

On-Topic: I can wait for TT64 0.6.0 im still amazed of it.
rezapeza

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Posted on 03-04-11 02:31:52 PM Link
His site is down! I'm not a moderator, but i think that question fits in the help treadh
Lyskar
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Posted on 03-04-11 05:41:49 PM Link
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Metal_Man88's Post
Please stop repeating "HIS SITE IS DOWN HIS SITE IS DOWN" everywhere. We know. Now either wait for it to be fixed or ask for the relevant files in the help thread.

And I told you not to backseat mod, Rezapaza, and you ignored me. Now you will face the consequences.

____________________

Eisnaught - SSQ² - Mobius Roleplay - SSS
messiaen
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Posted on 03-04-11 06:45:33 PM Link
Originally posted by VL-Tone
Don't panic. My website is down temporarily. It will be back online before March 15.
10:42 PM Mar 2nd via Twitter for iPad


Source
VL-Tone
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Posted on 03-05-11 06:50:02 PM (last edited by VL-Tone at 03-05-11 03:50 PM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
I'm sorry guys, I guess I should've posted the news here instead of using "Twitter for iPad".

My site is hosted by Apple's Mobileme (or rather a legacy part of it, homepage.mac.ccom) and I've heard that Apple recently stopped selling MobileMe retail boxes. That led to speculation about MobileMe becoming free March 2nd (the day the new iPad was announced), with new features like hosting your iTunes library (they just built a giant data center which would support this idea). My yearly renewal was expiring Feb 28, and I knew that I could still restore my site if I renewed before March 15, so I decided to wait a few days. Since it doesn't seem like it will become free soon I will restore my site next week (probably thursday - pay day).

So I guess you can blame all this on me being a sucker for Apple stuff. Add that to your list of reasons why Apple is evil

And please, I don't want you guys replying with your opinion about Apple (whether it's positive or negative), I don't want this thread to degenerate into a flamewar




And now for some TT64 news.

I haven't work much on it since the last time I posted here, I guess it's the usual pattern of me working on TT64, posting here, then stop posting for a few weeks.

What I wanted to add about my plans is that I'm contemplating extending the command editing system to other script types. TT64 currently mainly edits the "Level script" data, which contains 0x24 commands and such.

Since the early betas of TT64 0.0001b I planned the menu and parameter bar system to be able to edit not only level scripts, but also geo layout and polygon scripts.

The geo and poly scripts are already read and stored using the same variable structure than the level scripts, each command having each of its parameter position/length/type defined using property lists. So parsing them into the menu system and making the fields/buttons automatically appear in the parameter bar for each command type is relatively trivial.

There is a lot of interesting stuff to edit in geo layout commands, such as the recently discovered camera settings, sometimes global scaling, shadows and collision size. It also contains the parts list and hierarchy and some animation commands. While TT64 wouldn't allow you to edit the nested structure of the script itself, but you'd be able to easily swap body parts with other objects, and manually change their rotation joints positions amongst other thing. (For example, change Mario's head into a goomba!)

The 3d view would show the object that is currently edited, with live feedback. Same for the polygon command editor.

Polygon commands contains a lot of interesting commands to edit too, such as texture commands, color commands (easily change Yoshi's color for example), fog settings and other stuff. And while you'd be able to edit polygon vertex positions, even moving multiple vertices at the same time, don't expect it to be a suitable 3d editor, though. What I plan to add is some global polygon distortion commands, that could scale or warp polygons globally for an object part (including its collision data if it has some).

Behavior command editing would be eventually added, but it's not even currently read by TT64 except in the script dumper.

At this point I find these features to be a better thing for the SM64 hacking community than focusing on the object importer, which is a great advancement in itself, but can already be done with messiaen's importer. There is still a lot of these geo layout and polygon commands that are relatively unknown and currently require an hex editor to be experimented with, having an easy access to edit all of these could lead to a lot of new discoveries.

So what will happen is that I'll focus on revamping, improving and debugging the main interface, while also adding a lot of new commands to edit. The level importer will be present in v0.6, but it will probably give you a big red warning about it being somewhat incomplete/buggy for now, even recommending the user to use messiaen's importer instead.

messiaen:

To answer your question, the .tt64 is a plain text file that contain level settings such as the polygon scale and offset, the death floor height, collision settings for each texture, the texture data itself (encoded as hex), and a copy of the .obj and .mtl data. It also contains 0x24 data (and some other level script commands) if you save it after adding new objects to a custom level. Essentially, its goal is to contain everything needed to recreate the same custom level from scratch. You could send a .tt64 file to someone and he'd be able to integrate your level into his hack.

I guess that TT64 could output this file then call your importer, which would take care of the .obj and .mtl parsing and write all the level/geo layout and GBI commands to the ROM. The .obj and .mtl parsing part is one of my main problem with my level importer, as I feel a little overwhelmed having to deal with all the variations in the .obj and .mtl file format, which you already dealt with.

Anyway, I'll be back eventually, and remember : Don't panic!

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messiaen
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Posted on 03-05-11 07:37:12 PM Link
I probably won't work much in my importer in the the next few months, but there's one particular feature which would be very important: support for areas in any level. As far as I have tested, areas are hardcoded in the TT64 interface, but it would be great if you could decode them on the fly, so that custom levels can support them.

RDX

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Posted on 03-05-11 08:23:10 PM Link
An easy work around for anyone who wants to add sub areas to their levels would be to set up warps that take you to another level, and disable the act selector on the level you get warped to. It's almost the same thing, it would just probably take up more space.

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Vinnyboiler
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Posted on 03-05-11 08:40:47 PM (last edited by vinnyboiler at 03-05-11 05:51 PM) Link

@VL-Tone - Where you mention swapping body parts, have you considered integrating the OBJ importer to import over them.

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VL-Tone
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Posted on 03-06-11 05:25:05 AM Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by messiaen
I probably won't work much in my importer in the the next few months, but there's one particular feature which would be very important: support for areas in any level. As far as I have tested, areas are hardcoded in the TT64 interface, but it would be great if you could decode them on the fly, so that custom levels can support them.



I'll try to fix that the next time I work on it. It's possible that I release a new version with the revamped interface and bug fixes (such as the polygon and texture amount limit) before I complete the geo and polygon commands editor. What I'll do is that I'll work on these along with the interface, and if I get to the point that the interface revamp is done but the geo and poly commands editors are not complete, I will release the thing as 0.6b and enable the other commands editor in a subsequent release (0.6.5 or 0.7).

Originally posted by vinnyboiler
@VL-Tone - Where you mention swapping body parts, have you considered integrating the OBJ importer to import over them.


The problem with importing .obj models into existing parts is dealing with the fixed size of the original part. The size of the polygon data for the imported object would have to always be equal or smaller than the original. And moving things around inside a bank to make more space could prove to be a daunting task, as polygon scripts include a lot of "go to" commands and all of these have to be repointed if data is moved. Some polygon banks also include data used by some ASM commands and tracking all pointers to make sure nothing breaks would involve a lot of planning. (I know I often make things sound more complicated than they are, but it's all relative to the amount of time I'm ready to dedicate to TT64).

I'm sure messiaen has been thinking about these issues, and I'm sure there would be ways to get around this using custom ASM code and extended memory, but in total it would be a lot of work, and need a lot of testing. And like I said for now I intend to forget about my own importer for a while, instead focusing on releasing something that simply works but still has enough new stuff to make it a worthwhile upgrade.

What I would like to add, and it's easy enough that it will probably be part of the polygon commands editor from the start, is the ability to import/export vertex positions for object parts. TT64 would output an untextured .obj file for a given object, which you could then edit/distort in a 3d program, then reimport it in TT64.

There would be some big limitations though, you couldn't touch the actual triangle structure, only the vertex positions. TT64 would only reimport the new vertices (not the face list), and they would have to be in the same order, and there would have to be the same exact number of them as the original object. I just hope that 3d programs can modify vertices and re-output an .obj with the vertices in the same order, I haven't tested this yet.

While it would be severely limited compared to a real importer/exporter, there would be a lot of fun things to do still. With that and the geo layout commands editor, one could make an even better Luigi, Waluigi or Wario by distorting Mario's face and body parts using a 3d program. And who knows, maybe someone will be good enough to transform Mario's head into Link's head, just by moving vertices, changing the eye textures and hat color.

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billybobmario64
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Posted on 03-08-11 07:50:46 PM Link
Can you please release something new once you get to somewhere stable? It won't be perfect, but we've been waiting for years.
VL-Tone
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Posted on 03-08-11 08:26:42 PM Link
Originally posted by billybobmario64
Can you please release something new once you get to somewhere stable? It won't be perfect, but we've been waiting for years.


Yes that's my goal, and that's why I'm putting aside the level importer to work on interface improvements and bug fixes for the main interface.

____________________



(Don't Panic! My website will be back online before March 15th)
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Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) New poll - New thread - Thread closed


Rusted Logic

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

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Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md