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04-23-22 11:45:45 PM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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Gazpacho146
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Posted on 02-28-11 03:28:04 AM Link | Quote
Originally posted by rezapeza
Can someone say the link to dowload the plugins? Mah google can't find this. Just a tons of forums! No one of the forums have the link too download, so i'm stuck! Hasn't hacked on days so hope on fast help!!

i'll be making a youtube video on how to make a custom level
rezapeza

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Posted on 02-28-11 12:09:20 PM Link | Quote
Gazpacho146: Are your youtube name Gazpacho1146 too?

____________________
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And moderators needed so the first one making a user her get too be a moderator
Gazpacho146
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Posted on 02-28-11 12:21:15 PM Link | Quote
Originally posted by rezapeza
Gazpacho146: Are your youtube name Gazpacho1146 too?

its Youtube.com/user/Gazpacho146 i haven't made the video yet
ottokas
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Posted on 02-28-11 12:24:34 PM Link | Quote
Just wondering, is it possible to use transparent or moving textures?

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rezapeza

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Posted on 02-28-11 12:24:45 PM Link | Quote
kk waitting for it too happen so i can start with a bit more hacking!

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And moderators needed so the first one making a user her get too be a moderator
Lyskar
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Posted on 02-28-11 06:20:26 PM (last edited by Metal_Man88 at 02-28-11 03:20 PM) Link | Quote
Stats
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Metal_Man88's Post
Originally posted by ottokas
Just wondering, is it possible to use transparent or moving textures?


AFAIK, moving textures no, transparency is possible maybe but not sure.

Gazpacho, Rezapaza: if you want to chat about Youtube, continue it in PM, not in the thread. And don't bother wasting a post saying 'ok' to this post, we've filled enough space with that as it is.

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rezapeza

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Posted on 03-02-11 03:56:59 PM Link | Quote
The water box lpacing is really hard! Is it possible too see where you place the water boxes BEFORE you import the level?

____________________
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And moderators needed so the first one making a user her get too be a moderator

Sorry if i have bad spelling, but i'm norwegian and writing english all the time isn't that easy
Gazpacho146
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Posted on 03-21-11 05:28:36 PM Link | Quote
what about ripping models from gamecube games? i ripped rogueport from paper mario 2 and used the importer to import it and it didn't overwrite my level so idk whats up with this if you can help that would be great

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Elemi
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Okay, bye, please don't push your antivax shit here
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Posted on 03-21-11 05:36:14 PM (last edited by Luigi987 at 04-16-11 04:34 PM) Link | Quote
Originally posted by Gazpacho146
what about ripping models from gamecube games? i ripped rogueport from paper mario 2 and used the importer to import it and it didn't overwrite my level so idk whats up with this if you can help that would be great

Remember, the maximum face limit is 6500,
It is likely the model you tried to import was over said limit as Nintendo tend to make very complex and detailed models.
Me-me
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Posted on 04-08-11 06:49:09 AM (last edited by Me-me at 04-29-11 03:08 AM) Link | Quote
I'm asking this in advance so I don't have to make another level that doesn't work:
Let's say I enable water boxes and put one in my level.
Will I be able to control the water level with a water level crystal?

EDIT: Why did I ask this when I can find out myself? For those who want to know: NO, you can't control the water level with a crystal.
Gazpacho146
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Posted on 04-29-11 03:42:07 AM Link | Quote
sometimes mario will still walk through walls even when i delete the floor out from underneath it if i have enable death floor at bottom and its kinda limiting me on my hack because i want to make a platform level. i have google sketchup pro so if i can, how do i make it so he can't walk through? (same goes for a two story building without a death floor he walks through a table and falls to the first floor))

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DarkSpacer
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Posted on 04-30-11 02:48:00 PM Link | Quote
You're saying if you turn off the death floor the collision gets all wonky?

Never heard of that happening...are you above the safe limit of 6500 polygons?

To my knowledge, though, the death floor shouldn't mess with the level collision...
Gazpacho146
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Posted on 05-04-11 05:09:56 AM Link | Quote
Originally posted by DarkSpacer
You're saying if you turn off the death floor the collision gets all wonky?

Never heard of that happening...are you above the safe limit of 6500 polygons?

To my knowledge, though, the death floor shouldn't mess with the level collision...

not exactly, when i make a level, my walls have to be thick with no floor between the sides, and if i do a thin wall, mario jumps right through it, and when i have death floor enabled, he walks through the thick walls (no ground underneath) and falls through.

also, i modified my new level and so it set off the model position, how would i find how much i need to offset the model position in the importer? because i have a red coin placed on an arch, then added to the level in sketchup and it is off to the side so would i take the old my coin is placed at X 345
Y 654 and Z 792 and in my new modified level, it is X 567 Y 924 and Z 214
do i do new coords minus old coords or vice-versa?

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DarkSpacer
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Posted on 05-05-11 10:16:00 PM (last edited by DarkSpacer at 05-06-11 08:30 PM) Link | Quote
So lemme get this straight:

Thick walls with no floor in the walls are better then thin walls, because with thin walls Mario jumps right through them. And even with thick walls, turning the Death Floor on causes Mario to jump through the walls as if they were the thin versions.

And you have this weird thing with a red coin, that when you try to place it, in Sketchup its position is
X: 345
Y: 654
Z: 792

And if you actually import it, its position gets set to:
X: 567
Y: 924
Z: 214

Wait, I'm confused...you have an old version and a new version? I would have said it's a scale issue, but you can't use red coins in Sketchup...

I can't answer your red coin question, but for the walls I would suggest using thick walls, but turning the Death Floor on shouldn't mess with anything like that...I haven't seen much about the Death Floor on these forums or otherwise except that it's a separate collision routine and some levels use it and some don't...

The only way the Death Floor would do ANYTHING else to my knowledge is if turning it on made the level SLIGHTLY to big for the level slot, and that would mean your level has WAY too many polygons...you sure you're not over the limit?

EDIT: Got it. It's your wall collision. It's not that the Death Floor messes with your collision, it's just that your wall is glitchy to begin with, and the Death Floor just makes it easier for Mario to die by it. So I would find some way to fix your wall. Why do I think this? Because, as said elsewhere (somewhere) in this forum, if you have the Death floor off, you cannot fall off the level no matter how hard you try (except in Castle Grounds which it's just...weird), but if you have it on, then the entire level is covered near the bottom by a floor made of death, and your level is no barrier to falling off (if you suck at building levels, anyway).
Gazpacho146
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Posted on 05-26-11 09:09:52 PM (last edited by Gazpacho146 at 05-26-11 06:12 PM) Link | Quote
Originally posted by DarkSpacer
So lemme get this straight:

Thick walls with no floor in the walls are better then thin walls, because with thin walls Mario jumps right through them. And even with thick walls, turning the Death Floor on causes Mario to jump through the walls as if they were the thin versions.

And you have this weird thing with a red coin, that when you try to place it, in Sketchup its position is
X: 345
Y: 654
Z: 792

And if you actually import it, its position gets set to:
X: 567
Y: 924
Z: 214
EDIT: Got it. It's your wall collision. It's not that the Death Floor messes with your collision, it's just that your wall is glitchy to begin with, and the Death Floor just makes it easier for Mario to die by it. So I would find some way to fix your wall. Why do I think this? Because, as said elsewhere (somewhere) in this forum, if you have the Death floor off, you cannot fall off the level no matter how hard you try (except in Castle Grounds which it's just...weird), but if you have it on, then the entire level is covered near the bottom by a floor made of death, and your level is no barrier to falling off (if you suck at building levels, anyway).


the red coin thing is its toads tool position i put a red coin in my level using tt64 at those first coords then i added onto my level using sketchup, imported the level again, and it's position was offset. Anyways do you know of any good ideas how to fix one of the walls? and i'll make a youtube video ahowing whats happening.

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Lyskar
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Posted on 05-26-11 09:15:36 PM Link | Quote
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Metal_Man88's Post
I remember something about making sure to... I forget what, but if you have rearward facing faces or something, it totally gets messed up in Mario 64's engine, which means you need to adjust how you're exporting the models before you stick them into Mario 64.

That and make sure you're not running low on polygons, and too sharp a corner can be a problem sometimes in Mario 64.

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DarkSpacer
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Posted on 05-27-11 09:49:43 PM Link | Quote
Yeah actually I think backfaces's data gets screwed up or something...I'm with Metal Man.

For the red coin question you probably imported it with a different scaling than the first time. Try checking your Scale value in Messain's importer. If the red coin itself has changed position...I don't know...you could have an errant set of values in your level...remember that level importing in SM64 isn't perfect and we even have to change the rom THREE TIMES in order to do it...
UED
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Posted on 05-30-11 06:36:58 PM Link | Quote
At first I want to say: AWESOME tool the importer
I have got questions about it, I hope you will give me some answers:

1. Is it possible to import more than one level into a ROM? Or can I just replace one level for a ROM?

2. Can I use this tool with Bottles Glasses? I want to export a level of Banjo-Kazooie as obj-file and import it to Mario 64 with the importer. Does a obj-file contains textures? If no: How can I export with Bottles Glasses the obj files with textures and how to use them in the Importer?
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Posted on 05-31-11 05:52:48 PM (last edited by Breegullbeak at 05-31-11 02:53 PM) Link | Quote
Originally posted by UED
At first I want to say: AWESOME tool the importer
I have got questions about it, I hope you will give me some answers:

1. Is it possible to import more than one level into a ROM? Or can I just replace one level for a ROM?

2. Can I use this tool with Bottles Glasses? I want to export a level of Banjo-Kazooie as obj-file and import it to Mario 64 with the importer. Does a obj-file contains textures? If no: How can I export with Bottles Glasses the obj files with textures and how to use them in the Importer?



1. Yes, you can replace multiple levels.

2. Yes, you can. However Banjo Kazooie's texturing is more advanced then that of SM64, so you might need to edit the textures a bit so that they look right. Also note that Banjo Kazooie levels tend to be made up of 2 to 3 models. One being water, one being the land, and the final being fences and such.
UED
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Posted on 05-31-11 06:43:12 PM (last edited by UED at 06-01-11 04:28 AM) Link | Quote
Tutorial +recommended software for editing textures.Thank you for the great answer.
Can you explain me, how to export a level of Banjo Kazooie (Bottles Glasses) and how to important to import it? I am not currently at my Home-PC, but I want to be prepared.
Can you write a little step-for-step Tutorial? It would be very wonderful.
BTW: If I export a level with Bottles Glasses and I get a obj-file, what about the textures? Are the included in th obj-file? Or are the texture seperately saved as jpg/bmp/png or else?

Please, take a little time and write a small tutorial.
At least, please tell me, which software I should use to handle with the textures and what to do in software (downscaling? and how to do it?). Which software do you recommend for editing textures?
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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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