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04-23-22 11:23:31 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.

Lyskar
12210
-The Chaos within trumps the Chaos without-
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Posted on 03-08-11 10:42:11 PM Link
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Metal_Man88's Post
And a note to anyone else: Billybob has already asked, so if I see any further "RELEASE AN EDITOR NOW" things, I'll just delete them.

I will not tolerate harassing VL Tone; just a heads up.

____________________

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TheSuperMario64Hacker2
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Posted on 03-10-11 05:59:53 PM (last edited by TheSuperMario64Hacker2 at 03-10-11 03:02 PM) Link
Originally posted by VL-Tone
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.


Actualy VL-Tone someone has transformed Mario into Kirby already Our dear Dudaw12 did it:

<object width="480" height="390"><embed src="http://www.youtube.com/v/8uOaxNPIEqk?fs=1&hl=de_DE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="390"></embed></object>
Lyskar
12210
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Posted on 03-10-11 06:13:55 PM Link
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Metal_Man88's Post
If you had actually read his post, you'd have noticed he said


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 therefore he wasn't saying it was "impossible."

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messiaen
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Posted on 03-10-11 07:36:07 PM (last edited by messiaen at 03-10-11 04:38 PM) Link
There's a really huge difference in doing an individual hack and implementing it as an automatic process, especially because there's tons of decision making involved in doing this type of stuff.

Sorry, but is sort of irritating when people point out obvious "it´s possible" stuff.
Lyskar
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Posted on 03-10-11 08:02:34 PM Link
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Metal_Man88's Post
Yes, so don't do it again, SuperMario password forgetter, or you will be destroyed.

____________________

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VL-Tone
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Posted on 03-12-11 06:58:15 PM (last edited by VL-Tone at 03-12-11 03:59 PM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by messiaen
There's a really huge difference in doing an individual hack and implementing it as an automatic process, especially because there's tons of decision making involved in doing this type of stuff.

Sorry, but is sort of irritating when people point out obvious "it´s possible" stuff.



I was about to reply the same thing...

I spend too much time explaining why this or that feature is not trivial to implement, but I guess those who think it's easy "for a programmer" to do them are often those who are not programmers and can't understand half of what I'm trying to explain.

This Kirby hack is nice though, I didn't know about it. Dudaw12 certainly dedicated himself to become a great SM64 hacker over the last few years

BTW: my site is back up!


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Lyskar
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Posted on 03-12-11 10:07:00 PM Link
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Metal_Man88's Post
I have deleted useless posts about "What VL Tone feels like." Any more posts which are off topic will also be deleted.

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Lyskar
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Posted on 04-28-11 01:06:51 AM Link
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Metal_Man88's Post
I have closed the topic because people are idiots and won't stop posting off topic posts and/or trying to bug VL Tone about status reports. He's busy, this is not his job, people who harass him will be BANNED.

VL Tone is capable of reopening the topic, but until he has something new to report, this will remain closed. When he does open it, I will simply continue deleting all of the garbage people keep posting in here.

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VL-Tone
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Posted on 06-14-11 08:56:37 PM Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Official statement: Toad's Tool 64 development is on hiatus for an indefinite amount of time.

I updated the first post and title to reflect this.

Like Metal_Man88 said, I will reopen this thread when I really have something new and concrete to announce.

I'm too busy, I've lost interest for now. I will probably get back to it someday, but I don't know when.

That's all I have to say about it.

Thank you everyone for your support over these last few years. It's been fun.

____________________
Pages: 1 2 3 4 5 6 7 8 9 10 ... 19 20 21 22 23 24 25 26 27 28 Next newer thread | Next older thread
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.

38 database queries, 1 query cache hits.
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Script execution time:  0.033061 seconds
Total render time:  0.176433 seconds


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