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04-23-22 10:50:15 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 08-24-08 08:33:11 PM (last edited by VL-Tone at 08-24-08 05:43 PM) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
meesiaen:

So are you saying that the 8192 boundary is absolute, even if you extend the main collision map beyond that point?

Originally posted by GhostMaster3000
I found some info on the polygons of mario 64! Nintendo used a program called Softimage 3D to create the polygons and because they did no have windows they used an OS called IRIX which they had in the early 1900's

Sources: en.wikipedia.org/wiki/softimage_3d#video_games
en.wikipedia.org/wiki/IRIX#References



Thanks for the info unfortunately it's not exactly true...

The citation used in the wiki article to justify the inclusion of SM64 in the article is from a Microsoft page http://www.microsoft.com/presspass/press/1997/apr97/gmedevpr.mspx and it seems that MS twisted the truth (for the first time in history )


Spotlight Award nominees created with Softimage 3D include Super Mario 64, Tekken 2, Resident Evil and Wipeout XL for Best Console Game (four of the five nominees), and Virtua Fighter3, Wave Race 64 and Wipeout XL for Best Animation (three of the four computer-animated nominees). ...


I know for a fact that Softimage was not used to created the models in SM64. It may have been used to do the promotional material 3d renders of Mario and Bowser, but not for the levels and models of the game, the same probably goes for Waverace 64.

Super Mario 64 models were created using Nichimen N-World, a specialized game-oriented 3d modeler and tool suite that had a plug-in created specifically for the N64. N-World can export n64 GBI polygon commands directly, with tailored parameters. Softimage didn't have this capability until 1997, after SM64 was developed and published. Nintendo and some third parties used N-World for most of their titles for the first couple of years. RARE on the other hand created their own internal formats and export/import tools.

http://www.allbusiness.com/consumer-products/computing-products-consumer-software/7223209-1.html


Nichimen tools have already made a major impact at Nintendo, having been used to model the characters for the first N64 game, Super Mario 64.


There are many other proofs on the web that N-World was used for SM64 models. Nichimen was even responsible for the unreleased 64DD title "Polygon Maker".

Now, I've looked all over the internet for an old copy of N-World, and I could only find a very old reference of a pirated copy in the newsgroups, but with the binaries gone.



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messiaen
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Posted on 08-24-08 09:16:35 PM Link
I did a quick test and indeed this seems to be a hardcoded limitation. Extending the collision beyond 8192 (2000) or -8192 (DFFF) won't work, and any area beyond this is ignored by the game. Polygons can be rendered outside this area.
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Posted on 10-01-08 07:07:01 AM (last edited by Blaster at 10-01-08 04:07 AM) Link
Will the model importer give you any control on what sounds are made when Mario walks on parts of the model?
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Posted on 10-18-08 03:21:53 PM Link
hello,VL-Tone
I have a Question
with what for a programm can man
Mario 64 models making please help me

____________________


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[Posted by Tarek701]
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Posted on 10-18-08 03:26:27 PM Link
Originally posted by Tarek701
hello,VL-Tone
I have a Question
with what for a programm can man
Mario 64 models making please help me

Not sure what you are asking here. I assume that English isn't your primary language?

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Posted on 10-18-08 03:46:38 PM (last edited by Tarek701 at 10-18-08 12:57 PM) Link
Originally posted by Sonicandtails
Originally posted by Tarek701
hello,VL-Tone
I have a Question
with what for a programm can man
Mario 64 models making please help me

Not sure what you are asking here. I assume that English isn't your primary language?


yes,
I'm a germany
I can not correctly
speaking english
Greetings Tarek701

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[Posted by Tarek701]
Lyskar
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Posted on 10-18-08 06:40:20 PM Link

Time/Date

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Metal_Man88
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Well, Tarek, there's a number of programs... but I'll wait for VL-Tone to respond.

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VL-Tone
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Posted on 10-19-08 01:54:06 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Tarek701
hello,VL-Tone
I have a Question
with what for a programm can man
Mario 64 models making please help me



Any 3d program that can export to the .obj format should be fine, in theory. Ideally, the program should also be able to export the texture and .mtl files, but TT64 will enable you to assign textures manually if your program doesn't export texture (or doesn't do it correctly).

But I'm not up to the point where I can test the output of all of these programs. I'll try to take into account all the possible differences, but I couldn't recommend you a program more than another. I guess that 3d Studio Max and Maya could be good "high-end" choices, but some cheaper or free programs might be enough for you too, Blender is one example (though I personally hate Blender's interface...)

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Posted on 10-19-08 06:50:59 AM (last edited by Tarek701 at 10-19-08 06:05 AM) Link
hello VL-Tone
I have 3d Studio Max I hacked this with 3d Studio Max Keygen
this program is cool this programm can OBJ.file exporting

Greetings Tarek701

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[Posted by Tarek701]
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Posted on 10-20-08 07:03:31 PM Link
Originally posted by Tarek701
hello VL-Tone
I have 3d Studio Max I hacked this with 3d Studio Max Keygen
this program is cool this programm can OBJ.file exporting

Greetings Tarek701

We don't support piracy here.
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Posted on 10-22-08 11:08:41 AM Link
Hi,great work vl-tone .I see very interesting in the importing tool.
I have a question/suggestion.I know n64 is very limited in number of poligons to render and ram.
Also you comment in last post about "a small "Super Mario Galaxy"-like level" but "Not only it would be
really hard to program into SM64, but I doubt that the N64 processor could handle it".

If the level is going to being played on modern pc,are not someway it can uses the extra cicles and ram for being able
to do it?
I read about a hack of zelda which wanna let multiuser game,and it has the same problem,but because extra potency
of actual pc,it is going to be done.


Also i would like make a question about other proyect,are you going to make your "The Cubic Sculptor" available?
I think it is very interesting and people can make new models of older tile games with it.(Personally i am very interesting in super mario bros nes game)

Thanks for your work and time

Dan
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Posted on 11-08-08 05:35:33 PM Link
I Can't wait
for the Polygon Model
Importer in what for a version coming this?
Greetings Mario64


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[Posted by Mario64]
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Posted on 11-08-08 06:01:19 PM Link
Originally posted by Mario64
I Can't wait
for the Polygon Model
Importer in what for a version coming this?
Greetings Mario64


If you read the first post in this thread, it says 6.0.
Deleted User
Collection of nobodies
Posted on 11-08-08 11:03:25 PM (last edited by Blaster at 11-09-08 12:10 AM) Link
Originally posted by AAA
Originally posted by Mario64
I Can't wait
for the Polygon Model
Importer in what for a version coming this?
Greetings Mario64


If you read the first post in this thread, it says 6.0.

No, VL-Tone has changed his mind and is putting the model importer in version 0.7b, not 0.6b (aka, I think, 6.0).
VL-Tone
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Posted on 11-09-08 03:42:08 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Blaster
Originally posted by AAA
Originally posted by Mario64
I Can't wait
for the Polygon Model
Importer in what for a version coming this?
Greetings Mario64


If you read the first post in this thread, it says 6.0.


No, VL-Tone has changed his mind and is putting the model importer in version 0.7b, not 0.6b (aka, I think, 6.0).



That is correct, I guess I should edit the first post. Version 0.6b should be released in a few weeks, 0.7 will probably be out somewhere in the first month or two of 2009.

BTW, just a little note, I'm currently far away from home, on a "business" trip. I should be back tuesday.

I'm typing this on my iPod touch, I have free wifi in my hotel room

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Posted on 02-11-09 02:45:08 PM Link
hello I have a question when
coming out the 3d importer?
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Posted on 02-11-09 05:21:24 PM Link

Time/Date

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Metal_Man88
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Translation: He is curious as to when this comes out.

Not soon, if I remember correctly.

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Posted on 02-11-09 05:42:07 PM (last edited by VL-Tone at 02-11-09 02:44 PM) Link
http://www.youtube.com/watch?v=sw9pctbM-gU <-- The model importer in action, thanks for that video

Originally posted by VL-Tone
Well I usually don't answer this question, because I hate the pressure of a deadline, but at the same time, a deadline would be useful to get me to work more on TT64...

So, here's a scoop:

Toad's Tool 64 6.0b will be released April 1st 2009 (no joke!)

VL-Tone
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Posted on 02-12-09 01:35:39 AM (last edited by VL-Tone at 02-15-09 09:19 PM) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Yeah, I was about to make a new topic to announce that, but let's preach by example and keep this in here where it belongs...

So, I hereby officially announce that Toad's Tool 64 version 0.6b should be released April 1st 2009 (and it won't be an April fool, trust me!)

Here are the mostly definite features planned for 0.6b:

1. Background importer/swapper. (mostly finished both the code and superficially the interface)
2. New menus (currently available but hidden/buggy in 0.5.994b) for existing commands and a slew of new commands for copying, pasting, duplicating and deleting whole objects, as well as commands to align/distribute multiple objects along an axis.

3. Level/Polygon importer. I know that many people wanted me to wait for a full featured polygon importer like I'm still planning for version 0.7b, but I already have the code for a basic .OBJ importer, and I want to make this upgrade worthwhile and interesting for everybody not just hard-core TT64 users who'd be happy just with the background importer... (Well sorry guys, but only a month and a half left to wait...).

This polygon importer will be limited to import one single mesh that replaces Flatworld battlefield, with a single texture covering the whole level.

You'll be able to set a few parameters before importing:
-Level scale factor, with a 3d preview showing horizontal boundaries.
-Texture scale factor.
-Activate or deactivate alpha transparency for the texture.
-Select which object banks you want your level to use.
-Save/Load 0x24 (and some others like warps) objects in a file so you can re-load them when you re-import a modified model (the level script will be re-created from scratch each time you import, that's why the saving/loading feature will be important)
-Set the number of 0x24 objects you want to be available in your level.
-Collision/terrain type (icy? non-slippery?)
-Parameters to set the size and vertical position of the "death floor" at the bottom of the level.

Version 0.7 will have a much more powerful importer, enabling importation of models with multiple textures, with ways to set many parameters (like which texture to use, collision type) on a level, object or even on a triangle basis. It will feature the ability to use distinct polygon meshes as independent 0x24 objects which can move, using a new behavior system devised in collaboration with messiaen that will use the corresponding collision data. Version 0.7 will also enable creation and edition of a water areas (creation only in the custom level). I'll also look for ways to make use of extended memory, and create multiple custom levels.




Anyhow, here's an imbedded version of the video BigBrain linked to:

<object width="425" height="344"><embed src="http://www.youtube.com/v/sw9pctbM-gU&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Crappy Youtube quality, I used the exact same format and size (.mp4 640x480) as my Metroid Cubed videos, but unlike the latter, Youtube decided not to create an HD version for this one.

Like I said in the video description, the rainbow Mario was an accident. messiaen gave me a while ago a "template" to enable alpha transparency, but when implementing it (changing some stuff to adapt it to the current template I'm using) it gave this result. Some flags are not reset before Mario is drawn, which cause his normals to be used as vertex colors.

Aside from the look of it, this particular rainbow effect is funny to me for two reason :
1. I still haven't figured out which flag decides if some part of the vertex data is used as vertex colors or normals, yet I've managed to switch this flag without knowing how I did it.
2. I used technique to color-encode normals into bitmaps in Metroid Cubed, using three light sources projected on each axis (red, blue and green) of each polygonized voxel object, which gave a very similar look (and using the same logic) to intermediate renderings.
See example here: http://homepage.mac.com/qubedstudios/Cubic_Sculptor9.jpg



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Posted on 02-12-09 03:11:50 AM Link
Pretty cool. Oh btw, is the polygon importer like a thing that can edit the ground like you can move it and solid ground too?
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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.

43 database queries, 3 query cache hits.
Query execution time:  0.162649 seconds
Script execution time:  0.053506 seconds
Total render time:  0.216155 seconds


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line 576 column 1738 - Warning: inserting implicit <font>
line 576 column 1738 - Warning: missing </font> before <hr>
line 576 column 1802 - Warning: inserting implicit <font>
line 576 column 1802 - Warning: missing </font> before <hr>
line 580 column 1915 - Warning: inserting implicit <font>
line 581 column 1 - Warning: inserting implicit <font>
line 581 column 1 - Warning: missing </font> before <hr>
line 582 column 1 - Warning: inserting implicit <font>
line 582 column 1 - Warning: missing </font> before <hr>
line 583 column 1 - Warning: inserting implicit <font>
line 576 column 137 - Warning: missing </div>
line 591 column 9 - Warning: <div> isn't allowed in <table> elements
line 178 column 17 - Info: <table> previously mentioned
line 593 column 9 - Warning: missing <tr>
line 611 column 13 - Warning: missing <tr>
line 618 column 9 - Warning: <div> isn't allowed in <table> elements
line 178 column 17 - Info: <table> previously mentioned
line 620 column 9 - Warning: missing <tr>
line 638 column 13 - Warning: missing <tr>
line 641 column 74 - Warning: <style> isn't allowed in <td> elements
line 641 column 9 - Info: <td> previously mentioned
line 641 column 961 - Error: <z> is not recognized!
line 641 column 961 - Warning: discarding unexpected <z>
line 641 column 983 - Warning: discarding unexpected </z>
line 641 column 1009 - Error: <z> is not recognized!
Tidy found 484 warnings and 8 errors! Not all warnings/errors were shown.

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
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