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05-03-22 04:22:21 AM
Jul - Posts by Emoluvjd2
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Emoluvjd2
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Posted on 10-24-09 07:07:17 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by Emoluvjd2 at 10-24-09 05:15 PM) Link
VL - Tone in a future version of Toads Tool 64 would it possible to implement a music importer?
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Posted on 10-24-09 08:17:52 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by VideoGuy
Chances are MML2M64 will remain a separate program, just like it is for SMW hacking. And it works well enough on its own, so merging them would only cause problems.

The thing is though, the program doesn't work on my computer. I know how Toads Tool 64 is supposed to have a user friendly interface so I just thought that it might work in Toads Tool.
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Posted on 10-24-09 09:19:40 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by Metal_Man88
As harsh as it may sound, Toads Tool is made to edit SM64's graphics and maybe its text. Not its music--not yet, at least.

The major focus right now is on polygons and custom level insertion--even if they wanted to add sound, they would have to drop a lot of other things to do that.

Not to mention VL-Tone doesn't have the greatest amount of time in the world to do everything in TT.

So if you could stop bugging them about an irrelevant feature already covered by another program that you can ask about in its own topic instead of here before I have to start deleting your posts, that'd be nice.

:p

I see what your saying. It's not harsh and I see what you mean. I wont ask about it again.
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Posted on 10-29-09 11:37:58 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by Emoluvjd2 at 10-29-09 08:38 PM) Link
Originally posted by Dialga
That looks really cool.
BTW do you think it will look like that in PJ64 1.7?

I think it would actually work better. That happened to me all the time with 1.6 but 1.7 fixed it.
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Posted on 11-01-09 02:43:08 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by Emoluvjd2 at 11-01-09 12:43 AM) Link
http://homepage.mac.com/qubedstudios/mumbo64v1bpj64.jpg
The one thing wrong with this is that the bridge has a shadow when it's not even there.
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Posted on 11-01-09 03:23:13 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by Breegullbeak
Nice ending. I can't take credit for getting the file out of the game though. Credit Cooliscool of the RWP. He made the model ripper/viewer.

Their is another part to the model that has the bridge and the fences. I may also be able to search out the water model for the level to if it would help at all.

I could actually get you most of the charecters and objects as well.

So I guess shadows for everything is on the main .obj, and the non-shadowed .obj's are the other part?
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Posted on 11-08-09 10:24:26 PM, in ToadsTool Suggestions Link
Could you add the function to ask if you want to overwrite the current rom to the extender because I just lost the hack I was working on...
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Posted on 11-25-09 01:42:42 AM, in Collision model help! Link
Collision modifying is not in Toads Tool 64. So no.
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Posted on 12-19-09 09:48:27 PM, in Mario 64 Level Importer Link
Originally posted by Aamelo
Geez, Right when i finished creating the level, the SKETCH-UP Pro Tiral Ended...



In the download for the importer there's a free plugin for exporting to .OBJ.
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Posted on 01-10-10 10:04:39 PM, in Mario 64 Level Importer Link
Wait you have something backwards, you type the .obj files name first. Unless you can do it either way.
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Posted on 01-15-10 01:21:05 AM, in !!!!Gameshark code in game???? Link
Originally posted by Deluxejames
Hey I'm new to toadstool 64, but I understand some of what goes on to make it. Ok i know it's very complicated and that's like it.

Here is something I would like to see in future releases

Gameshark code Embedding!

What I mean is that I would like to enter gameshark code and have it start when the game starts. Like the code is IN the game.

Thanks!



They have a question topic for this. Ask it there.
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Posted on 02-11-10 11:45:46 PM, in Mario 64 Level Importer Link
Is there a limit to the number of textures we can use? I imported a model with all 32x32 textures but one turned into a different texture.
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Posted on 02-14-10 09:48:57 PM, in Mario 64 Level Importer (last edited by Emoluvjd2 at 02-14-10 06:49 PM) Link
When I tried importing an .obj I imported with v0.6 the textures weren't there. The strange thing is that it was imported with textures just fine in the last version. Is there something wrong with the program? Or am I just doing something wrong? Also you might want to fix the background selection. I've never heard of Jully Roger Bay.
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Posted on 02-15-10 01:30:16 AM, in ToadsTool Suggestions (last edited by Emoluvjd2 at 02-14-10 10:31 PM) Link
Originally posted by 0003mg
List of Suggestions

1. Can't be done until water is better understood.
2. Sounds like a good idea, I'm pretty sure it's been suggested before.
3. There's already the reverse of that so, I'm pretty sure this can be done if you don't change the file names
4. You can hold down shift to go forwards, and control to go backwards while holding down the mouse. Unless you already knew this.
5. Can't be done. The highest resolution this game supports is 64x32.
6. Again, good idea. Its also been mentioned before.
7. This is already in the 0.6 but only for imported levels, you'll just have to wait until it's released.

Also I have a suggestion. Can there be more textures to edit? For example, the status bar. It's made of 3 textures but 1 for each segment of health, so 9. Also the backgrounds which are each made of 9 32x32 textures.
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Posted on 02-15-10 06:15:07 PM, in Mario 64 Level Importer Link
Originally posted by Me-me
Jolly roger bay does have its own background. Look carefully at the sky next time you're there.

I know that. Look at the way I spelled it though.
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Posted on 02-18-10 10:45:03 PM, in SM64 Music Editing (last edited by Metal_Man88 at 02-18-10 10:07 PM) Link
No. Does this mean the is the original version of SM64?

Actually, I just played it and did notice that. Some other things are: No Peach voice in starting, no noise when Lakitu swoops under the bridge, different Chain-Chomp noise, and different red coin collection noise that dosn't increase pitch every time you get one.

Try not to double-post when just updating something you just posted an hour or two ago. -MM88
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Posted on 02-23-10 10:24:57 PM, in Mario 64 Level Importer Link
Originally posted by Aamelo
Originally posted by Breegullbeak
I'll make my models in the basic Sketchup then open and export them in pro. K thanks.


Actually Sketchup Basic is Overwrited with Pro after Instaled.

But it will return to Basic, afther 8 Hours of usage

But he could also use the free plugin messian included.
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Posted on 02-24-10 07:17:26 PM, in Mario 64 Level Importer (last edited by Emoluvjd2 at 02-24-10 04:17 PM) Link
Originally posted by Conte de Contis
I also have a problem with patching:

I use a regular clean US ROM, i extend it with rom extender1.2b, i expand it and i apply the obj import6.ppf patch. when i open it (before importing the obj file), PJ64 V1.7 gives me this:

image

What's the problem?

Just ignore it. Click okay and then F2 to continue.
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Posted on 03-02-10 01:39:22 AM, in Mario 64 Level Importer (last edited by Emoluvjd2 at 03-01-10 10:39 PM) Link
If your up to it, could a level preview mode be possible?
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Posted on 03-22-10 02:03:42 AM, in Mario 64 Level Importer (last edited by Emoluvjd2 at 03-21-10 11:04 PM) Link
Originally posted by messiaen
Ideally, they should be 320x256 image files, anything else will be converted to this, without taking in account the original aspect ratio of the image.

Are you sure? When I ripped the textures the background came out as 9 32x32 textures meaning that it should be 96x96, shouldn't it?
For comparison, here are the two image sizes.

96x96


320x256
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Jul - Posts by Emoluvjd2


Rusted Logic

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

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