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05-02-22 09:34:26 PM
Jul - Posts by BTTF Forever
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BTTF Forever
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Posted on 02-08-10 07:19:54 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Hi, this is my first mod! I love what you guys are doing here, can't wait for the next version of toads tool 64!

Master Hand's Bedroom (Replaces Bob-Omb Battlefield...........Obviously!) Ver: 0.1

http://www.megaupload.com/?d=26U3K9EJ

1. Extract everything from zip file
2. Open PPF-O-Matic and apply the patch to an EXTENDED ROM!
3. Start emulator and enjoy!

- all stars work (last star needs wing cap)

- the level is from the start of super smash bros, the bedroom where you see the hand pick up the characters and put them on the table.

- the zip file includes a patch maker and patch applyer, so you can make your own patches!

- for some reason, the latest plugin for model extraction of N64 games, lemmy's plugin, crashes on both the 1964 emulator and the Nemu64 emulator (well for me it crashes anyway!). So i had to use an older version of the plugin that doesnt support textures. there are textures though, just not the right colours and stuff. if anyone knows how to stop the crashing of the latest plugin, please let me know!

Video of me showing the 6 acts of the level
http://www.youtube.com/watch?v=hssCjlmiq2A
Enjoy!
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Posted on 02-12-10 04:47:26 AM, in Mario 64 Level Importer Link
umm.... the link to 0.6 is dead for me

i dont know why?
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Posted on 02-12-10 05:54:16 AM, in Mario 64 Level Importer Link
oh sorry, dont worry about it, i clicked on the download 0.6 link a couple of times and it finally worked.

but its not importing my custom textures, and when i try double clicking on ctv.exe to see if it opens, it says i have to reinstall the application because its not installed properly.

are you sure your not missing any files?
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Posted on 02-12-10 10:44:24 PM, in Mario 64 Level Importer (last edited by BTTF Forever at 02-12-10 07:59 PM) Link
@messiaen

well, the file is an exported file from super smash bros. the bedroom at the start to be exact,the plugin exports it as VRML (.wrl) then i covert it to .obj using Vivaty Studio 1.0 Beta, the textures from the export from the game are in a folder along with output.wrl (the original exported from game), Untitled1_export.obj (file converted from .wrl to .obj) and Untitled1_export.mtl (the texture pointer), these are all in the same folder. the texture names i haven't changed, they remain as D04134E_c, ABF8F31_c, 35AFB0C0_c, ect......, Note, some of the textures are bigger then 32x64, but i read that the textures get scaled down, so i didnt worry bout it.

I start the obj importer, i open the .obj file, then i open the rom, i choose bob-omb battlefield as my backround and map replacement, i have no effects in place (snow, lava) i DON'T tick "use in game textures" (or whatever it said) i Tick "have death floor" then i click go, it says it completed succesfully, and it comes up with the "tip" thing below that. i start up super mario 64, load rom, couple of errors come up, but thats fine. go into bob-omb battlefield, and the room and stuff is there, but the textures haven't been replaced, the walls are trees, the desk is bricks, the ground is rock.....ect.....

my pc is windows xp, intel celeron M processor 1300 mhz, 512 mb ram, intel graphics controller 64mb ram, directx 9.0c.

i dont know whats wrong!!

here is the entire folder full of the textures, the .wrl file, the .obj file and the .mtl file
http://www.megaupload.com/?d=GV3S9G0P

please help

EDIT: the textures are in .bmp format
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Posted on 02-13-10 12:07:15 AM, in Back To The Future: Hill Valley Link
Ok, so its not really a game, but its a mod.

i am a member of this site called "www.bttfhillvalley.co.uk" and they are making a mod for grand theft auto: vice city and san andreas, in this mod you can do all sorts of things, even time travel!, its a really cool and probably the best mod for GTA Vice City/San Andreas, but they are having problems...

they only have 1 modeler, and they are predicting that the next version of the mod is a year away! (its especially slow when the last release was 2 years ago!!) the mod is alive, but moving slowly......very slowly!, as you modelers probably know, modeling is a long process, even longer when we have only 1 modeler!

so we are looking for help...

so if you like back to the future, and you can model at least in 3ds max or cinema 4d or any other modeling program (NOT google sketch up!) WE WOULD BE REALLY GLAD IF YOU COULD HELP THE MOD TEAM!

so just take a look at the site, become a member, and if you are interested, contact Mike at:

Mike@bttfhillvalley.co.uk (i think that's the email)

DOC AND MARTY NEED YOUR HELP TO GET BACK..........TO THE FUTURE!!!

Thank You

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Posted on 02-14-10 05:43:57 PM, in Mario 64 Level Importer Link
Wow, looks like im not the only one that has texture problems.

I guess messiaen will reply soon... I Hope!

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Posted on 02-17-10 03:42:16 AM, in Mario 64 Level Importer Link
I see your textures didn't get replaced either. There is something wrong here! is there anyone else out there who ACTUALLY got there textures replaced BESIDES Messiaen? cause he/she has not replied in a while. And if anyone is able to import custom textures, can they please tell me and everyone else what we are doing wrong?

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Posted on 02-17-10 04:27:10 AM, in Mario 64 Level Importer (last edited by BTTF Forever at 02-17-10 06:11 AM) Link
yeah, it is great that he lets us use them. i use BMP file format by the way, and it doesnt replace them. and another thing, where has the object culling option gone? i need it!

EDIT: just tried JPEG format, doesnt work either

EDIT2: For Messiaen: may i suggest a .obj EXPORTER? so the original levels inside SM64 we can export to .obj format to use in other games and stuff, i know theres a plugin to export vrml with an emulator, but it would be better if you could export the real 3d model instead of somthing captured from directx, we could edit somthing then re-import the modified level. so is .obj EXPORTING possible?

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Posted on 02-18-10 04:21:02 AM, in Mario 64 Level Importer (last edited by BTTF Forever at 02-18-10 01:27 AM) Link
i use Vivaty Studio 1.0 Beta.

i actually captured the 3d VRML file and the textures on a pc at school (cause to use the plugin you have to have a pixel shader, and my home pc doesn't), i put the folder on my USB then i import it straight off the USB into Vivaty

When i open the VRML in Vivaty, the textures are all there and working in the VRML file, i save it as an .obj file, and reopen it in Vivaty to test it, the textures still work reading off the .mtl file, so Vivaty finds the texture files even with spaces in the .mtl file, but your program does not. cant wait for Ver 0.8!

Questions.....

1. what do you mean it uses "absolute paths
2. what do you think of my .obj exporter idea?
3. Do you think you could make it that you have a choice to use the .mtl file or select a folder that contains the textures? EG:

Texture Origin (drop down menu)
1.Use in game textures
2.Use .mtl file as a pointer to the textures (default)
3.Select a folder that contains the textures (use this if the .mtl file doesn't work)

when you click on the 3rd one, a pop up "Browse" box pops up

I think its a good idea, just in case the .mtl file doesn't work, you can manually point to the textures.
what do you think?

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Posted on 02-23-10 04:41:38 AM, in Mario 64 Level Importer Link
this is great!

haven't been able to reply in a while since my internet died........but it works now.

there are still a few texture errors, for example, there's a texture for a stereo speaker, but when its in game, the texture doubles beside itself, it doesn't stretch to the width of the 3d face. and there's also some missing textures that appear in the modeler but not in game, ill try to send pics later.

your doing a great job! keep up the good work.

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Posted on 02-23-10 06:25:03 PM, in Mario 64 Level Importer Link
just saw the preview for 0.8........BRILLIANT!

the GUI looks a bit confusing though, i don't get the bit about the 3 banks and the object lists and stuff.

at this rate, I'm guessing by version 1.0, there will be an option to replace either the level, or an object in game of your choice in the bank of your choice!

well that's all in the future.........or the past..........whatever!.......

can't wait for 0.8, hopefully more texture fixes!

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Posted on 02-28-10 08:10:57 AM, in Mario 64 Level Importer Link
ok, i cant even get into my level...

i have a brand newly patched rom, imported the object, went into SM64, jumped in the painting, selected the first star, mario said "letsa gooo..."...............White screen stays there, it doesnt load the level, i have done everything perfectly, what am i doing wrong?

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Posted on 03-01-10 03:46:04 AM, in Mario 64 Level Importer Link
Originally posted by messiaen
Originally posted by BTTF Forever
ok, i cant even get into my level...

i have a brand newly patched rom, imported the object, went into SM64, jumped in the painting, selected the first star, mario said "letsa gooo..."...............White screen stays there, it doesnt load the level, i have done everything perfectly, what am i doing wrong?


Log please? Did it work with previous versions of the importer?


yes it did work with previous versions, here is the log:

[Environment]
Convert path = C:\N64\0.8BETA\cvt.exe
[Import Parameteres]
ObjFile = C:\Documents and Settings\Jared Doevendans\Desktop\bedroom\output.obj
Scaling = 300.000000
Level = 0
Weather = 0
Background = 4
Create Death at Bottom plane = 1
Restore Level Flag = 0
Bank 0x0C = 0
Bank 0x0D = 0
Bank 0x0E = 0
Music = 0
Terrain = 0
[Material]
Material Library = ./output.obj.mtl
Material #1 = material_0
Material #2 = material_1
Texture File = 22B753D9_c.bmp.BMP DataOffset = 0x36
(16x32) Texture Pointer = 0e000000
Material #3 = material_2
Texture File = 5FEB56C1_c.bmp.BMP DataOffset = 0x36
(16x32) Texture Pointer = 0e000400
Material #4 = material_3
Texture File = 19A6AF05_c.bmp.BMP DataOffset = 0x36
(32x16) Texture Pointer = 0e000800
Material #5 = material_4
Texture File = 76ED1A7B_c.bmp.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e000c00
Material #6 = material_5
Texture File = D42DB76_c.bmp.BMP DataOffset = 0x36
(8x8) Texture Pointer = 0e001400
Material #7 = material_6
Texture File = 45445EA0_c.bmp.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e001480
Material #8 = material_7
Texture File = 487E6E47_c.bmp.BMP DataOffset = 0x36
(64x32) Texture Pointer = 0e001c80
Material #9 = material_8
Texture File = 112DDD3D_c.bmp.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e002c80
Material #10 = material_9
Texture File = 2EFE7B7A_c.bmp.BMP DataOffset = 0x36
(16x32) Texture Pointer = 0e003480
Material #11 = material_10
Texture File = 6B682FD4_c.bmp.BMP DataOffset = 0x36
(16x11) Texture Pointer = 0e003880
Material #12 = material_11
Texture File = 4BABD7A1_c.bmp.BMP DataOffset = 0x36
(32x64) Texture Pointer = 0e0039e0
Material #13 = material_12
Texture File = 5B4B2FA2_c.bmp.BMP DataOffset = 0x36
(32x64) Texture Pointer = 0e0049e0
Material #14 = material_13
Texture File = 8C2AAB4_c.bmp
[BMP conversion]
Command = C:\N64\0.8BETA\cvt.exe "8C2AAB4_c.bmp" BMP3:"8C2AAB4_c.bmp.bmp"
Return Value = 0
[BMP resizing]
Command = C:\N64\0.8BETA\cvt.exe -resize 32x32 "8C2AAB4_c.bmp.bmp" BMP3:"8C2AAB4_c.bmp2.bmp"
Return Value = 0.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e0059e0
Material #15 = material_14
Texture File = 52A10C61_c.bmp
[BMP conversion]
Command = C:\N64\0.8BETA\cvt.exe "52A10C61_c.bmp" BMP3:"52A10C61_c.bmp.bmp"
Return Value = 0
[BMP resizing]
Command = C:\N64\0.8BETA\cvt.exe -resize 32x32 "52A10C61_c.bmp.bmp" BMP3:"52A10C61_c.bmp2.bmp"
Return Value = 0.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e0061e0
Material #16 = material_15
Texture File = 1B6B9D74_c.bmp
[BMP conversion]
Command = C:\N64\0.8BETA\cvt.exe "1B6B9D74_c.bmp" BMP3:"1B6B9D74_c.bmp.bmp"
Return Value = 0
[BMP resizing]
Command = C:\N64\0.8BETA\cvt.exe -resize 32x32 "1B6B9D74_c.bmp.bmp" BMP3:"1B6B9D74_c.bmp2.bmp"
Return Value = 0.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e0069e0
Material #17 = material_16
Texture File = 34A20049_c.bmp
[BMP conversion]
Command = C:\N64\0.8BETA\cvt.exe "34A20049_c.bmp" BMP3:"34A20049_c.bmp.bmp"
Return Value = 0
[BMP resizing]
Command = C:\N64\0.8BETA\cvt.exe -resize 32x32 "34A20049_c.bmp.bmp" BMP3:"34A20049_c.bmp2.bmp"
Return Value = 0.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e0071e0
Material #18 = material_17
Texture File = 50AD54F9_c.bmp.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e0079e0
Material #19 = material_18
Texture File = 14EC9D10_c.bmp
[BMP conversion]
Command = C:\N64\0.8BETA\cvt.exe "14EC9D10_c.bmp" BMP3:"14EC9D10_c.bmp.bmp"
Return Value = 0
[BMP resizing]
Command = C:\N64\0.8BETA\cvt.exe -resize 32x32 "14EC9D10_c.bmp.bmp" BMP3:"14EC9D10_c.bmp2.bmp"
Return Value = 0.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e0081e0
Material #20 = material_19
Texture File = 4E67371D_c.bmp.BMP DataOffset = 0x36
(8x8) Texture Pointer = 0e0089e0
Material #21 = material_20
Texture File = 1BF73CD4_c.bmp.BMP DataOffset = 0x36
(16x32) Texture Pointer = 0e008a60
Material #22 = material_21
Texture File = 39E8259B_c.bmp.BMP DataOffset = 0x36
(32x16) Texture Pointer = 0e008e60
Material #23 = material_22
Texture File = 14F27B25_c.bmp.BMP DataOffset = 0x36
(32x16) Texture Pointer = 0e009260
Material #24 = material_23
Texture File = 1C589947_c.bmp
[BMP conversion]
Command = C:\N64\0.8BETA\cvt.exe "1C589947_c.bmp" BMP3:"1C589947_c.bmp.bmp"
Return Value = 0
[BMP resizing]
Command = C:\N64\0.8BETA\cvt.exe -resize 32x32 "1C589947_c.bmp.bmp" BMP3:"1C589947_c.bmp2.bmp"
Return Value = 0.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e009660
Material #25 = material_24
Texture File = 27C14366_c.bmp
[BMP conversion]
Command = C:\N64\0.8BETA\cvt.exe "27C14366_c.bmp" BMP3:"27C14366_c.bmp.bmp"
Return Value = 0
[BMP resizing]
Command = C:\N64\0.8BETA\cvt.exe -resize 32x32 "27C14366_c.bmp.bmp" BMP3:"27C14366_c.bmp2.bmp"
Return Value = 0.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e009e60
Material #26 = material_25
Texture File = 359B630A_c.bmp.BMP DataOffset = 0x36
(16x8) Texture Pointer = 0e00a660
Material #27 = material_26
Texture File = 67EAC686_c.bmp.BMP DataOffset = 0x36
(16x32) Texture Pointer = 0e00a760
Material #28 = material_27
Texture File = 60406202_c.bmp.BMP DataOffset = 0x36
(32x16) Texture Pointer = 0e00ab60
Material #29 = material_28
Texture File = 8ADC39D_c.bmp.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e00af60
Material #30 = material_29
Texture File = 6A3B4241_c.bmp.BMP DataOffset = 0x36
(16x1) Texture Pointer = 0e00b760
Material #31 = material_30
Texture File = 358CF07B_c.bmp
[BMP conversion]
Command = C:\N64\0.8BETA\cvt.exe "358CF07B_c.bmp" BMP3:"358CF07B_c.bmp.bmp"
Return Value = 0
[BMP resizing]
Command = C:\N64\0.8BETA\cvt.exe -resize 32x32 "358CF07B_c.bmp.bmp" BMP3:"358CF07B_c.bmp2.bmp"
Return Value = 0.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e00b780
Material #32 = material_31
Texture File = 6A5B5F3B_c.bmp.BMP DataOffset = 0x36
(16x8) Texture Pointer = 0e00bf80
Material #33 = material_32
Texture File = 35AFB0C0_c.bmp.BMP DataOffset = 0x36
(32x16) Texture Pointer = 0e00c080
Material #34 = material_33
Texture File = 27D62D17_c.bmp.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e00c480
Material #35 = material_34
Texture File = 3C3E2C53_c.bmp.BMP DataOffset = 0x36
(8x32) Texture Pointer = 0e00cc80
Material #36 = material_35
Texture File = 478FECDD_c.bmp.BMP DataOffset = 0x36
(32x64) Texture Pointer = 0e00ce80
Material #37 = material_36
Texture File = 4428D5D7_c.bmp.BMP DataOffset = 0x36
(64x32) Texture Pointer = 0e00de80
Material #38 = material_37
Texture File = 67683089_c.bmp
[BMP conversion]
Command = C:\N64\0.8BETA\cvt.exe "67683089_c.bmp" BMP3:"67683089_c.bmp.bmp"
Return Value = 0
[BMP resizing]
Command = C:\N64\0.8BETA\cvt.exe -resize 32x32 "67683089_c.bmp.bmp" BMP3:"67683089_c.bmp2.bmp"
Return Value = 0.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e00ee80
Material #39 = material_38
Texture File = 48815006_c.bmp.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e00f680
Material #40 = material_39
Texture File = 6C7D6C27_c.bmp.BMP DataOffset = 0x36
(16x32) Texture Pointer = 0e00fe80
Material #41 = material_40
Texture File = 34C0A52B_c.bmp.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e010280
Material #42 = material_41
Texture File = 47CB0575_c.bmp.BMP DataOffset = 0x36
(16x32) Texture Pointer = 0e010a80
Material #43 = material_42
Texture File = 2FBA0C1E_c.bmp.BMP DataOffset = 0x36
(32x32) Texture Pointer = 0e010e80
[Fatal error]
Quads found. Triangule .obj file first!

i know it says triangulate first, but i used the exact same .obj file with previous versions and it imported fine!!!

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Posted on 03-03-10 03:51:37 AM, in Mario 64 Level Importer (last edited by Metal_Man88 at 03-03-10 03:10 AM) Link
Originally posted by messiaen
Can you send me the .obj file? The break when finding quads was a last minute addition which I didn't test.


This post made less stupid by Metal Man. Edited, less stupid version follows.




its the bedroom.zip i posted a few posts back when i had an error, i tried importing that .obj file in 0.8 beta and it didn't work.

i am looking forward to another beta.

If you wish to subject yourself to useless text, view the text commented below this post. I do not advise it, for it will add nothing of value to the post.



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Posted on 03-03-10 06:41:07 PM, in Mario 64 Level Importer Link
cool, im glad you got those bugs fixed, you dont know how much this means to me to be able to import custom levels, i'm really greatfull, and thanks for helping me out with my problems, i appreciate that.

PS: i dont know why metal man had to edit my post?

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Posted on 03-05-10 03:40:20 AM, in Mario 64 Level Importer Link
ok, cool, so why didn't it import when i did it?

another thing about the textures, if you take a look at the radio, the speakers are a separate texture each, and if you look, they double beside each other instead of stretching to the size of the polygon, is there any way to fix this?

and how come only .PNG is supported alpha?

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Posted on 03-05-10 07:42:49 PM, in Mario 64 Level Importer Link
OK Messiaen, thanks for that, one more thing though, i don't know if you got this suggestion or not, but Ive said it 3 times before but you never replied to it.

Could you please reinsert the culling (reverse faces) option in the next version or this version if possible? i really need it.

because when i import some things from other games, i just fall through the faces when i enter the level. LOL.

please reply.

thank you.





For Metal_Man88:

Was that polite enough? LOL

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Posted on 03-05-10 08:56:37 PM, in Mario 64 Level Importer (last edited by BTTF Forever at 03-05-10 06:21 PM) Link
To Messiaen:

yes, the .obj is from a VRML export, and i converted it from .wrl to .obj using Meshlab, but meshlab has no reverse face option (well i haven't been able to find it if there is one). For exporting from games, i use the nemu exporting plugin for the 1964 emulator, In the options for the plugin, there is no option for reverse faces.

the .obj i was trying to import was from Goldeneye, the first part where you start on the dam level, it imports fine, but when i hop in the level, i fall straight through it.

PS: in 0.4 alpha version of the importer that you made, i exported the actual dam from Goldeneye, and with the -culling option, I was able to put it in and walk along the dam, but it had no textures.

NOTE: it also does this with the south park n64 exports, the faces are reversed.
ill see if i can make a list of n64 games that have faces reversed and ones that don't when you VRML export them.

here's the .obj, .mtl......etc

http://www.megaupload.com/?d=305HZBJX -DOES NOT WORK

NEW-http://www.megaupload.com/?d=0NFC1YEI

it's in .7z format, you need 7-zip to open it, the old file didn't work for some reason?

NOTE2:some of the textures are from other VRML exports (eg: mario kart) this was because of vivaty studio i used to use, but this shouldnt effect anything, also, it exported 3d models of the people in the level, so the poly count might be a bit high, but just delete those people and it should be fine.

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Posted on 03-06-10 08:04:54 PM, in Mario 64 Level Importer Link
the only reason i do it is that i find it cool!

I mean think about it, Goldeneye Dam level in SM64, how cool is that?

but i do agree with you both, that's why i have Google sketch up, and I'm making my own levels, but i just make tests here and there, whenever a new importer comes though, i always use a rip from another game (eg: the bedroom from super smash bros.) because i want to see how close the importation is to the real thing, And it being cool

i don't really think about the legal side of things though, i mean, downloading roms that you don't have already as a cartridge, is illegal too...

And i have 15 roms, and only about 7 of them i have as cartridges for my N64!

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Posted on 03-06-10 09:12:30 PM, in Mario 64 Level Importer Link
hang on a second, your telling me that all i have to do is flip the entire model, upside down????

but won't the model then be upside down?

I'm confused, could you please explain a little clearer??

thanks.

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