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04-23-22 08:38:00 PM
Jul - Posts by DarkSpacer
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DarkSpacer
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Posted on 05-22-10 06:19:49 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 05-22-10 03:22 PM) Link
So I'm screwed unless I can resave textures with the same name but in a different format, because it exports your textures as JPEG...

Screw this. I'm gonna talk about my method of importing your Game Pak files because maybe it'll help.


The only way I can import your textures is if I drag them from Windows Explorer into Sketchup, and even then it only imports it as an image (a flat image along X-Y axises that isn't even a real polygon). Then I have to right-click, and say "Use as Material", and then and ONLY then can I put it as a texture on a polygon. Then when I export my level with textures, it exports them as jpg.

There.

I'll try converting them to .bmp...

Edit:

Originally posted by Me-Me
In the ROM settings section of the importer I want to change the starting level, but where is Mario gonna start?
If I want to change the position, how do I do that?


I think I remember reading that Mario's start position when you start the game is hard-coded. It's not editable yet.

DarkSpacer
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Posted on 05-22-10 09:17:02 PM, in Mario 64 Level Importer Link
Yes, I'm using the OBJ exporter you linked from your site.

I tried converting them (saved them out as BMPs in Paint), and then replaced all occurrences of JPG in the MTL file with BMP, and now I don't even think it's using valid textures. In other words, the textures came out worse.

I think I'm doing something wrong
(post in restricted forum)
(post in restricted forum)
DarkSpacer
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Posted on 05-24-10 10:09:07 PM, in Stereoscopic 3D? Link
This would be kind of hard. THe 3D glasses idea I mean, because if you shift the camera over, you MIGHT have one console rendering, say, 30 polygons, and the tilted camera one renders 40 polygons, and 30 polygons, as an example, is the maximum it can render before it slows down. That would mean the 40 polygon camera is moving as a slower frame rate, and it will break the 3D look.

As for the zooming-down-to-1/4-of-the-screen thing...what if you were playing four Mario Karts all with the "All Players Can Be the Same Character" cheat on Vs. on Rainbow Road?

It won't be pretty.
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Posted on 05-25-10 12:08:21 AM, in Stereoscopic 3D? (last edited by DarkSpacer at 05-24-10 09:14 PM) Link
I meant it would be 16 screens on the same TV, and 16 of the same player, on a course where much of the track looks the same. I'd just hope to God I'll remember who I am

Edit: oopsie I meant to add all the games are in four player mode too. Oh well, It still won't be pretty.
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Posted on 05-27-10 09:59:02 PM, in Mario 64 Level Importer Link
Set scaling to 2000. You'll see something. If you don't, shoot me .
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Posted on 05-28-10 08:12:52 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 05-28-10 05:39 PM) Link
hmmm...

At first it looked to me like half the polygons were not triangles, but it looks like half the face shows up diagionally, so that's not it...

did you exceed the limit of 5000 polygons in a level? In some configurations, exporters do some odd stuff to the model and one face ends up having 50 polygons or whatever.

Another possibility is incorrect exporter settings, but I kind of doubt it.

Edit: WAIT a minute...did you say you didn't set the ROM to use 8 MB? I may be wrong...but is there a setting on Messain's importer that says "use 8MB as RAM"? That might fix my stupid texture problem...Oh by the way, I have screenshots on my own website of my level here.

Edit 2: WAIT...AGAIN! YOU ACTUALLY LANDED ON THE YELLOW POLYGON ON THE BOTTOM OFD THE LEVEL?? That's the Death Floor! If you go below that, you die. But you landed ON it?!

I never thought SM64 would be that picky about polygons...
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Posted on 05-28-10 09:52:33 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 05-28-10 06:52 PM) Link
The Death Floor wasn't activated when I was in the level. I just re-imported with Death Floor on for the screenshot.


...I wonder...can you PM me a link to your OBJ file with textures? I might be able to find something you did wrong AND fix my texture problem.
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Posted on 05-28-10 09:54:52 PM, in Donkey Kong '94 (last edited by DarkSpacer at 05-28-10 06:55 PM) Link
...

[/awesome post]
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Posted on 05-29-10 12:59:20 AM, in Mario 64 Level Importer Link
Yeah, the only problem is the faces that actually show on his model. Those faces are shaped like triangles. Therefore the other half must be triangles. I can't see how any polygons that are missing would have more than 3 vertices.
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Posted on 05-31-10 03:54:08 PM, in Mario 64 Level Importer Link
Zero One, the MTL file does not contain textures. AN MTL is simply a file indicating where the files can be found.

Also, a ROM was in your Blockland zip.
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Posted on 06-02-10 02:00:47 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by Zero One
Yeah but, then what would you do for fun?


I don't think it's supposed to be fun. Unless Metal Man feels a thrill each time he quenches (I hope I spelled that right) an idiot.

Originally posted by Conte de Contis
On the relase (or later), there will be an object model importer?
For example, import custom pieces for Mario sprite. Well, i know the limitations, but i could fend.


I don't think VL-Tone is quite there yet. Although we COULD...it'll have to start from manual hex hacking though. Who's up for that?
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Posted on 06-04-10 01:59:15 PM, in Mario 64 Level Importer Link
JPEG??? GROWL! SKETCHUP EXPORTS THINGS IN JPEG!!!

im so confused...
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Posted on 06-04-10 02:04:39 PM, in THREE DEE FORRRRRRM Link
WHat do you mean OH GOD? Hit detection...wait do you mean when you shoot someone? I haven't really studied that in Sauerbraten.

Or do you mean collision?...
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Posted on 06-04-10 06:19:36 PM, in THREE DEE FORRRRRRM Link
I don't understand your whining. If you ask yourself anything about an object intersecting, in Cube 2 all you do is move/delete an object. If you're talking about terrain you either press the "optimize geometry" button or you fiddle with the left/right/middle mouse button and scroll wheel until it dissappears.
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Posted on 06-04-10 08:08:34 PM, in THREE DEE FORRRRRRM Link
Oh. Ok.

I'll shut up then.

[/awesome post]
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Posted on 06-04-10 10:52:49 PM, in Mario 64 Level Importer Link
If you insist on me being more articulate, I will:

Originally posted by Me-me
I tried to import a level with custom textures, but they just didn't show up in the game. So I tested a lot and after a lot of tries, I got so annoyed that I made a test level, which contained many small "paintings", each with a different image format. I tested BMP, PNG, GIF and JPEG. Strangely enough, the only texture which worked was the one in JPEG format.


Sketchup exports my textures in JPEG. And as far as I know, the 3D modeling programs mentioned do not export in any other form of JPG other than said JPG (a.k.a. there aren't other types of JPG being used as far as I know), therefore my JPG textures should work, but they don't.

Explanation: Posted

Commence blindingly obvious solution.
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Posted on 06-05-10 03:23:29 PM, in Mario 64 Level Importer Link
But what if I don't know the extensions? Sketchup comes with its own set of textures...
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Posted on 06-06-10 08:27:24 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 06-06-10 05:30 PM) Link
So what I get from that is you jump in the painting, your able to pick a star, but then before the screen even changes (it's still white after the stars fade away), bowser eats the screen (heh).

I doubt that very highly.

You MUST at least see the background for the level. Otherwise that would mean Mario did not spawn, the level did not load, which would mean the death sequence is unable to commence. Unless the act screen itself is a level...but that doesn't make sense either, given that you can (with work) burn yourself down in the basement and actually get in the LLL painting, and NOT DIE in the act select if you have no health. I've done that loads of times, and Mario never dies while in the act select, only when he spawns and lands on the ground.

THe sequence must therefore be:

Jump in painting
Act Select
Spawn
Die

The closest point at which you can die is 1 frame after you see the background.

But if you actually managed to die in the Act Select...it would be a bad ROM. Or you modified it without knowing what you were doing.

Edit: Or do you mean you died as soon as you entered the painting? Hmm...sounds like you left a gameshark code on. Or a bad ROM.
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Jul - Posts by DarkSpacer


Rusted Logic

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

29 database queries, 46 query cache hits.
Query execution time:  0.083161 seconds
Script execution time:  0.018958 seconds
Total render time:  0.102119 seconds


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