Originally posted by jhon
when I import my level for super mario 64 the level appears sidewards for some reason and I don't know why
If you're using blender, there's an option to rotate the object 90 degrees on export. Make sure that's selected. If it dosen't work (since random things keep happening sometimes in here for some reason), then manually rotate your object.
Not going to quote Grawly's post (too much strikeout), but you have to edit Mario's start position also. Open TT64, navigate to the level you've imported. The object currently selected SHOULD be Mario's start position. Move it to a place inside the level, and save the ROM.
This is probably a good time for me to disclose a discovery I've made...if you have a flat square as your level, and you put Mario's start position over it, Mario will die. So does that mean there is a dynamic height value that determines the height of the level, that is used by the game, based on the z values of all the polygons? This theory is supported by the Moon Jump code. In castle Grounds, just stand in an area not covered by a ceiling, and hold L for as long as you can. Doesn't it seem that after a while you hit some kind of roof? And when you finally let go of L, the level isn't some insane distance away?
I don't actually know how to test that (is the value set on loading the level or some kind of data extrapolation method?).
And...I'ld like a brownie please
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