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04-23-22 08:38:03 PM
Jul - Posts by DarkSpacer
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DarkSpacer
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Posted on 06-07-10 02:00:44 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 06-07-10 02:06 PM) Link
Actually, I think he imported a level with Scaling set to 1. That's the deafault value. Or he didn't use Toad's Tool to reposition Mario's start position.

Edit: Sorry, ignore that, didn't notice this:
Originally posted by Aamelo
I was also able to notice that ALL the Textures were in Dark Green.


This implies that he was inside the level, since he said "all", so I actually have no idea.
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Posted on 06-08-10 04:58:35 PM, in Mario 64 Level Importer Link
BTTF forever:

Really?! An MTL thing? DId messeain even TEST MTLs using the Sketchup exporter? I'll try it as soon as I get home (writing this on school computer).

Zero One:

I have no idea about the polygon limit before it slows down. Rough guess: 60 polys onscreen?
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Posted on 06-08-10 08:35:01 PM, in Mario 64 Level Importer Link
Hooray, the map_Kd thing worked!!!!!

But this means you'll have to re-replace them every time you save out a level.
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Posted on 06-09-10 02:12:37 PM, in Attack of the 1 and 4 7's - Now w/two videos (last edited by DarkSpacer at 06-09-10 11:21 AM) Link
I usually use MPG using default settings on Sony Vegas 8. If you wanna see my YouTube channel then click here.

Edit: Oh yeah, HI ANYA"S COMPUTER SCREEN CAPTURE DEVICE THINGYMABOB!!!
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Posted on 06-09-10 02:46:40 PM, in Mario 64 Level Importer Link
I don't think Messain's importer supports multiple areas of a level. It can only replace Area 1 of each level.

If people are asking so many questions like this why not open-source the importer? It just seems like a good idea...

I do have a question, though...in v12 there's a disabled music function...is there any way we can activate it? Is the code even in there?
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Posted on 06-10-10 02:13:54 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 06-10-10 11:26 AM) Link
I found this by luck (your source code is huge...no offense):

Originally posted by Source Code
"\n[Warning]\nError loading file %s - using texture from the game",


You could have put that in an error information window if you read "mapKd" instead of saying everything's okey-dokey :b

Edit: Metal Man: I doubt they know how to program, I'm talking about anyone who knows how to program.
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Posted on 06-10-10 10:39:20 PM, in Mario 64 Level Importer (last edited by DarkSpacer at 06-10-10 07:43 PM) Link
...I wasn't talking about you, Conte de Contis. I was talking about that people who know how to program should program the importer and people that don't know should STAY AWAY FROM THE SOURCE CODE BECAUSE IT IS HUGE

IF YOU TRY TO PROGRAM THAT YOU WILL DIE...not really. But it would be frustrating.

Edit: You really messed up that level, didn't you? Did you know exactly where you were editing in the ROM?
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Posted on 06-16-10 10:42:20 PM, in Mario 64 Level Importer Link
Me-Me, those Object lists are just showing you what objects are in what bank. They do jack----crap.
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Posted on 06-17-10 02:50:56 PM, in Mario 64 Level Importer Link
Originally posted by Me-Me
Yeah I know what they do, it's just something I thought should be in the FAQ.


So...were you just providing an image? Or were you seriously seriously curious? Because you could've just ...nevermind.

I think that should be in the FAQ too, actually, so people don't explode looking for a use for those object lists.

Originally posted by vinnyboiler
Heres a question, is their a way to show this area in TT64,

If their is not currently a way to show this area in TT64, then is their a way to find the position co-ordernates in-game so I can just type it into TT64. This problem is case for all my levels and some are so bad I cant even see most of it in the editor



TT64 currently only reads the first 2000 polygons in a level (which was to prevent Toad's Tool from reading the entire ROM to the end). The collision map, however, for some reason can display more than 2000 polygons. Use Breegullbeak's idea.
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Posted on 06-18-10 12:15:38 AM, in Mario 64 Level Importer Link
Actually, I have a problem with that...I import my level, everything's fine, sometimes I put objects on my level like Goombas. But when I go in my level in the game, none of the objects show up.

Any blindingly obvious solutions? (Actually judging by the mapKd problem, I shouldn't say that :b)
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Posted on 06-18-10 12:23:02 AM, in Oooh...I found it! Link
World -1...the endless level of Super Mario Bros. 1!!

Not really. But...it sorta is...kinda...okay its not.

...


Am I even supposed to post in here?
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Posted on 06-18-10 12:59:11 AM, in Mario 64 Level Importer Link
Oh. I didn't check the acts.

Am I an idiot?
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Posted on 06-23-10 06:16:34 PM, in SM64 Gameshark/Hex Stuff Link
That...would be the awesomeist thing EVER.

I don't think there's anything like that already...
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Posted on 06-29-10 06:05:29 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by Metal_Man88
...thinking 'beta' was meant in the 'Google' sense...


What do you mean by that? You mean Google's "beta" content isn't broken as hell?

{/off-topic post}
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Posted on 07-05-10 11:27:03 PM, in Mario 64 Level Importer Link
Wasn't it found that you can correct the exporter itself?

Go to where you installed Sketchup, go to "Plugins" and find "ObjExporter.rb", open that in Notepad (or, if on a Mac, SimpleText) and Find and Replace "mapKd" with "map_Kd".
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Posted on 07-10-10 12:47:39 AM, in Mario 64 Level Importer Link
Let me make the last post a little clearer:

Messeins importer is separate from the ROM Extender. The Importer was just a side project that (I assume) started by way of want of a level importer. ROM_expand.exe should be in the Importer folder. To use it, drag your ROM (click the file, but hold left mouse button) (from a Windows Explorer window) onto the ROM_expand.EXE file (on top of the icon in another Windows Explorer window). It should expand automatically. Then use PPF-O-Matic to apply obj_import6.PPF (the Open buttons and windows SHOULD be self-explanatory, but one thing: When loading ISOs, change the "File Type" field to read "All files"). Then click "Patch" (or the equivalent button).

NOTE THAT THIS DESCRIPTION DOES NOT GUARANTEE 100% BAN OF THIS QUESTION MWAHAHAHA

I like how everyone calls it "The Importer" like it should be in some Mission Impossible movie.
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Posted on 07-13-10 03:36:20 PM, in SM64 Music Editing (last edited by DarkSpacer at 07-13-10 08:56 PM) Link
Do you mean when you hear "It's-a me, Mario!"?

I think that's a sound...it's not part of the music. Remember that all of the music in SM64 is a sort of MIDI (although technically it could be part of the music judging by my last post in here...I'll have to experiment somehow with that).

Edit: In fact, you could say the "It's me Mario" sound is a MIDI instrument!
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Posted on 08-01-10 04:42:33 PM, in Mario 64 Level Importer Link
Yes. Basically it acts like Castle Grounds or Inside Castle and loads Act 6, which is basically Act 1...I think...can someone tell us again what Act 6 is?
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Posted on 09-09-10 02:27:19 PM, in Mario 64 Level Importer Link
Let me try to translate his problem:

He can't export anything from Google Sketchup because it analyzes the geometry, but finds nothing to export. He's tried selecting the geometry, to no avail.

Except I don't know what this is: "Triangulation Plug-In Makes Objects VANISH"

Apparently he panicked and downloaded random plugins that don't work. Best way I can interpret that and still make sense...

And he finds Blender very confusing.

And I have to ask...what is wrong with his English?!? I mean I've heard of n00b speak but this is just...weird.
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Posted on 09-11-10 10:50:02 PM, in Mario 64 Level Importer Link
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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Jul - Posts by DarkSpacer


Rusted Logic

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

27 database queries, 50 query cache hits.
Query execution time:  0.075559 seconds
Script execution time:  0.021632 seconds
Total render time:  0.097192 seconds


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line 598 column 27 - Warning: <nobr> is not approved by W3C
line 626 column 27 - Warning: <nobr> is not approved by W3C
line 658 column 27 - Warning: <nobr> is not approved by W3C
line 688 column 27 - Warning: <nobr> is not approved by W3C
line 714 column 27 - Warning: <nobr> is not approved by W3C
line 750 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 231 warnings and 0 errors!


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