Ragin
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I am having problems with a levelmodell at the moment:
I tested it a few times during the modelling process and it worked without any problems in the game and in Toadstool. Today I finished modelling and imported the product, again without any errors, all changes are visible in the game. However, Toadstool cannot open it anymore, atempting to open it produces a "Property not found #texture" error.
The level is quite complex, it consists of more than 6000 Polygons, but it is still inside the save limitations of 6500.
I read about this error in this thread, but the solutions I found didn't work for me.
This is what I already tried:
- import OBJ into a new untouched ROM (this is why I think the model is the problem)
- Texture all faces, even those which are on the "outside" of the Level (My other models I imported also have the default texture from Sketchup in them, but they are working fine)
- reduce the amount of textures used (I've been using 20 textures from the original game, no custom ones)
- undo some of the final changes on the model, but not all of them
- delete like half of the polygons in the Level
It would be amazing if somebody knew a solution to this, since I put a ton of effort into this level. |
Ragin
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@messiaen:
Here you can download it:
http://www.megaupload.com/?d=F56U6HHP
@Celux: That's an interesting idea. It didn't work with the importersetting, but I will now try to remove the textures manually and import it without them, maybe then it will work.
Thanks so far for the fast replies. |
Ragin
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I've started hacking SM 64 a few weeks ago after watching a tutorial from Lugmillord, and since hacking today is possible without technical knowledge thanks to the OBJimporter and Toadstool, I finished my first levels, which I'd like to present here.
Here is a video displaying parts of the Levels:
http://www.youtube.com/watch?v=fdrCJY7HDO8 |
Ragin
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@messiaen:
I added the line, so that it looks like this:
newmtl Default_Material
Ka 0.000000 0.000000 0.000000
Kd 1.0 1.0 1.0
Tr 1.0
Ks 0.000000 0.000000 0.000000
Ns 3.2
map_Kd Texture0254_RGB.png
It didn't help though, Toadstool still finds a problem.
I also tried different variations:
- deleting the rest of the textures and adding this line to the remaining default material in the mtl
- using one texture for the whole model and making sure that the map_Kd-line is not missing
- using three different textures for the whole model
Non of these worked, but I noticed something:
If I try to import the model without textures or with a very little amount of different textures, the importer produces this error:
"Warning: some textures in your level were bigger than the N64 texture cache size (4k) [32x64 at most] and have been resized to fit. Recommended texture size is 32x32."
I only used a 32x32-texture from the original game, so I don't see what causes this error. The importer says that importing was successfull, but you can see in the game that this is not the case, the new model couldn't be imported.
Thus I cannot tell wether Toadstool would accept the model without textures/with different textures/with a little amount of textures.
Maybe it is a problem with my OBJ-exporter?
These are my settings for it:
"Guess which faces to export" and "Use UVHelper" are checked, everything else is not.
That should be the default setting.
Thanks for trying to help me, I really appreciate it!
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Ragin
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@Megaman511again: I am German, so I had no problems with them being German. I don't know if there is a comparabel tutorial in English.
My next level is finished, so 35 stars are now available in my hack.
http://www.youtube.com/watch?v=O2gVaw9ncu0 |
Ragin
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Just wanted to say that I finally found a way around my problem.
This is how it worked:
- import the OBJ-file from Sketchup in another 3D-software which supports OBJ (3ds max in my case)
- export it using this programm
- import it into SM 64
- place your objects
- import it with textures
If somebody else has the same troubles as I had, they might try this. |
Ragin
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I again have a problem I do not understand:
Before I started making the level I am working on at the moment, I experimented with the objects I wanted to use. I imported a testlevel over SSL using the SSL object bank. Toadstool did not display most of the objects from SSL in the "set object combo" list. I still managed to place them by using another object and giving it the model and behaviour from Grindel, Spindel or the moving pyramid walls. It all worked fine during testing. Now I am trying to do the same thing in the almost finished level, but suddenly those objects cause a freeze when coming close to them.
I did not do anything different than during testing, but still they freeze.
The final level also replaces SSL and also has the SSL-objects, I used the correct Model-IDs and Behaviours and even tried to only use one moving pyramid wall in the whole level, since I thought I placed to many of those objects.
Is there anything I can do to make it work? This seems so irrational to me. |
Ragin
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The next level for my hack is finished. It now contains 42 completed stars.
Fans of british landscape might approve of it:
http://www.youtube.com/watch?v=EnqUt_BIRCU&feature=youtu.be |
Ragin
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I've got a lot of work at university, so the time I can invest into hacking is limited, but I'll definitly try to figure it out.  |
Ragin
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And here comes my next level!
Video-preview:
http://www.youtube.com/watch?v=XjWFdzzQM8M&feature=youtu.be
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Ragin
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Since you asked:
About 40% of my models are displayed correctly in the 3D-viewer of the importer, the others are displayed without textures, or, in one case, cause the application to crash.
However, my levels commonly reach 6000 polygons, maybe that's an issue. Speed is not a problem though, if it works, it runs smoothly.
I also noticed that the "ignore maximum triangle count" does not work for me, even if I check it, the Importer will not import them. It says that importing was succesfull, but testing shows that the level-model remained the last version I imported with less than 6500 polygons. The models only had slightly more than 6500 polys, between 6500 and 7000. |
Ragin
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Sounds asolutely amazing. =)
Here is a mtl of a model causing trouble in the Preview:
http://www.mediafire.com/file/11q8ii83i44iei6/Der ewige Berg.mtl |
Ragin
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This is easy to fix with the offset feature.
Before this feature was implemented I used to "balance" my model vertices-wise, since the "mass centre" of all vertices seems to be the default middle-point of the level when importing a model. That is why the building-part of your first model is dragged to the middle.
If you adjust the offset of the level perfectly and use 10x10 m models, you can use scalings up to a little bit higher than 1620 for a maximum-sized level without anything being out of boundaries. |
Ragin
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| Which one? |
Ragin
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"If things work smoothly, I may add some extra behavior commands for common functions people use in hacks. One of them would be removing a object if Mario has less or more than "X" stars."
Would X be limited by 127 like the star doors? One additional bit would be nice for larger hacks, but I have know idea wether you can control that.
I am sure that the next version of your importer will be absolutely amazing, definitly looking forwad to its release. =) |
Ragin
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@Dooplis: I like this ruin-like structured level.
@Skilllux: Stop doubleposting or something dreadfull will hapen. |
Ragin
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The number of faces Toad's tool can display is limited.
If you check "view collision map" in Toad's tool you will be able to see your whole level, TT won't display textures in this mode though. |
Ragin
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I uploaded the next level preview of my hack. It's called "the temple of elements", more information in the video.
http://www.youtube.com/watch?v=D5BCbZ-UREo
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Ragin
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| The beginning is the octagonal room you can see at the bottom. The entrance to Bowser will be at the top like in traditional Bowser levels. Many rooms belong to star challenges, since there are 7 stars in this level. More information in the video. |
Ragin
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@MarioGame2222:
I do not approve of you stealing some of my custom textures. Has Skilllux given them to you?
Why is it so difficult to ASK before you take anything!
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