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04-23-22 11:35:50 PM
Jul - Posts by Gecko
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Gecko
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Posted on 03-06-10 11:49:12 AM, in Mario 64 Level Importer (last edited by Gecko at 03-06-10 08:50 AM) Link
Why is everyone so eager importing levels from other games? I think that these tools should be used for the creation of new material instead of ripping levels from other games turning the whole importing process into an illegal act. Think about something new, be creative. Learn a lesson from Celux.
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Posted on 03-06-10 11:53:55 AM, in Which 3D editor are you using? Link
I think it would be quite interesting knowing which editor you are mainly using.
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Posted on 03-07-10 06:09:22 AM, in Mario 64 Level Importer (last edited by Gecko at 03-07-10 03:37 AM) Link
Originally posted by messiaen

v0.8 up!



Changes from the earlier "beta":
- Levels should work now in TT64 (but textures will probably look weird)
- A minor collision bugs was fixed
- Path bugs were fixed, so texture problems are much less prone to happen

Maybe it's just a false alarm.


Edit: Yep, it was.




For those of who are experiencing whitescreens, if you're using savestates, create a new savestate after updating your object importer files. Each update makes former savestates unusable resulting in a white screen.
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Posted on 03-11-10 03:53:44 PM, in Using Blender Link
Originally posted by Me-me
In the big picture above posted by Gecko, I noticed that the model have various colours.
Has this something to do with collision types, or do you just like to paint your models?

You are able to colorize vertex groups, e.g. assigning 12 faces to a group called "chest" and giving them a red tint which helps you differentiating vertex groups from each other when you do not use the texturized viewport, but a flat shaded one instead. See the vertex groups tutorial from my first post.
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Posted on 03-14-10 11:20:58 AM, in Mario 64 Level Importer Link
Are you mixing fog with weather effects?
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Posted on 04-01-10 10:31:09 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
That would be nice know since some more games make use of vertex coloring.
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Posted on 04-03-10 05:55:46 AM, in Introduce yourself here. DON'T ACT LIKE AN IDIOT IN THIS FORUM OR YOU WILL BE DESTROYED! Link
Nintendo won't stop us from creating new content for its games.
Stop ranting about your so-called IQ and start being creative.
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Posted on 04-08-10 08:36:45 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
I already like your first video very much!

I think I'll need to make another tutorial showing you how to texturize specific parts of your model in the right way. Hope I'll have time for that next Sunday.

Which settings did you use for the water box?
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Posted on 04-13-10 03:49:05 PM, in Mario 64 Level Importer (last edited by Gecko at 04-13-10 12:49 PM) Link
Originally posted by ganef
What is the maximum number of textures the level importer can put in a level (and can it be expanded)?

I got a feel for the limits of the maximum number of textures possible, and I wanted to know if there is an official answer!

In trying to import some original paintings into Mario64, I got an error message.

I took a picture of a painting of mine, sliced it into 32 x 32 tiles, reassembled the tiles in SketchUp, and exported them as a .obj.

Here is a picture of what it looks like:

tinyshit/10ht076.jpg

If I try to import a whole painting, 322 unique textures, I get an official looking error message from the Windows system saying that the object importer has to quit. However, if I do half a painting, say 160 textures, I get no error message at all, and everything seems fine.

Here is half a painting, in-game:

tinyshit/xm8x11.jpg

Any thoughts?

You could combine your texture(s) with hi-res textures using Rice Video or similar video plugin allowing you to use hi-res textures.
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Posted on 05-03-10 01:32:48 PM, in SM64 Music Editing Link
Originally posted by steke1995
Sorry, but I can only Explain this in German, because I can't speak English very good. Please use the Google Translator.

Wieso kann man den nicht einfach einen Sound Editor in Toad's Tool einbauen? W�re doch Super, oder? Einfach eine *.wav Datei einbauen in das ROM und gegen ein anderes ersetzen. So h�tte man dann statt einem Mario Jump Sound einen Luigi Jump Sound XD

Naja, hoffentlich kann jemand diese Idee umsetzen...

Liebe Gr��e an alle hier!

steke1995

Can't you include a sound editor into TT64? It would be great if you could simply import a wav-file into the ROM and replace sounds with it. Instead of having a Mario jump sound, you could have a Luigi jump sound.

I think with the Luigi sound he means like from the DS version which has some more characters to play with whereas every character has its own set of sounds. The main question here is which sound format decoder is used in Mario 64 since it probably won't be wav.
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Posted on 05-03-10 02:49:21 PM, in SM64 Music Editing Link
Originally posted by DarkSpacer
Originally posted by Metal_Man88
"Dies ist nicht der Suggestion TT64 Thema Integration und Dinge wie diese, um in TT64 würde schwierig sein, und die Verwendung. Wav-Dateien ist nicht möglich, da SM64 verwendet Midi-Musik-Stil - es nicht akzeptieren, Roh-Wellenformen."

I don't know if it translated correctly, though...

Edit: Just a thought...isn't there some Wav to MIDI converter somewhere? It may take some work, but maybe we could shoot for some WAV to MIDI converter to convert the sounds to the insturments used inside SM64?

There should be two different kind of sound files: One is the midi-like music you spoke of and the other one steke actually refers to are the sound samples (e.g. speech) which should be in a format similar to wav.
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Posted on 05-29-10 10:13:47 AM, in Mario 64 Level Importer Link
You did not triangulate the whole map. Go into edit mode (TAB), press A, press A again and press A again to select all faces and then hit Ctrl+T for triangulation. Make sure you save the blender file first and then export it as obj file using following options:

All Scenes
Apply Modifiers
Rotate x90
Edges
Normals
High Quality Normals
UVs
Materials
Triangulate
Polygroups
Nurbs
Material Groups
Keep Vertex Order

I get an obj file which is 4kB big, yours was 3kB.
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Posted on 05-29-10 03:45:00 PM, in Mario 64 Level Importer Link
The Blender file you've uploaded consists of both triangles and quads, like messiaen wrote. Maybe there was something wrong. Make sure that you always save the Blender file first before exporting it to obj.
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Posted on 05-30-10 02:22:22 PM, in Mario 64 Level Importer Link
Same happens here, but I have absolutely no clue why this happens.
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Posted on 05-31-10 05:00:51 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
How did you fix the bug?
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Posted on 06-15-10 12:08:11 PM, in Using Blender (last edited by Gecko at 06-15-10 09:08 AM) Link
That always happens after extruding faces. Just select the lower four vertices (or select two opposing edges) again and create another face by hitting F in edit mode in order to cover up that gap.

If the newly created face does not show any texture in textured view mode, simply flip the normal like described in my tutorial.

Feel free to ask if you did not understand everything or if you have another question.
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Posted on 06-16-10 04:16:55 PM, in Mario 64 Level Importer (last edited by Gecko at 06-16-10 01:27 PM) Link
I think he means the normal in-game camera mode which you can toggle by pressing [Edit] R on the controller. He wants the Lakitu camera mode, which is used by default, to be disabled completely or alternatively have the Mario camera mode to be activated by default.
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Posted on 06-16-10 04:20:09 PM, in Using Blender (last edited by Gecko at 06-16-10 01:20 PM) Link
Of course! Feel free to use every work from me freely without asking for permission. Thank you if I can be of any help to you. You did so much for the community, I'd be happy to contribute to your work.
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Posted on 06-16-10 04:24:09 PM, in Mario 64 Level Importer Link
You're right! I mixed up the MarioKart64 sound button with Mario64's camera button which was why I thought of the L button.
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Posted on 06-23-10 09:14:29 AM, in Mario 64 Level Importer Link
Great idea!!
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Jul - Posts by Gecko


Rusted Logic

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

26 database queries, 51 query cache hits.
Query execution time:  0.072127 seconds
Script execution time:  0.021757 seconds
Total render time:  0.093884 seconds


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line 743 column 15 - Warning: <img> lacks "alt" attribute
line 750 column 87 - Warning: <img> proprietary attribute value "absmiddle"
line 750 column 87 - Warning: <img> lacks "alt" attribute
line 768 column 25 - Warning: <img> lacks "alt" attribute
line 773 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 132 - Warning: trimming empty <font>
line 149 column 264 - Warning: trimming empty <font>
line 753 column 17 - Warning: trimming empty <tr>
line 756 column 264 - Warning: trimming empty <font>
line 758 column 132 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 203 column 27 - Warning: <nobr> is not approved by W3C
line 229 column 27 - Warning: <nobr> is not approved by W3C
line 269 column 27 - Warning: <nobr> is not approved by W3C
line 297 column 27 - Warning: <nobr> is not approved by W3C
line 323 column 27 - Warning: <nobr> is not approved by W3C
line 349 column 27 - Warning: <nobr> is not approved by W3C
line 376 column 27 - Warning: <nobr> is not approved by W3C
line 406 column 27 - Warning: <nobr> is not approved by W3C
line 452 column 27 - Warning: <nobr> is not approved by W3C
line 489 column 27 - Warning: <nobr> is not approved by W3C
line 520 column 27 - Warning: <nobr> is not approved by W3C
line 562 column 27 - Warning: <nobr> is not approved by W3C
line 588 column 27 - Warning: <nobr> is not approved by W3C
line 614 column 27 - Warning: <nobr> is not approved by W3C
line 640 column 27 - Warning: <nobr> is not approved by W3C
line 670 column 27 - Warning: <nobr> is not approved by W3C
line 696 column 27 - Warning: <nobr> is not approved by W3C
line 722 column 27 - Warning: <nobr> is not approved by W3C
line 748 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 277 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