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Posts by Goombra

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If I want to make some of those yellow flower garden thingos and have them be non-solid, do I have to make a separate collision model or is there an easier way?
Originally posted by Frike The Dragon
In the model importer, on the colission settings screen, just select the flower textures and make them non-solid. Simple as that.

Fantastic, I was not aware of this. Thanks!
1) When I place a 'cannon (closed)' object, the cannon is open from the start and you don't have to talk to the pink bomb. I can't figure out why.

2) I can't find these things in the object list:
- Skeeters (water spiders from WDW)
- Star in a box

3) My treasure chests are not appearing. I have all 6 stars selected for them and the hidden star object. I also have them in the ram bank. What else am I missing?

Thanks guys.
Originally posted by SizzlingMario
For !-boxes with stars, in TT64, there's an object called !-Box. Click that, then one of the parameters at the bottom will let you change the content to a star. There should be a little button next to the box with the number in it; click that and a list of box contents will appear to the left. If you don't do this, it will have a wing cap by default.

I think skeeters are in a specific object bank as well, so be sure to check that in the importer.

As for your cannon, are you using a save file from normal SM64, or did you start on a new, 0 star file? If you're on an existing one that has stars on it already you may have talked to the bob-omb buddy already. Try testing it again in a new save file and see if the cannon is closed then or not.


Correct on all 3 counts! Thanks heaps mate.

If anyone has any ideas for the treasure chests, that would be great.
So it turns out that my treasure chests are appearing but they are just falling through the floor for some reason. Anyone know why this is happening?

Originally posted by Luigixhero
Try placing them a bit higher in toad's tool. If you put them above the ground and they still go through then idk.

I tried placing them way above the ground and also making the ground really thick. Neither worked unfortunately.
Originally posted by Frike The Dragon
I have the feeling that the game moved them to their positions from Jolly Roger Bay's sunken ship and cave.

Well spotted, I think there's a good chance that you're correct, seeing as I only placed 4 chests and 8 of them have appeared. Not to mention that I'm replacing JRB for my level. I'm not sure how I would go about addressing this though. I'll start by taking a look at the original JRB like you said.
In the level importer, under level settings:

1) Changing the camera preset has no effect. It always uses the default camera regardless.

2) Custom backgrounds always show up as random noise (shown below). I've tried different file types, different image dimensions, no luck.



Any ideas?

Thanks!
Originally posted by queueRAM
Have you tried David's Skybox Importer (v1.11)? I've used that successfully before and I think it has all the skybox data mapped out correctly.

Awesome, I got it to work using this program. Thanks mate!
Does anyone know why setting the camera preset is having no effect?
In the level importer, I experimented with the camera settings in level settings > automatic tweak, but there doesn't appear to be any way to reset the camera back to normal. Anyone know how?
I'd like to use fog in my level as it gives a nice sense of depth. However, it creates the following glitches:

1. The particle effect when you collect a coin is sometimes the same colour as the fog, rather than yellow.



2. Faces with a partially transparent texture have completely different lighting to faces with a regular texture.



I realise that these are pretty obscure issues and likely noone will have any solutions, but I thought I'd try anyway.

Thanks.
Originally posted by J_128
Just one (completely unhelpful) thought: What graphics plugin are you using? Some of them render certain effects weirdly. For example, using the Lemmy's Video Debugger plugin, (designed for nemu64) can sometimes result in the stars from Mario's groundpound being rendered as red, as well as coin sparkles being black. So, yeah, that's a thought. Sorry it wasn't helpful. :(

As far as I can tell, this seems unrelated, but thanks anyway.
Originally posted by XenoWars
You could still give it a try. The OoT ROM I have works fine on Project64 2.3, but has tons of graphics and texturing issues with Project64 1.6, and it also works fine with Nemu64. May I ask what emulator you use?

I did try a bunch of different graphics plugins before I replied. Some don't render the fog at all and others don't display the game correctly in the first place.

This does make me think however that using fog may be a bad idea if the players themselves are going to be using a variety of different graphics plugins.

I'm using Project 64 1.7 with Jabo's Direct3D8.
When I set collision types for particular textures using the level importer, then import the level, everything works as intended. But the next time that I import, they all reset back to the default, meaning that I have to set them again and again every time that I import.

Is there a way to have it remember them?
Originally posted by XenoWars
Keeping the level importer open doesn't reset the collision types when you reimport.

It does for me using 1.9.3S.

I've just noticed that in the changelog for 1.9.4S it has 'collision types are saved automatically', so I probably just need to get this newer version.

The download link is broken though and I can't find an alternate.

Edit: Found version 2.0.6. I'll try this one.

Edit2: Alright cool, this version is saving them as it should. Solved!
I have tried and tried for soooo long to find a good way to create 'trims' along the edges where two textures meet. I was able to get it to work to some degree using blender, as shown in image 1, but it's really intricate and takes ages to do.

There is certain types of geometry where I just don't know where to start, e.g. the spiral-shaped mountain in image 2.

Does anyone have a good method for doing this? Ideally one that isn't super intricate and time-consuming.

It's something to do with using fog, but I don't know what can be done about it (other than not using fog).

It is discussed a little bit here: https://www.smwcentral.net/?p=viewthread&t=89832
Yeah, Blender is just so fiddly and time consuming though. Using it for the UV mapping on every piece of geometry in the entire level would take an absurd amount of time. I guess that's the price of making a hack look good.
1) Is it possible to change the course number for a stage? For example, I have replaced BOB, but I want this to be course 3, not 1.

2) In the editor, what do the shading values correspond to? I'm familiar with hexadecimal, but it can't be RGBA or similar because you need 8 digit hex for that, right? What does the 4 digit hex correspond to?

3) Is it possible to have all caps (wing, vanish, metal) unlocked by default? I want the player to be able to use these without needing to hit the switches first. Maybe there's some true/false flags in the code somewhere that can be set to true by default?
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