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The Showoff Thread
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - Project Showoff & Discussion - The Showoff Thread
Pages: « 1 2 3 4 5 637 38 »
Originally posted by Alessio

Youtube video.
So far this is one my custom Super Mario 64 model. I took a while to do it. It uses more than 10000 polygons and about 80 textures, so, it's
a quite expansive model. More info in the description. After getting some 3D Maya skills, i hope to make a nice Super Mario 64 mod.
Watch the video, please, the image is just a preview.


You accidentally linked to the same image embedded here then the Youtube video so I fixed that for you.

Also nice work on the level, you certainly pushed Skelux's max size mod and actually made a nice realistic type level so I applaud you.

Double sided textures are a problem for walls (and I think slopes) but ceilings should be OK if you want to test that out. I also when making fences have two walls that are close enough to each other to simulate a double sided wall.

Also good job making a large level just in Maya, I simply can't use it for creating anything that isn't small.

Is there anything you need help with let us know and will try out best to assist you.
Originally posted by Vinnyboiler
Double sided textures are a problem for walls (and I think slopes) but ceilings should be OK if you want to test that out. I also when making fences have two walls that are close enough to each other to simulate a double sided wall.


for this, the best way is to make 2 models, which looks nearly the same, but to import one time just the geometry, the other time just the collision data; you would have to look into the importer log, have 2 different roms, then do following:
1. create your model, so that it looks good, regardless of double sided walls or smth
2. copy your model and put a 3d block over the double sided wall, texturing is completly irrelevant; you can also draw walls as "invisible walls" now. this shouldn't be done in the first model, because it costs faces.
3. import the first model, open the log, ans search for the "collision pointer", get the rom offset
4. import the second model into a trash rom, open the log and search for the "collision pointer", get the rom offset
5. copy the whole collision in the trash rom (starts with 00 40 XX XX and ends with 00 41 00 42, at the start it should have "random" numbers and after that something like 00 A0 00 25 00 23 should be there a few times.)
6. paste it over the collision in your first rom.
---
now you should have a different collision than level geometry; you may have to do this a few times with offset model position;
btw, they did this everywhere in SM64 too that's why the fences work there.


edit:
oh, i found another code, that i made. it's for the triangles in SMS, that go from one side to another. you will have to change something in the polygon data in order to use it;
you should know, how to change the collision pointer from making custom objects. for the polygon data, go to the model, that you've imported over (in TT64) and search for something like 03 88 00 10 XX XX XX XX - then change the XX XX XX XX part to 08 00 6F 00; same goes for the 03 86 00 10 XX XX XX XX part.

you should also know, how to relink 0x0C commands; if more people want this code, i'd consider making a patch for it (you won't need to know anything for that);

Code
00 09 00 00
2D 00 00 00
0E 45 4B FF
0E 43 22 00
2A 00 00 00 08 00 0A 00
08 00 00 00
10 0B 00 00
0C 00 00 00 80 38 39 CC
0C 00 00 00 80 XX XX XX
0C 00 00 00 80 29 F0 70
09 00 00 00




XXXXXX-245000:
//MAIN
LUI T1, $8036
LW T1, $1160 (T1)
LW A0, $0180 (T1)
LUI T6, $8012
ORI T7, R0, $CFCF
SLTI AT, A0, $0029
Beq AT, R0, $DEACTIVATE
NOP
SH T7, $6210 (T6)
SH T7, $6212 (T6)
LW T2, $0144 (T1)
BEQ T2, R0, $NEGATIVE
NOP

//POSITIVE
LUI T3, $4240
BEQ R0, R0, $END
NOP
//NEGATIVE
LUI T3, $C240
BEQ R0, R0, $END
NOP
//DEACTIVATE
ORI T5, R0, $008D
SUB T9, T5, A0
ADDIU T3, R0, $0000
SB T9, $6210 (T6)
SB T9, $6211 (T6)
SB T9, $6212 (T6)
SLTI AT, A0, $008D
BNE AT, R0, $END
NOP
ADDIU A0, R0, $0000
LW T4, $0164 (T1)
LW T5, $0168 (T1)
LW T6, $016C (T1)
SW T4, $00a0 (T1)
SW T5, $00A4 (T1)
SW T6, $00A8 (T1)

//END
SW T3, $00B4 (T1)
ADDIU A0, A0, $0001
SW A0, $0180 (T1)
JR RA


Bparams for direction. if you want it on X axis, change the
//END
SW T3, $00B4 (T1)
to
//END
SW T3, $00AC (T1)
Thanks for the tips! They're very helpful (especially the one about collision pointers, that's pretty neat, but it's also something you should do when you are sure your map is definitive), although i need to watch them carefully.

Vinnyboiler, there are a lot of things i would need to get assistance. First of all, i would like to import over sub-areas (get me, something like the city of Wet-Dry World or the Tall Tall Mountain's slide): I have heard there are problems with them, but i don't understand what exactely.

Then, i would need vertex coloring: with that it's not only that you can make cool effects, you can even save a lot of texture space: instead of two textures of the same wall but with different colors i could use a white textures and color it with vertex colors. It would be very useful.

At last, i would need material-based collision assignment: instead of assigning collision with the "map_Kd texture.png", you can assign it by "newmtl file1SG", so you use two different materials for the same texture, so, you don't need to use four version of the same texture to get four different collision types. In the "eolic" climb, i have the grate texture with, indeed, four different collisions types: one for wind, another one for hanging, the next one as non-solid and the last for slippery hill where Mario can't walk.

These are just ideas, though: i think they would be extremely pratical, but i'm not a programmer, i'm more a general artist. And artist are exigent, this is why i would like to do things that aren't currently possible.
Otherwise, i really need little help besides that.
For example, with that expansive model, i can't import a custom background: if i do, there is no warning message, but the game freezes when i load the level.

But after your explanation about collision pointers, Kaze, i have a question: If i import a model and i don't give collision types via textures, then, i import a second model assigning collision types with different textures, then copy the collision pointer of the second model to the first one, does my model keep that collision map? This is what i actually understood. Effectively, an option of the importer where you can import two models, one for what you see in game, the other one for collision, would be very handy.

Then, for that code about triangles: I'm not sure i got it, does that code kinda duplicate triangles making it seem to be double-sided? Otherwise, i don't get it. What game SMS is?

--------------------
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Watch, i made a Super Mario 64 level
Originally posted by Alessio
Thanks for the tips! They're very helpful (especially the one about collision pointers, that's pretty neat, but it's also something you should do when you are sure your map is definitive), although i need to watch them carefully.

It's actually very easy, you can't make anything wrong, as long as you keep the collision map easy (you can remove rounded corners, that has also the advantage, that mario can grab ledges)
Originally posted by Alessio

Vinnyboiler, there are a lot of things i would need to get assistance. First of all, i would like to import over sub-areas (get me, something like the city of Wet-Dry World or the Tall Tall Mountain's slide): I have heard there are problems with them, but i don't understand what exactely.


the importer doesn't overwrite the model exactly, it creates a new area outside the original 8 MB and loads this area mostly into expanded RAM. the problem with overwriting sub sreas is, that you would have to do it manually, as long as noone writes a program for that.
Originally posted by Alessio

Then, i would need vertex coloring: with that it's not only that you can make cool effects, you can even save a lot of texture space: instead of two textures of the same wall but with different colors i could use a white textures and color it with vertex colors. It would be very useful.

I know just a way through using 0x03 polygon commands; they point to a segmented ram offset to get a RGB value from. (look at my triangle code and you might understand that, i made them reducing the RGB so they black out. the triangles are the moving one from SMS, that will push you of in the "secret of the dirt lake". it doesn't really fit to the topic, it was just a showoff)
Originally posted by Alessio

At last, i would need material-based collision assignment: instead of assigning collision with the "map_Kd texture.png", you can assign it by "newmtl file1SG", so you use two different materials for the same texture, so, you don't need to use four version of the same texture to get four different collision types. In the "eolic" climb, i have the grate texture with, indeed, four different collisions types: one for wind, another one for hanging, the next one as non-solid and the last for slippery hill where Mario can't walk.

importing collision and geometry seperately will solce this.
the topic, it was just a showoff)
Originally posted by Alessio

Otherwise, i really need little help besides that.
For example, with that expansive model, i can't import a custom background: if i do, there is no warning message, but the game freezes when i load the level.

I experienced suhc issues too. try it again with a 256x256 background</div></div>
Ah! You were talking about vertex colors when you pointed out the triangles from Super Mario Sunshine! It's clear, then, although i would like to do it in Maya directly, it's more pratical, but i think i'll have to wait for this.
I also think that sub-area importation should be implemented someday. Think if i want to do a Shadow Moses map for Super Mario 64.
Heck, so much things are missing in the importer, but i'll bear this.

Though i would like an option where you can make a texture double-sided (to be more specific, you disable back-face culling for that texture")

Now i started a new model: the calabrian resort: it's a mix of enviroments i saw when i have been a lot of times at vacation I don't know when i'll finish it, but this time i will need transparent alpha textures that works well with fences (that have a invisible alpha rather than a transparent one), i order to get a cool water effect. But, for this, i think Skelux will fix that, since it's "experimental". I also hope he will reply soon enough to the message i sent him.

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My deviantART
My Youtube channel
My avatar
Watch, i made a Super Mario 64 level


This is how it should look the area where Mario warps into the level. Water is transparent and non solid (with invisible water box) and scrolls vertically. I wanted to make another water layer to see if i can get a nice effect of water flow. So far it is 735 triangles and has 14 textures, but it will be much less expansive than the previous one. I hope i can make it to the end without finding out that i can't import the background, but i'll use much less textures for this.

I never used Cubase (5 must be the simpliest one i can use, since i can't use the SX3 version in my laptop, doh!), but, with it, i thought i could port El Pam Pam, a song i have listened a fantastillion of times because they would play this song in every party of every resort i have been. This brings me kid nostalgia, actually.

--------------------
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My Youtube channel
My avatar
Watch, i made a Super Mario 64 level
Yoshiatom's Post
Originally posted by Alessio

Youtube video.
So far this is one my custom Super Mario 64 model. I took a while to do it. It uses more than 10000 polygons and about 80 textures, so, it's
a quite expansive model. More info in the description. After getting some 3D Maya skills, i hope to make a nice Super Mario 64 mod.
Watch the video, please, the image is just a preview.

*Jaw drops*
Alessio, you have made me want to hack SM64
If I can get a good emulator
.
May you be a god of SM64 to me.

(And yay for first post in the SM64 subforum?)

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
Thanks! Regrading the emulator, you should use Project 64 1.6, regradless your system specs. Here's the instructions to set up your emulator and hacked rom.

Meh, i'm not a god, i'm just a proficient Maya user who is going to get a job with it, and i take the advantage to make SM64 custom levels: this Collebello was hard to do in general, but if i want to make something of really simple i don't even take a day to do it. But i also do other things besides this. The problem comes with placing and finishing up the level in Toad's Tool 64, which is a terrible level editor (because the original author stopped working with it, as far as i know) which needs to be updated as soon as possible: i saw the Super Mario 64 DS one and that looks very pretty, but i don't mod that game. and also Mumbo's Wand (Banko & Kazooie's level editor) looks pretty. Hope it'll be for this game. For now, i'll see what i can do.

--------------------
My deviantART
My Youtube channel
My avatar
Watch, i made a Super Mario 64 level


Wow, i'm pratically holding this thread, since there is nothing new.
this is a rendering of my level. It's almost done, i just need to insert few details. Now this level, despite that Collebello of before, it uses about 3600 triangles (excluding collision map, i modeled fences separately so could use Maya layers to swith from graphics and collision map) and 21 textures, currently: i shouldn't have problem with it, now. I also made fences double sided as people suggested me. The only problem is transparency i hope it will be fixed in the importer 1.9.

For the rest, this was easier (aside the cave part you don't see but it's below the level, it was a pain in the ass to model because of crappy sight: it's a small marine grotto where you get two stars), i was just busy with other more important works.

The level looks bland, but i exploration won't make it bland, i hope (there is also a shell-surfing part you don't see from the image. It's also easy, since it's one of the firsts levels of my supposed fanmod. The level is also small, but the surroundings are pretty big, so it may be a problem for draw distance.

The... they're talking about Mumbo's wand, Banjo Kazooie's level editor-importer, but all i see is a Neverending story... bah!

--------------------
My deviantART
My Youtube channel
My avatar
Watch, i made a Super Mario 64 level
Yoshiatom's Post
Still liking your work! #smw{<3}

BTW, would you recommend 3D maya for SM64 level creation? or should I stick to skechup?

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
I use Blender myself, and I say it's really great and easy to use.. Sketchup seems too be a popular one too..but I would use Blender.. Modeling made a lot simpler..

Plus there is videos on how to use it by Geckojou..
Originally posted by Kazeshin
the importer doesn't overwrite the model exactly, it creates a new area outside the original 8 MB and loads this area mostly into expanded RAM. the problem with overwriting sub sreas is, that you would have to do it manually, as long as noone writes a program for that.

Why did frauber choose to expand the ROM and to let the subareas remain?
Execuse me if the question is stupid.
Originally posted by DamiHack
Originally posted by Kazeshin
the importer doesn't overwrite the model exactly, it creates a new area outside the original 8 MB and loads this area mostly into expanded RAM. the problem with overwriting sub sreas is, that you would have to do it manually, as long as noone writes a program for that.

Why did frauber choose to expand the ROM and to let the subareas remain?
Execuse me if the question is stupid.


i'm not frauber, but i'm trying to imagine his situation;
- deleting and repointing every pointer would be very annoying
- it would save 1mb at highest (just guessing)
so it was simply not worth the time. i wouldn't have done it either.
So this is my new level, its peculiarity is that is playable on both side (upper and lower side). Basically there are special tubes that allow Mario to pass through the level surface and to walk on the other side.

Some pics:


Also enjoy the video: link
Hi everyone! If you've played Pikmin 2, then you will recognize this song. It is Perplexing Pool and I made it using the M64 soundfont from DamiHack (works well!=D). Once I get it to .m64, I will post it in the music section. Here it is! Tell me if anything could be changed or is missing.
P.S. Good level design and idea Kinopio :)
MID

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Kinopio/Alessio: It's really great! The textures are nicely colorful. And they made my levels completely small. #w{:>}

Even you Alessio, the beach has a neat atmosphere. I can imagine if I explore the town and enter into each house, otherwise I may meet villagers to give me hints searching for stars... #w{=3}

Blender is an excellent 3D art program, I'll stick to it someday to improve few 3D modelling elements, sadly I prefer to stay with Sketchup.

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SUPER CRASH TIME YEAH!
thanks Mariocrash, you're always generous with compliments ;)

Originally posted by anonym
#2coolforskool #swag #mips #nemu #debugging

and of course, #display lists #high poly

got them working with just overwriting the old textures of the coins. the geo layouts are shortened, so i should be able to add tree shadows aswell. might release a patch.
Those are nice smooth coins, I believe those would be really useful for some hacks, especially a 3d Super Mario World.. and I do know there are SMW textures for SM64 from someone I saw.

Really cool, I like them.. haven't attempted my own textures.. don't bother with something you don't know, right? :P
Originally posted by KochiyaStar
Those are nice smooth coins, I believe those would be really useful for some hacks, especially a 3d Super Mario World.. and I do know there are SMW textures for SM64 from someone I saw.

Really cool, I like them.. haven't attempted my own textures.. don't bother with something you don't know, right? :P


guess i wasn't clear enough about my coins.
those are no textures. they are actual 3d models. every coin has 180 polys and is actually rotating. so changing their textures won't do anything, that comes close to this^^
the best thing is, that these coins have the nearly the same size than the old coins ( i overwrote some unused beta stuff; red shell and crappy green shell).
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Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - Project Showoff & Discussion - The Showoff Thread

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