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Posts by JakoNintenCraft
JakoNintenCraft's Profile - Posts by JakoNintenCraft
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Originally posted by 55SuperShadow
Originally posted by JakoNintenCraft
Originally posted by 55SuperShadow
I need some help.
I was under the impression that there wasn't a level face limit, but today when importing my level I was greeted with this:

*IMAGE*

I can't reduce the size or number of textures without significantly changing my level. Any suggestions?


Originally posted by MilleniumLuigi

I'd recommend getting rid of as many useless faces as possible, and get rid of any unnecessary lines. I think the poly limit is around 20,000, but it begins to lag around 16,000. Not sure about the texture limit.

Sorry for saying this late, but I think I can help you with your problem, 55SuperShadow!

There's a useful plugin for Sketchup called "Clean Up". For some reason it's only available in the SketchUCation Plugin Store (don't worry, it's free!), you have to make a SketchUCation account (also free) and install the SketchUCation plugin as well. It automatically installs and what it does is it deletes useless lines and vertices so that it removes everything you don't need without going for hours cleaning your model up manually! I use this plugin every time I make a level and it works great. Hope it works for you too! Just search "Clean Up plugin Sketchup" and you'll find it! ;)

Have a great day!

Thanks for the reply! That seemed to solve the problem :).

No problem. I'm happy to help! :D

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Hello! I would like to have a model of a computer chip with a star etched into it, like on those computer motherboards. I'm replacing this with the star model so it's probably going to be a low-resolution model, however if the time is available I would like to have a high-polygon-count model just in case.

Hope you can help me with this!

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My .m64 is working great after I finally got it to play about two days ago. However, some of the parts are missing and I am wondering what the problem is. I am using NLNST 37 and have been tinkering a while with this and no matter what I try to do (turn up channel volume, etc.) the channel doesn't play.

So now I have some questions: is there a limit to how many of the same instruments can play in the .m64; is there a limit to how many tracks can be played at the same time (people say that the maximum number of tracks is 15 in a single song, but this may not be true with how many tracks that can be played at the same time); and do any of the instruments in NLNST 37 have certain needs (like volume being all the way up, transposition, etc.)

EDIT: Is there a high and low limit for each instrument?

Thank you all in advance for any advice.

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Originally posted by TheGael95
BTW, I've got a problem about scrolling textures : when I try to make for example a waterfall, it actually scrolls, but it flows upwards ! I can't seem to reverse the direction of the scrolling, so how could I make it scroll in the expected direction ?

I've heard somewhere on a forum, maybe this one, that if you want to scroll a texture in a certain direction, either you should rotate the texture in the direction of the scrolling action (in your case, rotate it the opposite way) OR there's a certain parameter you need to change (have you tried changing the parameter that says "Axis" from x to y?) Other than that, I have no idea; contact Kazeshin or someone like that.

Hope this helps!

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Maybe that isn't possible. When you are setting up a scrolling texture, it says to input how many polygons make up the scrolled surface. If you insert a certain amount of polygons into that variable, then it will only work on faces that have that exact amount of polygons.

I may be wrong, however, there may be ways to do that by hex editing to make the texture scroll on two faces with different polygon counts, but that's all I know and I hope that helps you out. :)

EDIT: Also, are there any people who can (1) help me make the .m64 files for my ROM and (2) know how to make different areas in a level and to make them fit seamlessly like in Dire, Dire Docks? Please help!!

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Thank you for the information. By the way, how do you import second, third, and fourth areas into the level? I am making a hub and it is basically a rip of a Minecraft village and it's surroundings. Due to the limit of 20,000 polygons per level model, I was hoping to get around this limit by spreading the hub over a series of four areas to make it work using the method of directly changing areas as seen in Dire, Dire Docks and Wet-Dry World. Also, a way of expanding its the polygon limit a little bit more would be appreciated too!

By the way, Mariocrash, I'm happy that my advice helped you!

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Well, if all areas are loaded into the RAM at the same time, then isn't there a way to make it load only one area at a time? I mean, like if an area is loaded with a certain command, then is there a way to make it load only that command and then, when another area needs to be loaded, the command runs again, but only calls on the area needed to be run? After all, if there is no area model imported in one area's place, then it loads a useless copy of the first area.

Also, is there a way to reset just the music on the ROM I have? I made a good .m64 that actually works, but when I try to load it into Bomb-Omb's Battlefield's music slot, it doesn't work. I had inserted a lot of failed .m64s and I think I changed it so much that it became corrupt in that music slot. However, if there isn't a way to reset the music, then is there a way to copy my levels to a new ROM? I can't go through reimporting all my levels and inserting all of the objects again!
If it helps, I am using NLNST 37.

Reply quickly please! #tb{:]}

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Originally posted by JakoNintenCraft
Also, is there a way to reset just the music on the ROM I have? I made a good .m64 that actually works, but when I try to load it into Bomb-Omb's Battlefield's music slot, it doesn't work. I had inserted a lot of failed .m64s and I think I changed it so much that it became corrupt in that music slot. However, if there isn't a way to reset the music, then is there a way to copy my levels to a new ROM? I can't go through reimporting all my levels and inserting all of the objects again!
If it helps, I am using NLNST 37.

Reply quickly please! #tb{:]}

If anyone wants to respond, I will be eternally grateful. Sorry for the impatience.

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I was wondering if there was a way to insert animated textures into my models in SM64 (not scrolling, animated - like .gif and whatnot.) and if yes, then is there a cap to how large the file can be?

Thanks for any advice in advance.

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I have some things I hope you guys can answer:

[1] Is there a behavior in SM64 that has a model rotate to face the player and talk to them? (I think this might be the Toad behavior, but I might be wrong. If it is though, can I replace the Toad's model?)

[2] HOW DO YOU DO WATER BOXES AND SCROLLING TEXTURES? Sorry for caps, but I don't know how it works or how to get the coordinates for the boxes. Also, what's scale for?

[3] Can I make paintings? If so, how?

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Have you tried transposing the part a little to make it sound better? If you're working with more modern music, then some things have to give. If the notes you are hearing that are out of pitch are extremely high of frequency, then the N64 may just not be able to handle it. I mean it can, but there's a limit to 8 bytes. The cap of high frequency notes are when the value representing the note reaches 255. Any note needing a higher value is then assigned 255 because the music .XML converter tries to match as closely as it can the note that is out of range of the importer's (or more the .M64's) capacity. If that's the case, then go to your .MIDI editor and take the track with the extremely high notes and lower the track's notes' pitches by an octave and then in the importer transpose the track by 12, which will bring it 1 octave higher. This method works around the .M64 file's limitation of only eight bytes per note value by essentially the value of the transposition variable multiplying the note's value, giving it the ability to have higher note values than the 8 byte maximum value allows. Do the method in reverse for lower notes than the .M64 file can handle.

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Hello world! Enter the Gameshark! This is my first hack ever, so if you guys want to critique and help me, do it! (Skype in my profile page.) Hope you like this early taste!. MORE IS ON THE WAY!! MORE IS HERE!

In my hack several franchises are going to be represented so tell me which one you'll like to see in my hack (only 14 more slots available for main levels, 2 ONE for hubs NO MORE SLOTS LEFT FOR HUBS and 3 for cap switches!). Post your opinion in the comments below! Here's what I got so far:

Death Mountain Trail (The Legend of Zelda): COMPLETE





Second Hub World: Village (Minecraft)







Third Hub World: Comet Observatory (Super Mario Galaxy)

*SCREENSHOTS ARE HERE!*







STAY TUNED AND SHARE YOUR THOUGHTS!

P.S.: All screenshots will be on this entry in the thread.

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Thanks! Also, how do you set up multiple hubs, like in SM74? The Minecraft level is supposed to be one of them.

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If there is anyone who would like to help me, I'd be happy for any help I can get. I need some ASM and modeling and ripping people! If I would like to be specific Kazeshin, Mr. Greenthunder, MillenniumLuigi, supermariosan100, TheGael95, and VL-Tone if he's still around. Anyone available to help, say so on Skype (found in my profile page) and if you know anyone else who can, please say so! Hope you all can help!

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Hello! I have a problem in which I have made 2 water boxes in my level and whenever I get near the one I added later, the game hangs! The boxes don't overlap, however they are both of the same type. I can't figure out what's the matter with them so please help as soon as possible!

Screenshot:


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Originally posted by JakoNintenCraft
Hello! I have a problem in which I have made 2 water boxes in my level and whenever I get near the one I added later, the game hangs! The boxes don't overlap, however they are both of the same type. I can't figure out what's the matter with them so please help as soon as possible!

Screenshot:

I'm posting this again because it seems like no one is seeing this. Please help. If you haven't seen my back, look in the show off section under Mario: The Gameshark.

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Yup, that's the problem. I used those to find the coordinates for my water boxes. Guess I left them there by mistake.

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#tb{D'X}

He's in a better place now…probably hanging out with Mario and Zelda and Zero Suit Samus in the heavens…

He will be saluted in the gaming industry forever.
Rest in Peaceful Greatness Mr. Iwata

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Hi, I imported a level of mine into Cool, Cool Mountain and I used Toad's Tool 64 to move the warp to the correct spot in my level, but when I get to actually running my level, it loads perfectly, the problem is Mario dies on the spot. I don't know what my problem is. I didn't use custom backgrounds or water boxes or scrolling textures. However my level has 19,772 triangles though, maybe that's the problem. I also have fog set up as Intense and the death floor set at -10000, actually even when the death floor is off this happens. Please help me, I'm trying to get my hack well underway.

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Mario dies anywhere.

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JakoNintenCraft's Profile - Posts by JakoNintenCraft

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