The tips at the top of the site are all about Super Mario World due to the site primarily focusing on that. The tips here are nice though, a better idea would be to make a thread in the SM64 forum and have some moderator sticky it.
Since this thread exists, it would probably be best for this thread to be moved over to that forum and the parts of the post saying this as a suggestion to be removed (if this idea gets accepted of course).
This is a smart idea for a thread, giving any useful advice relating to SM64 right? Although I cannot think of any SketchUp tips that already has been said as of now. For now here are some offests/codes peoples may find useful. Use the Level Importer 1.9 Hex Editor to find and change the offests.
---- Changeable Offset----
Faster Kooper the Quick (BOB)
81 2FD21A ????
OFFSET: B821A
DEFAULT: 40 80
(Increase 40 80 to make Kooper faster)
Faster Kooper the Quick (THI)
81 2FD202 ????
OFFSET: B8202
DEFAULT: 40 C0
(Increase 40 C0 to make Kooper faster)
Amount Of Time Invisible Caps Last Modifier
81 24FBF2 ????
OFFSET: ABF2
DEFAULT: 20 58
(Increase 20 58 for more time)
Amount Of Time Metal Caps Last Modifier
81 24FC0A ????
OFFSET: AC0A
DEFAULT: 02 58
(Increase 20 58 for more time)
Amount Of Time Wing Caps Last Modifier
81 24FC22 ????
OFFSET: AC22
DEFAULT: 70 80
(Increase 70 80 for more time)
- all units are in meters
- use model scale 100 when importing
and some basic tips for sketchup
- group EVERY object you make so you can easily change them
- make a component of every object which you used more then once so you can edit one of them and the changes apply to every other copy, too
- get the sketchup plugin "weld"
- try not to build your levels flat, go more into height e.g. towers, clouds, Tick Tock Clock ^^
I think the scale is one the most important factor in modelling a level. I have personally experienced a great improvement when I moved from a block with the size of Mario to the actual Mario 3D model.
This way I don't have to constantly check in-game proportions as the Mario model gives a pretty close idea of the actual size of the level when imported.
I also think that it's better to always use the default value for the level scale on the importer and change the scale directly of your level model in sketchup.
This will help you to get used with distances as there will be a fixed relation between your model measurements and in game measurements.
Also you don't have to remember the scale of your levels.
Lastly, when modelling your level, don't judge it entirely from the far top view you have in sketchup, instead place the camera closer as it would be if you were playing.
Super Mario sketchup model: download
(to be used with level importer scale set to 500)
I think the scale is one the most important factor in modelling a level. I have personally experienced a great improvement when I moved from a block with the size of Mario to the actual Mario 3D model.
This way I don't have to constantly check in-game proportions as the Mario model gives a pretty close idea of the actual size of the level when imported.
I also think that it's better to always use the default value for the level scale on the importer and change the scale directly of your level model in sketchup.
This will help you to get used with distances as there will be a fixed relation between your model measurements and in game measurements.
Also you don't have to remember the scale of your levels.
you're absolutely right! This will help allot modelling some nice levels.
Btw i forgot to upload my template in my other post so here is it template
there's a mario model just like in Kinopio's template (unfortunately without textures),
the height and width mario can jump and
all 0x0E objects from Tick Tock Clock
(and a door).
This is how I deal with model scaling: In Google Sketchup, Mario is about 1ft tall and 0.6ft wide. Keep in mind that you have to use the feet template, and just leave the scaling at 500 in the importer. Here's a component for that: download
I've also measured almost all of Mario's jumping hights and distances along with 'comfort zones' in Sketchup w/ the feet template. Here's a link to my txt file: download
In the future, I'll give out a tutorial on how to make models look nicer
While drawing stages, listen to the soundtrack you tend to insert into it and ideas of the scenario of that level will bumb into your head in a heartbeat.
You need:
Anvil Studio
SM64 Level Importer 1.9S
Musescore or something to change .mid to .xml
Midi files (vgmusic.com)
1. Download Midi file you want (vgmusic has tons, especially the new files section)
2. Open in Anvil Studio
3. Edit what tracks you want (Drum Tracks must be separated into different tracks to hear percussion in SM64)
4. Save midi and open in musescore to change midi to xml
5. Open SM64 Level Importer 1.9S
6. Open rom, go to Music tab and select "create sequence"
7. Use the xml file and choose instruments, volume, tempo, etc.
8. Create the .m64 and import it into File Screen to test it.
He is on-topic and contributing. You, however, are not, and you are not the OP so you can't really define the standards of this thread. I, however, leave you with a slap on the wrist and warn you that the next time you're backseat moderating without being informative and helpful or seen being rude to other users, you will be banned again.
Just look above you... If it's something that can be stopped, then just try to stop it!
Dragonoya Elite Goombule
Posts: 35/42
Since:
Location: Toy time galaxy
When inserting texts into your rom be serious about it and don't just insert texts for the fun of it like in some rom hacks "I'll smash your fat a**" or "F*** off from here faggot" (super sonic 64)
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