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SM64 Area Importer (v3.1)
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - Project Showoff & Discussion - SM64 Area Importer (v3.1)
Pages: « 1 2 3 4 5 »
How come when I click on "Area 2" in Toad's Tool 64, only area 1 shows up? Am I missing a step?
You may have to click back on area 1 and then go back to area 2 in order to refresh it. If that doesn't work, close TT64 and re-open the ROM to see if it refreshes it.

--------------------
Signed--- The Optimistic Pessimist.
THank you for the reply.

Okay, so I tried what you said. I even tried re-importing, and reopening TT64 again, but I am still only seeing Area 1.
Originally posted by Yoshi39
THank you for the reply.

Okay, so I tried what you said. I even tried re-importing, and reopening TT64 again, but I am still only seeing Area 1.


What level are you replacing and how big are both areas 1 and 2? It might depend on the level and how many polygons and textures are being used to make them.

--------------------
Signed--- The Optimistic Pessimist.
Originally posted by Yoshi39
THank you for the reply.

Okay, so I tried what you said. I even tried re-importing, and reopening TT64 again, but I am still only seeing Area 1.


the area importer will only work for already imported levels; it uses the levelscript at the romend.
Originally posted by Blakeoramo
Originally posted by Yoshi39
THank you for the reply.

Okay, so I tried what you said. I even tried re-importing, and reopening TT64 again, but I am still only seeing Area 1.


What level are you replacing and how big are both areas 1 and 2? It might depend on the level and how many polygons and textures are being used to make them.


I am replacing Bob-Omb's Battlefield. Areas 1 & 2 are still a work in progress, but they are scaled to 950. My first area has already been imported.
Doesn't 950 sound a little too big? Lol

--------------------
Signed--- The Optimistic Pessimist.
Originally posted by Blakeoramo
Doesn't 950 sound a little too big? Lol


Do you know Brodute?
He use scalealways 3000.
scale is not even anything that translates to the game, its just an arbitrary number that is necessary for the tool you use.
Originally posted by Kazeshin
scale is not even anything that translates to the game, its just an arbitrary number that is necessary for the tool you use.


Hmm... I never really pay atttention to the size in sketchup anyways.
That's probably why it's a pain to adjust the size randomly all the time. LOL

#themoreyouknow

--------------------
Signed--- The Optimistic Pessimist.
(I'm talking about the scale in the level importer.)
A little update is out!

Changelog:
VERSION 1.2.2
- Downdated Custom Importer to v1.9.3
- Recodet Updatefunction
- Fixed Alpha-Texures of Area 1 in Area 2
NEW UPDATE
Goto Downloadpage

VERSION 1.3
- Faster Importing
- Updated Updater etc.
- Updated Importerfiles
- Fixed Alpha-Textures of Area 1 in Area 2
- Some bug fixes
Originally posted by Pilzinsel64
Originally posted by SuperZora
Can you give a specific collision to textures in the second area? Like lava, death floor or quicksand?


You can setting up the collision settings in the Level Importer:
Load your OBJ in the level importer first and change the collision settings and import then with the area importer.


How exactly do you do that?
I would like to have a death floor in my area 2 for example but I don't know how I would get the Area Importer to recognize the changes I made in the Level Importer.

Also, I have a small issue with getting the (default) HUD to work after entering area 2. It just disappears once I use the warp.
Here's a short video to illustrate what's happening. https://youtu.be/K3dEe5lQyZM

Any help would be appreciated #ab{;)}
Originally posted by Daioh33
Originally posted by Pilzinsel64
Originally posted by SuperZora
Can you give a specific collision to textures in the second area? Like lava, death floor or quicksand?


You can setting up the collision settings in the Level Importer:
Load your OBJ in the level importer first and change the collision settings and import then with the area importer.


How exactly do you do that?
I would like to have a death floor in my area 2 for example but I don't know how I would get the Area Importer to recognize the changes I made in the Level Importer.

Also, I have a small issue with getting the (default) HUD to work after entering area 2. It just disappears once I use the warp.
Here's a short video to illustrate what's happening. https://youtu.be/K3dEe5lQyZM

Any help would be appreciated #ab{;)}


I found an levelscript-error. I will make an update today.
Btw, I written a comment under the video.
HOTFIX
Goto Downloadpage

VERSION 1.3
- Fixed broken levelscript
2 things:
1) This update fixed my issue with the act selector repeating over and over again. Thanks!
2) After reading this thread, I am still confused on this: How exactly do I set a specific collision type (lava in my case) to a texture? I watched the video and read the comments in the video Daioh33 made but it didn't really help.

--------------------
SM64 Imprisoned Stars Hack Progress: DEMO released! https://www.youtube.com/watch?v=ksTREBU4SdQ

Courses: 10/15
Bowser levels: 1.5/3
Cap levels: 2/3
Other levels: .5/3
Overworlds: 0/3

My youtube channel where I post walkthroughs of SM64 hacks: https://www.youtube.com/channel/UCGvAdaReuvRKl6BM72zs8_w
First off, I want to say thank you for the update and for the importer in general. Without your tool I would have probably given up on importing a second area altogether.

Alright, so the HUD problem persists even after the update. Could it be that I messed up the warps in some way? I used the "Mario Start 2" warp, pretty much copying what Nintendo did with the pyramid in Shifting Sand Land to make sure I don't run into any issues.

Also, after I managed to get the death-floor collision type to work yesterday, I'm now back to having invisible walls around all of my platforms and not being able to figure out what the problem is.
Originally posted by SizzlingMario
2 things:
1) This update fixed my issue with the act selector repeating over and over again. Thanks!
2) After reading this thread, I am still confused on this: How exactly do I set a specific collision type (lava in my case) to a texture? I watched the video and read the comments in the video Daioh33 made but it didn't really help.


A short video tutorial...
Originally posted by Pilzinsel64
Originally posted by SizzlingMario
2 things:
1) This update fixed my issue with the act selector repeating over and over again. Thanks!
2) After reading this thread, I am still confused on this: How exactly do I set a specific collision type (lava in my case) to a texture? I watched the video and read the comments in the video Daioh33 made but it didn't really help.


A short video tutorial...

Nice, it worked! Thanks for the video! Now I can finish my level.

--------------------
SM64 Imprisoned Stars Hack Progress: DEMO released! https://www.youtube.com/watch?v=ksTREBU4SdQ

Courses: 10/15
Bowser levels: 1.5/3
Cap levels: 2/3
Other levels: .5/3
Overworlds: 0/3

My youtube channel where I post walkthroughs of SM64 hacks: https://www.youtube.com/channel/UCGvAdaReuvRKl6BM72zs8_w
Pages: « 1 2 3 4 5 »
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - Project Showoff & Discussion - SM64 Area Importer (v3.1)

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