Language…
22 users online: bMatSantos, bradcomp, DanMario24YT, DashGamer, eltiolavara9, Green Jerry, hhuxy, Knight of Time, lo fang 123, Michel2023, Nayfal, nonamelol1, playagmes169, prisvag, Serena, Shomi,  shovda, SMW Magic, steelsburg, TheXander, Torchkas, Tulip Time Scholarship Games - Guests: 277 - Bots: 347
Users: 64,795 (2,375 active)
Latest user: mathew

Help with OBJ Groups & Materials and Warps?

Hey. I just got into SM64 very recently, but I have a few questions.
The first question is rather specific,
is there anything that could "chop" OBJ groups, also splitting the textures apart, so the importer doesn't have to scale down the textures for being too big? If not, it's alright.

The second question is the problem I am having importing the level.
I imported it over Bob-Omb Battlefield, but when I test it, it just does a white screen, but that didn't actually freeze the game, because the music started to play after a little while.
And I know it's not the polygon count or textures, because if I set that level as the starting level, the level actually shows normally during the first cutscene, until Mario appears, where he is out of bounds. But it still works, and when I pause the game I can also see part of the level, and quit to the castle, where I can go normally to the painting, and see the white screen again.

And after I messed around in Toad's Tool 64 to change the Warp: Mario Start location to a place that is actually inside the level, I had the same problem as before, except this time not even the music plays, so it probably froze.

Does anyone know what is going on? I know it -probably- has to do with Warps or something, I don't know if I have to tweak the level offset or Mario offset in the importer first... I'm really new at this.

'signature.txt' was not found.

idk if I can bump this, it really doesnt say anything against it, but just in case i'll post a screenshot of how the level is like during the lakitu cutscene (aka, when it works)

(Level is a port of a Supermarket track from the RC racing game Re-Volt, original 128x128 textures scaled down to 32x64)


So when the pipe comes in, I spawn out of bounds, but the level is there. But when I go to the Bob-Omb battlefield painting normally, it's just a white screen with the music playing.

'signature.txt' was not found.

Originally posted by lu9
Hey. I just got into SM64 very recently, but I have a few questions.
The first question is rather specific,
is there anything that could "chop" OBJ groups, also splitting the textures apart, so the importer doesn't have to scale down the textures for being too big? If not, it's alright.


Well yeah it's really simple, if you can import the model into google sketchup, just draw new lines splitting the part of the model.

Originally posted by lu9

The second question is the problem I am having importing the level.
I imported it over Bob-Omb Battlefield, but when I test it, it just does a white screen, but that didn't actually freeze the game, because the music started to play after a little while.
And I know it's not the polygon count or textures, because if I set that level as the starting level, the level actually shows normally during the first cutscene, until Mario appears, where he is out of bounds. But it still works, and when I pause the game I can also see part of the level, and quit to the castle, where I can go normally to the painting, and see the white screen again.

And after I messed around in Toad's Tool 64 to change the Warp: Mario Start location to a place that is actually inside the level, I had the same problem as before, except this time not even the music plays, so it probably froze.

Does anyone know what is going on? I know it -probably- has to do with Warps or something, I don't know if I have to tweak the level offset or Mario offset in the importer first... I'm really new at this.


You fucked the warps, look at how it works in bob-omb battlefield and make sure the start warp object only has the first 5 stars enabled.
Team CornersoftYoutube
Oh yea I had to set the start warp to "10".
Now Mario does start properly in the level.
Now I'm only having problem with collisions... but I'll try to figure that out myself
I'm pretty sure it has to do with double-sided (or not) faces

'signature.txt' was not found.