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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Mario 64 - Amazing Stuff | | | |
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VL-Tone Red Cheep-cheep Level: 23 Posts: 65/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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I was never anti-backface culling either I just thought that my pictures were about showing that I found how to decode all triangles in a scene. With back-facing culling some could say "hey there are polygons missing!". Also I like to see the back of things But yeah you made me realise it can give interesting view angles and that it could give great results for things like the castle rooms and the haunted house and other enclosed levels. (edited by VL-Tone on 10-27-05 12:23 AM) |
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BGNG Snifit Level: 22 Posts: 89/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Looks like you got the background textured pretty well, too. | |||
VL-Tone Red Cheep-cheep Level: 23 Posts: 66/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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Simple texture inside a sphere Anyway the SM64 background textures get so blocky that whatever mean is used to display them the result is pretty much the same You can see water under the castle that is from the BG texture. (Edit: added picture... ok next time I'll post the picture at the same time as the post ) (edited by VL-Tone on 06-26-05 12:43 AM) (edited by VL-Tone on 10-27-05 12:24 AM) (edited by VL-Tone on 10-27-05 12:24 AM) |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 5262/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Woah. Awesome work, everyone. Does it not seem odd that the level data needs a pointer to the end of the file, but the texture data doesn't? Also, maybe the second pointer in the repeating FPP (float, pointer, pointer) groups points to the end of the file? IIRC even just swapping two of the pointers would crash the game, that might be why. |
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VL-Tone Red Cheep-cheep Level: 23 Posts: 67/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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HyperHacker, it seems that the first pointer is for the Level data and also some textures, maybe other routines also expect to find the level data at the same place? Now I finally got around my problem with textures, and it was because of a stupid mistake from my part (I was stupid enough to think that fixed point values couldn't be negative...). So here it is, at last, the castle with almost perfect textures. The only problems left with textures have something to do with the way I was currently dealing with only 32x32 textures that were preloaded manually into bitmap files. I'll work on a better way to have perfect texture support. Other thing missing but that should be easy to find/implement is that textured polygons can be colorized, look at the mountains surrounding the main field, they are gray (like the original texture) but in the game they are green. Also, the transparent water is missing, it seems it uses a different command for triangles than "BF" Now good thing I don't work on mondays, since I'll probably work on this all night (edited by VL-Tone on 10-27-05 12:25 AM) |
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NEONswift Rope Level: 19 Posts: 65/117 EXP: 30883 For next: 4894 Since: 03-17-04 From: England Since last post: 24 days Last activity: 1 day |
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Liking the progress VL its looking almost exactly like it does on the 64 oddly crisper though. Itd be wicked to see big small world or rainbow ride done. Im fascinated with level layout myself so im really keen to see where youre heading. |
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VL-Tone Red Cheep-cheep Level: 23 Posts: 68/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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Ok I got perfect textures now for all the castle scene! Want to fly and look anywhere in this scene? I prepared a little (388k) Shockwave movie for you http://pages.infinit.net/voxel/Castle64.html shift = Forward ctrl = Backward alt = hold to fly faster Click and drag mouse on the scene to rotate the camera and flying direction. Click the little green house to reset the camera position and rotation. Now unless there is a major bug, I don't want to read any complaints about the minimal interface This is just a demo for fun and for now I don't have the time to improve and support it. (edited by VL-Tone on 06-27-05 08:23 AM) (edited by VL-Tone on 10-27-05 12:25 AM) |
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Chickenlump Level: 41 Posts: 598/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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The sky and all the other textures are pretty much perfect, and flying around at top speed is something I wanted to do to this area for a long time. I never could do that wall jumping trick to get on the castle. If there ever is an editor for this game, I'm putting some stairs or something leading up there. Just because. [off topic] For those who didn't know, there are some High Res Texture projects going on (even if it's not really hacking) for Mario 64 among other games. http://emutalk.net/forumdisplay.php?f=110 [/off topic] |
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BGNG Snifit Level: 22 Posts: 92/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Really nice job, VL-Tone, on the Shockwave implementation... I may have a use for you. Couple of errors, though. Firstly, as you've probably noticed yourself, the Toadstool stained glass window texture in the front of the castle isn't clamping correctly. There's an obnoxious line through it. This is due to the linear filtering applied to textures for resampling; thusly providing a smoothened look, or even blurry when really close up. What happens is the texture will pull colors from the next pixel(s) off of the top and bottom, even when those pixels aren't to be mapped to the polygon. What you get is what appears to be the potential for texture tiling, but none is desired. One easy way around this is to disable linear filtering for that texture. Another way is to pull back the texture coordinates in the problematic area by maybe a half or one pixel. Thirdly, OpenGL has an extension that allows "clamping to edge," which was implemented to prevent just such an occurence. The other error is the way you textured the sky. Good idea with the sphere, but it doesn't quite cut it. Look at the top and bottom poles: The texture is all clipped and funky looking. I know that the background textures are peculiarly stored in little 32 |
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VL-Tone Red Cheep-cheep Level: 23 Posts: 69/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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Thanks BGNG I'll try to look for ways to remove that line using your tips. There are different levels of filtering available in Shockwave, maybe some will remove the lines. I'll have to check if these can be applied on a mesh basis. I wouldn't think I can access the "clamping to edge" feature of OpenGL through Shockwave. Still, you'd be surprised to see how extensive the 3d engine is in Shockwave. As for the sky I knew that a sphere was far from being a perfect solution, but it was good enough for me when I added it. I'm not sure I want to spend time on this kind of details for now since I'm more focused on the polygon mesh and textures aspect and I got tons of undecoded levels awaiting . I used an automatic way of finding polygon mesh data offsets in each MIO0 files for the levels I've shown, but the trick I was using to find those doesn't work in other files so I have to search manually for polygon data offsets in all the other MIO0 files. As for the shift key "problem" you had, it's supposed to be fixed now. I'm using the "shiftdown" function that returns a boolean of the shift key state and it works even when the demo window is not in front. Same for the left button mouse click. The fixed version now halts the demo when it's window is not the frontmost. The fixed version is at: surprise surprise it's the same address http://pages.infinit.net/voxel/Castle64.html Oh and a last thing when I said that I got perfect textures, I meant perfect texture mapping (edited by VL-Tone on 06-27-05 01:00 PM) |
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Fx3 Shyguy Level: 13 Posts: 58/80 EXP: 10252 For next: 15 Since: 04-11-05 From: Brazil Since last post: 98 days Last activity: 34 days |
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For some reason, I can't access any of your pages within shockwave. It starts to download the 'Xtra Package' but no transfer begin. Either IE or Netscape have the same issue. Any help? | |||
Devil_Evilone_RA Tektite Level: 14 Posts: 60/64 EXP: 11455 For next: 1616 Since: 06-19-04 From: Canada Since last post: 18 days Last activity: 18 days |
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Wow.... this is mind blowing... Hey, do you guys think you could find where the cap challanges are placed? Like getting the flying, invisible, and... the other one...(I can't remeber what it was..). Its just out of curiosity, but it would be really cool! (edited by Devil_Evilone_RA on 06-27-05 02:28 PM) |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1824/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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That Shockwave thingie was teh w00t! One step closer to a level editor! Fx3: You can download Shockwave here. |
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BGNG Snifit Level: 22 Posts: 93/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Level editors have been made in the past, too, ya know... | |||
Peardian Lava Lotus The Uncanny Mario Art Master KvSG #87 is up! No Trouter yet... Halloween's over... Turkey time! Level: 58 Posts: 926/1696 EXP: 1545376 For next: 32170 Since: 07-01-04 From: before 3:00 - school, after 3:00 - Pearl Island Since last post: 7 hours Last activity: 6 hours |
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I've been following this for a few days and I must say, this is awesome, especially the Shockwave thing. I was playing around with it and noticed this: This is inside the tower (bottom part) facing the starting point. I was just curious, but why is there a window? I could be wrong, but I thought the outermost walls were green... |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 5307/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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The window probably just shows up on both sides, and he explained the hills a while ago. | |||
Someguy Buzzy Beetle It seems as though the girl you've fallen for is also a pyromaniac. Level: 32 Posts: 320/397 EXP: 193329 For next: 13113 Since: 03-15-04 From: I'm proud to be an American... I think... Since last post: 1 day Last activity: 5 hours |
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For some reason I find going on the underside of the castle alot of fun, the level looks so different under there. I wonder if it's possible to alter some values and flip the entire level and colisions to go around under there. Amazing stuff though, wish I could help but I don't know anything about N64 formats or 3D models. | |||
Kario In Possession of a Stolen Shovel Level: 65 Posts: 1837/2082 EXP: 2321379 For next: 14249 Since: 03-15-04 From: Texas... Yeehaw! Since last post: 2 days Last activity: 17 hours |
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Thing is, there is no window up there, so why would it show up on the inside? No windows that are on the outside show up on the inside, but for some reason there is one up there. Also, I had to post this picture for coolness. |
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BGNG Snifit Level: 22 Posts: 94/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Come now, VL-Tone... You put the sphere around the scene and not the camera? For shame. | |||
Violent J Melon Bug Level: 41 Posts: 453/749 EXP: 479154 For next: 991 Since: 05-05-04 From: Since last post: 8 hours Last activity: 8 hours |
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It's Master Roshis Island from DBZ!!!! Hmm....Not only the window but I noticed a few clipping problems with some of the enviorment(Mountains through wall)....Is it like this in-game? |
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Acmlm's Board - I2 Archive - Rom Hacking - Mario 64 - Amazing Stuff | | | |