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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Mario 64 - Amazing Stuff | |
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VL-Tone

Red Cheep-cheep
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Since: 06-06-04
From: In the Moon!

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Posted on 06-26-05 08:18 AM Link | Quote
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)
BGNG

Snifit
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Posted on 06-26-05 09:19 AM Link | Quote
Looks like you got the background textured pretty well, too.
VL-Tone

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Posted on 06-26-05 09:30 AM Link | Quote
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)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

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From: Canada, w00t!
LOL FAD

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Posted on 06-26-05 10:28 AM Link | Quote
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.
VL-Tone

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Posted on 06-27-05 09:02 AM Link | Quote
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)
NEONswift

Rope
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Posted on 06-27-05 09:08 AM Link | Quote
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.
VL-Tone

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Posted on 06-27-05 05:20 PM Link | Quote
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)
Chickenlump

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Posted on 06-27-05 06:15 PM Link | Quote
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]
BGNG

Snifit
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Posted on 06-27-05 09:06 PM Link | Quote
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
VL-Tone

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Posted on 06-27-05 09:57 PM Link | Quote
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)
Fx3

Shyguy
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Posted on 06-27-05 11:20 PM Link | Quote
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
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Posted on 06-27-05 11:27 PM Link | Quote
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)
Smallhacker

Green Birdo

SMW Hacking Moderator
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Posted on 06-28-05 12:10 AM Link | Quote
That Shockwave thingie was teh w00t! One step closer to a level editor!

Fx3: You can download Shockwave here.
BGNG

Snifit
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Posted on 06-28-05 12:32 AM Link | Quote
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!
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Posted on 06-28-05 01:01 AM Link | Quote
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...
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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LOL FAD

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Posted on 06-28-05 02:15 AM Link | Quote
The window probably just shows up on both sides, and he explained the hills a while ago.
Someguy

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It seems as though the girl you've fallen for is also a pyromaniac.
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Posted on 06-28-05 02:26 AM Link | Quote
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

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Posted on 06-28-05 02:44 AM Link | Quote
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.
BGNG

Snifit
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Posted on 06-28-05 02:48 AM Link | Quote
Come now, VL-Tone... You put the sphere around the scene and not the camera? For shame.
Violent J

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Posted on 06-28-05 02:51 AM Link | Quote
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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