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Main - ROM Hacking Related Releases - Super Mario 64 Level Importer New thread | New reply

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messiaen
Posted on 10-12-09 01:46 AM (rev. 3 of 02-21-10 01:59 PM) Link | Quote | ID: 117016


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This tool imports an Wavefront .obj file as levels of Mario 64, and supports textures assigned in material files:



Download

Have fun!

messiaen
Posted on 02-12-10 05:02 AM Link | Quote | ID: 126992


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New, vastly improved version, including a graphical interface this time!

For those who used older versions, you'll have to patch your ROM again (read obj_import.exe or watch the video tutorial included if you have doubts):

What's new:

- Graphical interface! (Requires .NET Framework 3.5)
- Replace all levels instead of only Bob-omb Battlefield.
- Select background and environment effect, including beta flower.
- Comprehensive error trapping.
- Fixed problems with texture paths as well as parsing problems when the file had spaces.
- Better texture handling.
- Model files are now centered around (0,0,0).
- Video Tutorial.



Download v0.6


Nikolaj
Posted on 02-12-10 02:50 PM Link | Quote | ID: 127001


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That is awesome!
I'll have a look at it later...

messiaen
Posted on 02-21-10 03:39 AM Link | Quote | ID: 127377


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Posted by Dialga
That is awesome!
I'll have a look at it later...


You may want to download this small update (just replace those two .exe files), which fixes a gross bug related to texture file names.

Nikolaj
Posted on 02-21-10 12:03 PM Link | Quote | ID: 127383


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Thanks.
The main Download link seems to be broken...

messiaen
Posted on 02-21-10 02:01 PM Link | Quote | ID: 127385


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Posted by Dialga
Thanks.
The main Download link seems to be broken...


To me, it seems to be working fine. By the way, I updated the first post to avoid people downloading an older version (maybe you tried download it instead of the link in the second post?)

Nikolaj
Posted on 02-21-10 02:02 PM Link | Quote | ID: 127386


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No, I did use the link in the Second Post.
It leads to a blank page.

messiaen
Posted on 02-21-10 06:34 PM (rev. 2 of 02-21-10 09:50 PM) Link | Quote | ID: 127397


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Probably a Google Sites error, the link is ok.

Edit: New version up (v0.7)! Fixes many .obj and .mtl parsing bugs.

JaSp
Posted on 02-21-10 11:52 PM Link | Quote | ID: 127411


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I tested it and it worked nicely - except for the textures but I haven't played enough with it to make it work.

I was wondering if you're planning to eventually turn it into some sort of level editor with features like adding enemies/objects via a certain type of 3D objects/points/something (I'm not sure what .obj files can handle) ?
Still, nice work so far!

messiaen
Posted on 02-22-10 01:44 AM Link | Quote | ID: 127417


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Posted by JaSp
I tested it and it worked nicely - except for the textures but I haven't played enough with it to make it work.

I was wondering if you're planning to eventually turn it into some sort of level editor with features like adding enemies/objects via a certain type of 3D objects/points/something (I'm not sure what .obj files can handle) ?
Still, nice work so far!


Could you send me your .obj +.mtl file and textures? I'm curious to see why your textures didn't work.

Perhaps you may be missing the Microsoft C/C++++ runtime libraries required by the external I use to convert images (ImageMagick's converter utility).

As for objects, you can open your ROM in Toad's Tool 64 and edit them right away , however at the moment you are limited using only the objects found in Bob-Omb Battlefield (a "bank" selector interface is the next thing I'm going to work on).

JaSp
Posted on 02-28-10 03:57 PM Link | Quote | ID: 127785


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C/ C++ runtime libraries seem to be installed, so here's a zip with the obj, mtl and textures (and also the max scene, I used 3DS Max 9 for the export).

I also found your hack of sm64, I missed it somehow (never really been into n64 hacking actually) but I'll surely check it out

messiaen
Posted on 03-01-10 01:22 AM Link | Quote | ID: 127847


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Posted by JaSp
C/ C++ runtime libraries seem to be installed, so here's a zip with the obj, mtl and textures (and also the max scene, I used 3DS Max 9 for the export).

I also found your hack of sm64, I missed it somehow (never really been into n64 hacking actually) but I'll surely check it out


Well, my SM64 hack will look very primitive in comparision to what's possible with this level importer, but still it's quite an accomplishment, IMHO .

Anyway, your .obj file works fine, however I found a very stupid bug related to paths in my tool. Filenames with spaces are parsed fine, however the folder with the Level Importer shouldn't cointain spaces (ie, C:\ObjImport). I have already fixed this for the level version, which will also include features to select which objects are available in the level as well as a few other settings.

Here's how your .obj looks (not sure if that's the scaling you intended):




There's still no alpha support on .PGN files, but I'm working on that for the next release.

JaSp
Posted on 03-04-10 07:15 PM Link | Quote | ID: 128028


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Great; hopefully this will bring many quality hacks of SM64!
The tool is really cool anyway, I can't imagine how much binary operations and stuff are made behind this simple GUI

Keep up the good work!

messiaen
Posted on 03-05-10 03:32 PM Link | Quote | ID: 128054


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Posted by JaSp
Great; hopefully this will bring many quality hacks of SM64!
The tool is really cool anyway, I can't imagine how much binary operations and stuff are made behind this simple GUI

Keep up the good work!


I'm Looking forward to see some cool hacks coming, the problem however is that 3D modelling expertise is not an usual skill in people that like to modify old games (me included!).

This is how the interface will look in the next release:



Main additions are object 'bank' selectors, which makes possible to customize which objects will be included in the level. Important invisible additions are also alpha support for .png textures (not 100% done yet) and the possibility to map textures to specific collision types (done within the .mtl file)

Indeed, there are many binary operations behind the GUI, but at least the .ppf patch simplifies my life a bit, since it covers most majors changes to the ROM. The core of the program itself is in C, since that's what I know best.

JaSp
Posted on 03-05-10 04:18 PM Link | Quote | ID: 128056


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Posted by messiaen
I'm Looking forward to see some cool hacks coming, the problem however is that 3D modelling expertise is not an usual skill in people that like to modify old games (me included!).
Well 3D isn't that hard, especially when dealing with simple primitive-like shapes (since N64 can't handle very complex shapes I guess).
Dealing with 3D coordinates and operations quickly becomes logical when practicing with a 3D software.

By the way, quick technical question : do you have an estimated/exact max triangle count for any given level ?

messiaen
Posted on 03-05-10 06:35 PM (rev. 2 of 03-07-10 09:20 PM) Link | Quote | ID: 128062


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Posted by JaSp
By the way, quick technical question : do you have an estimated/exact max triangle count for any given level ?

The importer will process a maximum of 5000 faces (triangles), which is an arbritary number I reached empirically, since with more faces than that levels are prone to crash. Most levels in the game usually use up to 2000, though it's probably safe to use 3000 faces. It's hard to deal with limits since graphic emulation is still high level in N64 emulation (except for a few plugins).

Edit: Uploaded version 0.8b. This one has a "bank selector" (to select objects in your level) and a bunch of new features. Alpha is not supported yet.

messiaen
Posted on 04-05-10 07:02 PM Link | Quote | ID: 129528


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Worked on many new features since I last posted about this tool here:

- Select any object bank combination, including those previously not possible due to extended memory usage.
- Background Importer (any image file)
- Limited water box/toxic haze support
- Set fog presets
- Set environment effects (snow, lava), terrain types (snow, sand, slide)
- Map collision attributes to specific textures
- Set some previously hard-coded star positions (ie, King Bob-Omb)
- Set Koopa-The-Quick trajectory (and futurely many others)



Download v12 @ http://sites.google.com/site/messiaen64/level-importer

(custom music features aren't complete yet, will only be acessible in the next version).

Hamtaro126
Posted on 04-11-10 02:54 AM (rev. 2 of 04-11-10 02:58 AM) Link | Quote | ID: 129735


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Semi Related - Video of the future of N64 Hacking (Note, Not Mine, Just a reference):

This video belongs to Flotonic! Might as well look him up, Messiaen!





____________________
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I wonder what's for dinner?

messiaen
Posted on 04-11-10 03:27 PM Link | Quote | ID: 129748


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That's not the guy to "look up", but rather the people that wrote the tools/documentation he used.

But yeah, it's a nice model replacement. Something similar could be done in Mario64, it's all a matter of respecting the body hierarchy/layout so that animations will look right.

Anyway, a screenshot of a new module of this importer tool:




Hamtaro126
Posted on 04-11-10 09:45 PM Link | Quote | ID: 129765


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Posted by messiaen
That's not the guy to "look up", but rather the people that wrote the tools/documentation he used.

But yeah, it's a nice model replacement. Something similar could be done in Mario64, it's all a matter of respecting the body hierarchy/layout so that animations will look right.

Anyway, a screenshot of a new module of this importer tool:

(IMG)



This MusicXML format is only usable for music ''Written In Scratch for MusicXML'' right now, because MIDI Converters to export this sucks unless you buy a decent converter, But I can't buy until next month!

*Sigh* Even then, lots of modifications needed to be made to MusicXML music files for use in hacks,

A perfect MML to MusicXML is better than that, but does not exists right now!

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Main - ROM Hacking Related Releases - Super Mario 64 Level Importer New thread | New reply

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