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Main - ROM Hacking Related Releases - Super Mario 64 Level Importer | New thread | New reply |
messiaen |
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Cheep-cheep Level: 32 Posts: 148/193 EXP: 204451 Next: 1991 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4443 days Last view: 4771 days |
This tool imports an Wavefront .obj file as levels of Mario 64, and supports textures assigned in material files:
Download Have fun! |
messiaen |
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Cheep-cheep Level: 32 Posts: 161/193 EXP: 204451 Next: 1991 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4443 days Last view: 4771 days |
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 |
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Level: 43 Posts: 121/384 EXP: 546362 Next: 18684 Since: 11-19-09 From: Denmark Last post: 4535 days Last view: 3219 days |
That is awesome!
I'll have a look at it later... |
messiaen |
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Cheep-cheep Level: 32 Posts: 162/193 EXP: 204451 Next: 1991 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4443 days Last view: 4771 days |
Posted by Dialga 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 |
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Level: 43 Posts: 133/384 EXP: 546362 Next: 18684 Since: 11-19-09 From: Denmark Last post: 4535 days Last view: 3219 days |
Thanks.
The main Download link seems to be broken... |
messiaen |
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Cheep-cheep Level: 32 Posts: 163/193 EXP: 204451 Next: 1991 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4443 days Last view: 4771 days |
Posted by Dialga 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 |
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Level: 43 Posts: 134/384 EXP: 546362 Next: 18684 Since: 11-19-09 From: Denmark Last post: 4535 days Last view: 3219 days |
No, I did use the link in the Second Post.
It leads to a blank page. |
messiaen |
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Cheep-cheep Level: 32 Posts: 164/193 EXP: 204451 Next: 1991 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4443 days Last view: 4771 days |
Probably a Google Sites error, the link is ok.
Edit: New version up (v0.7)! Fixes many .obj and .mtl parsing bugs. |
JaSp |
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Shyguy Level: 24 Posts: 66/95 EXP: 73288 Next: 4837 Since: 03-02-07 From: Paris, France Last post: 4350 days Last view: 4145 days |
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 |
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Cheep-cheep Level: 32 Posts: 165/193 EXP: 204451 Next: 1991 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4443 days Last view: 4771 days |
Posted by JaSp 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 |
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Shyguy Level: 24 Posts: 67/95 EXP: 73288 Next: 4837 Since: 03-02-07 From: Paris, France Last post: 4350 days Last view: 4145 days |
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 |
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Cheep-cheep Level: 32 Posts: 166/193 EXP: 204451 Next: 1991 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4443 days Last view: 4771 days |
Posted by JaSp 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 |
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Shyguy Level: 24 Posts: 69/95 EXP: 73288 Next: 4837 Since: 03-02-07 From: Paris, France Last post: 4350 days Last view: 4145 days |
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 |
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Cheep-cheep Level: 32 Posts: 167/193 EXP: 204451 Next: 1991 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4443 days Last view: 4771 days |
Posted by JaSp 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 |
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Shyguy Level: 24 Posts: 70/95 EXP: 73288 Next: 4837 Since: 03-02-07 From: Paris, France Last post: 4350 days Last view: 4145 days |
Posted by messiaenWell 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 |
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Cheep-cheep Level: 32 Posts: 168/193 EXP: 204451 Next: 1991 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4443 days Last view: 4771 days |
Posted by JaSp 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 |
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Cheep-cheep Level: 32 Posts: 171/193 EXP: 204451 Next: 1991 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4443 days Last view: 4771 days |
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 |
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Cheep-cheep Level: 33 Posts: 128/194 EXP: 212837 Next: 16342 Since: 05-02-07 From: Shelton, WA Last post: 2472 days Last view: 2315 days |
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! ____________________ Mah boi, romhacking is what all true warriors strive for! I wonder what's for dinner? |
messiaen |
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Cheep-cheep Level: 32 Posts: 172/193 EXP: 204451 Next: 1991 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4443 days Last view: 4771 days |
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 |
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Cheep-cheep Level: 33 Posts: 129/194 EXP: 212837 Next: 16342 Since: 05-02-07 From: Shelton, WA Last post: 2472 days Last view: 2315 days |
Posted by messiaen 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! ____________________ Mah boi, romhacking is what all true warriors strive for! I wonder what's for dinner? |
Main - ROM Hacking Related Releases - Super Mario 64 Level Importer | New thread | New reply |
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