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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: 173/193 EXP: 204428 Next: 2014 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4441 days Last view: 4770 days |
Posted by "Hamtaro126 There is no such thing as music "written in scrach for musicXML", the format was created for exchange between music notation programs. Being aimed towards music notation, it brings a few problems, but with a few adaptations it can be used for many purposes. MML just sucks, unless you alter it so extensively to the point it won't barely resemble the basic MML format. MuseScore (open-source) can perfectly convert any MIDI file to MusicXML. Finale and Sibelius can handle it too, but not sure if the free versions can handle it. One of the very nice things about MusicXML is that you can easily read chords or other simultaneous stuff which would requer tons of work in MIDI (which, in this case, is handled by the music notation program). |
Hamtaro126 |
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Cheep-cheep Level: 33 Posts: 132/194 EXP: 212816 Next: 16363 Since: 05-02-07 From: Shelton, WA Last post: 2471 days Last view: 2314 days |
Posted by messiaen Did not think before I talk, so Yes and I Apologize, Posted by messiaen I even had trouble with MML, So that is good. *Throws away MML* Posted by messiaen I tried Finale, It's Better, but Super-expensive! $600-$200 for a great MIDI to MusicXML tool? Makes the economy even worse, The Pro edition has a aproxximate price of IDA PRO Disassembler, And I tried that Musescore for Jasp's SMB3 MusicXML utility, And all because of Musescore, It doesn't convert my Midis properly, Free sometimes does not mean good, and because of that, I have to wait next month. Posted by messiaen Yes, But with the format having a tendency to give me headaches, It is daunting for any newcomers to read unless there is a scheme for it to view and edit notes without any errors. ____________________ 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: 174/193 EXP: 204428 Next: 2014 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4441 days Last view: 4770 days |
Finale is expensive because it's the leading software when it comes to Music Notation, it can be used for pretty much any kind of notation, from traditional music to 20th century to Schenkerian graphs. MuseScore should be enough for most your needs if all you want is the MIDI to XML converter.
A small sample (still many things to fix): |
Nikolaj |
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Level: 43 Posts: 174/384 EXP: 546297 Next: 18749 Since: 11-19-09 From: Denmark Last post: 4534 days Last view: 3217 days |
Wow, that sure looks nice!
Is it gonna be easier to use then MML2M64? |
how ta hack |
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Red Goomba Level: 16 Posts: 1/38 EXP: 16665 Next: 3591 Since: 06-16-10 Last post: 4818 days Last view: 4818 days |
i downloaded the latest version of the level importer but i dont where or what
the object file is!T_T oh also what the crap is a trajectory file!?!?!? ____________________ I have left... |
messiaen |
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Cheep-cheep Level: 32 Posts: 176/193 EXP: 204428 Next: 2014 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4441 days Last view: 4770 days |
Wait a few weeks for the next release, it will come with a detailed help file. Until then, you can focus on learning how to use a 3D modeller such as Blender of Google Sketch Up. |
how ta hack |
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Red Goomba Level: 16 Posts: 3/38 EXP: 16665 Next: 3591 Since: 06-16-10 Last post: 4818 days Last view: 4818 days |
thanks
but i dunno how to get the file to be an OBJ.? ____________________ I have left... |
messiaen |
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Cheep-cheep Level: 32 Posts: 184/193 EXP: 204428 Next: 2014 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4441 days Last view: 4770 days |
New version released: Mario 64 Level Importer v13
Interface: Features: - Replace any of the original levels with Wavefront .obj files - Select Object Banks available in the level - Choose “weather” effects (lava, snow, etc) - Set global terrain type (slide, sand, snow) - Use custom background image - Set fog effects - Map textures to specific collision types - Set multiple Water/Toxic Haze/Mist boxes (still a big buggy) - Alpha support - Change hardcoded star positions - Change hardcoded trajectories - Change act selector settings - User-friendly interface - Numerous other tweaks And a trailer of an upcoming hack (not by me) done solely with this program + Toad's Tool 64: Super Mario 74 Demo 2 [download] |
Lakitubro101 |
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Newcomer Level: 3 Posts: 1/1 EXP: 69 Next: 59 Since: 01-17-11 Last post: 4847 days Last view: 4847 days |
Hey there! I'm having some trouble on importing my level to the Super Mario 64 ROM. and I've been following the instructions in this video:
http://www.youtube.com/watch?v=h2FMxSU5Et0 I made my level, exported it as an .obj, extended and added the ppf file to it. Now when I import the .obj file it says it's done and imported, but nothing shows up? I can't figure out what went wrong, I can't file the level in ToadTool or when playing the ROM I impoted it into. Has anyone had this problem before? |
Nikolaj |
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Level: 43 Posts: 325/384 EXP: 546297 Next: 18749 Since: 11-19-09 From: Denmark Last post: 4534 days Last view: 3217 days |
Posted by Lakitubro101 Are you saying that you applied the PPF patch to the .obj file? |
Mega-Mario |
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Spamming from alt accounts. Level: 81 Posts: 1466/1610 EXP: 4879573 Next: 113276 Since: 09-10-08 Last post: 3588 days Last view: 3008 days |
How would you extend a .obj file? I think he was talking about his ROM... ____________________ Kafuka -- ROM hacking Kuribo64 -- we hack shit |
messiaen |
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Cheep-cheep Level: 32 Posts: 185/193 EXP: 204428 Next: 2014 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4441 days Last view: 4770 days |
Most likely your .obj file exceeded the maximum number of faces (6500 in the last version) or you simply didn't use the right scaling to your level. Try a simpler .obj file.
I'll recheck the error trapping code, I'm puzzled to why it said your level was sucessfully imported. Anyway, there's a new version (v14) with some major improvements: - Set Lakitu Camera Presets for each custom level - Disable some hardcoded camera settings (ROM settings menu) - Custom music management tools: insertion, extraction, changing instrument sets - New star positions (Bully Bosses, Boo Bosses, Eyerock, Penguin, Klepto, Wiggler, Mr. I, Treasure Chests, Piranha Plants, Peach Slide) - New trajectories (Moving carpets, Checkboard Platforms, Metal Balls) - Set peach slide timer limit - Fixed problem with Fog colors - Fixed restore option |
how ta hack |
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Red Goomba Level: 16 Posts: 38/38 EXP: 16665 Next: 3591 Since: 06-16-10 Last post: 4818 days Last view: 4818 days |
Posted by messiaen And now what do you know!? v15 already! It deffanatlly(sorry I'm not the greatest speller) works great I'm making a new hack with it keep up the good work! ____________________ I have left... |
messiaen |
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Cheep-cheep Level: 32 Posts: 187/193 EXP: 204428 Next: 2014 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4441 days Last view: 4770 days |
Yes, v15 has been released:
Changes: - Major collision improvement: 6500 collision triangles are now supported, getting rid of the "invisible walls" glitch on levels with more than 2300 faces. - Experimental music hack to get rid of sequence size limitations (sequences 3x bigger than the previous limit can now be imported) - Camera hack to get rid of hard-coded Lakitu positions/turns can now be enabled/disabled on a level-basis - Change the Warp settings when you use the "Exit level" function in the pause menu - Every imported level will also contain these shared bank objects: Bubly Tree, Snowy Tree, Spiky Tree, Metal Door, Hazy Maze Door, Castle Door (1, 2 and 3 stars) and Castle Door with Lock. - Fixed problems when setting Bob-omb star position - Corrected camera presets (the selection wasn't saved in the ROM correctly) - Fixed broken trajectory function in v14 - Corrected false "nothing is selected" warning when setting Peach's Slide timer - Improved documentation! And for the next version : |
Mega-Mario |
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Spamming from alt accounts. Level: 81 Posts: 1473/1610 EXP: 4879573 Next: 113276 Since: 09-10-08 Last post: 3588 days Last view: 3008 days |
So is this becoming the new Toad's Tool? j/k it'd be nice though.
Either way, looks nice. Aside from that the camera movement seems somewhat wonky... ____________________ Kafuka -- ROM hacking Kuribo64 -- we hack shit |
messiaen |
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Cheep-cheep Level: 32 Posts: 188/193 EXP: 204428 Next: 2014 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4441 days Last view: 4770 days |
Not really, this only reads a .obj file, it's not working with N64 Display Lists.
Too bad I've just discovered that loading content at runtime with XNA is a pain in the ass (requires the entire XNA Game Studio SDK for the end user, not just the redistributables!!) , so perhaps I'll have to use something else. |
Mega-Mario |
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Spamming from alt accounts. Level: 81 Posts: 1475/1610 EXP: 4879573 Next: 113276 Since: 09-10-08 Last post: 3588 days Last view: 3008 days |
Posted by messiaen Oh wow. That'd suck. If you're using XNA for 3D display, may I recommend (C#) OpenTK? That's what I use for SM64DSe's 3D display, and it works fine Or you could also use a Direct3D wrapper if you don't like OpenGL. ____________________ Kafuka -- ROM hacking Kuribo64 -- we hack shit |
Kawa |
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CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 138 Posts: 4419/5344 EXP: 30941702 Next: 721279 Since: 02-20-07 From: The Netherlands Last post: 4497 days Last view: 2632 days |
Objection.
You don't need the entire SDK to load content at runtime. It can be done just fine without. The only problem is that loading 3D stuff is somewhat more difficult (but not impossible!) than, say, 2D images. ____________________ Wife make lunch - Shampoo Opera - give it a spin Spare some of your free time? <GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered Kawa rocks — byuu |
messiaen |
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Cheep-cheep Level: 32 Posts: 189/193 EXP: 204428 Next: 2014 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4441 days Last view: 4770 days |
I've read dozens of threads on the subject and all of them state the same thing, including the Microsoft sample to dinamically process content at run-time. But to clarify, the point which wasn't clear in my post is that I'm using a content processor (another Microsoft sample) to read the .OBJ file.
If I were to parse it myself and use some drawing primitives then there would be no problem, but I'm not familiar enough with the XNA framework (or OpenGL/D3D) to do that. I guess my best shot is to find some OpenGL example of loading .obj files and seeing if I can adapt it to C# using OpenTK. |
jacek2144 |
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Micro-Goomba Level: 8 Posts: 10/10 EXP: 2185 Next: 2 Since: 03-26-11 Last post: 4777 days Last view: 4777 days |
Cool.Ive Waited For It Years.Thanks For Create it. |
Main - ROM Hacking Related Releases - Super Mario 64 Level Importer | New thread | New reply |
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