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Mario 64 Level Importer
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Dragonsbrethren
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 PostPosted: Wed Mar 10, 2010 7:47 am    Post subject: Mario 64 Level Importer Reply with quote Back to top

http://sites.google.com/site/messiaen64/level-importer
 
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EternallyAries
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 PostPosted: Wed Mar 10, 2010 10:24 am    Post subject: Reply with quote Back to top

i just got this and its the best level importer i seen now if only we can make one that ack like this but for Goldeneye 007?
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radorn
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 PostPosted: Wed Mar 10, 2010 1:00 pm    Post subject: Reply with quote Back to top

good. I had seen videos of new level imports before in YT, but never really looked for the importer programs. expected them to be included in toad's tool eventually.

I'm not as interested in mario 64 editing as I am in GE and PD, but at least there's something in that page that's sure to help me with my projects here. The linked texture pack has many textures that toad's tool doesn't export, and I'll find use for them for my mario 64 maps in GE and PD Very Happy
 
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SubDrag
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 PostPosted: Wed Mar 10, 2010 6:45 pm    Post subject: Reply with quote Back to top

What's so much better about this one that mine?
 
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Dragonsbrethren
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 PostPosted: Wed Mar 10, 2010 8:01 pm    Post subject: Reply with quote Back to top

I think you misunderstand, this is an importer for Mario 64. You haven't written one of those, as far as I know.
 
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SubDrag
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 PostPosted: Wed Mar 10, 2010 8:02 pm    Post subject: Reply with quote Back to top

Oh he meant best for mario. Got it. It's nice to see other games starting to have editing capabilities similar to ours.
 
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EternallyAries
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 PostPosted: Wed Mar 10, 2010 9:45 pm    Post subject: Reply with quote Back to top

You misunderstand SubDrag what i ment is that for super mario 64 its the best i wantid to use this forever and well 0.6 OBJ Importer for Super mario 64 i ben haveing badluck with this cus i had to use CMD for it and it wus so bad for me and ones it got to 0.7 it had its own program for it and now i can use it yay oh and if you want to see pics of my level i ben makeing ill show it to you all the level is call Bowser Castil it replasing the front cortyoud. And SubDrag i still love your OBJ importer Very Happy.
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Wreck
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 PostPosted: Wed Mar 10, 2010 10:47 pm    Post subject: Reply with quote Back to top

I'd be interested in seeing what you come up with for Super Mario 64, Aries. I still think it was a fantastic game, and could benefit from some new levels. An entirely new adventure using it as a base would definitely be worth playing through. Just so long as the designers don't go the same route they always seem to go with Super Mario Bros. 3 (which is make it insanely difficult).
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EternallyAries
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 PostPosted: Wed Mar 10, 2010 11:35 pm    Post subject: Reply with quote Back to top

Here you guys go here some level pics







And now some in game pics







Well thats all i have for now enjoy. oh and i find out the level import works with DeleD wtch is so much Better then Blender and Google Skech up.
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Wreck
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 PostPosted: Thu Mar 11, 2010 1:54 am    Post subject: Reply with quote Back to top

Is that your work? Very nice job. It looks like you're using hi-resolution textures for the map in DeleD, which don't come out too well on an N64 after modification. I don't really know anything about SM64 modding, but I might suggest using smaller images while mapping - if that is the case. Good work, thus far.
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Dragonsbrethren
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 PostPosted: Thu Mar 11, 2010 7:10 am    Post subject: Reply with quote Back to top

Yeah, those look like the stock castle textures that come with DeleD. I think they're 256x256, which is a bit too big when you're scaling down to 32x32. Still, the geometry looks really nice.
 
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radorn
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 PostPosted: Thu Mar 11, 2010 9:08 am    Post subject: Reply with quote Back to top

looks nice that castle.

You should use better textures, though, more optimized for 32x32/64 size.
A quick fix you could try on the textures you are using now would be to use some aggressive filtering to sharpen them/make them less muddy.

Another thing you should pay attention to is overlapping surfaces that are too close one to another, like in the last picture where that wooden boardwalk is "glitched" with the vegetation under it. They are too close and you get z-fighting problems. you should cut the section of vegetation under the walk to avoid that.
 
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EternallyAries
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 PostPosted: Thu Mar 11, 2010 1:06 pm    Post subject: Reply with quote Back to top

Ok heres the list i need to do before i relest bata level

1 I need to Resize all textures and add new ons

2 add lava. i just cant seem to get the Lava to show up Dus someone no how?

3 add some more Bushis on leth side

4 fix some mess up overlapping surfaces that radorn sed Thanks radorn

5 I need to sharpen the textures i dont no how to do that can someone tell me?

Thats my list and Maybe add a Star to the level to.
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oldyz
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 PostPosted: Thu Mar 11, 2010 3:07 pm    Post subject: Reply with quote Back to top

EternallyAries wrote:
Ok heres the list i need to do before i relest bata level

1 I need to Resize all textures and add new ons



5 I need to sharpen the textures i dont no how to do that can someone tell me?

Thats my list and Maybe add a Star to the level to.


about textures , do you consider the making of high res texture packs cheating in mario 64 hacking?
I like how the high textures of the zelda project, that TNA vs ROH and the mario64 high texture things looks.

of course you have to give some default textures for the packs to work in PJ 64, but those two things are sort of fixed with that method
 
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radorn
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 PostPosted: Thu Mar 11, 2010 3:21 pm    Post subject: Reply with quote Back to top

well, paks can constitute a nice enhancement to any N64 romhack involving new graphics (levels, objects, characters), if done right, but I think that disregarding the non "enhanced", n64 native content in favor of texture paks that are an emulation exclusive enhancement (and not actually possible for everyone since they require considerable graphics power) is not a good route at all. plus they are not going to be usable on a real N64 in case you get hold of a backup unit or flashcart and try to run your texturepak-dependent hack in it.
 
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