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The SM64 Hacking Help/FAQ Thread (updated Nov 21)

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I think your thinking of 32 x 64, 64 x 64 is deemed to large and the importer resizes them.
New layout by RanAS!
No matter how or what I try, I can never get Kaze's importer to work properly. The model I import always appears glitchy and not all of the faces/textures/etc are there...is there something I'm doing wrong? I've reduced faces, textures, everything to no avail.
Originally posted by KDJewl
No matter how or what I try, I can never get Kaze's importer to work properly. The model I import always appears glitchy and not all of the faces/textures/etc are there...is there something I'm doing wrong? I've reduced faces, textures, everything to no avail.


you need to repoint and realign 0xFD commands and textures. the importer wasn't designed for someone who can't handle F3d stuff. It's basically only there so i could import my own models.
Originally posted by Kazeshin
Originally posted by KDJewl
No matter how or what I try, I can never get Kaze's importer to work properly. The model I import always appears glitchy and not all of the faces/textures/etc are there...is there something I'm doing wrong? I've reduced faces, textures, everything to no avail.


you need to repoint and realign 0xFD commands and textures. the importer wasn't designed for someone who can't handle F3d stuff. It's basically only there so i could import my own models.



Ohhh, okay. Welp, until I have the motivation to learn such things, I think I'll stick to head importing with Skelux's #tb{^V^} Thanks though Kaze!
Originally posted by MilleniumLuigi
I think your thinking of 32 x 64, 64 x 64 is deemed to large and the importer resizes them.

They appear fine in sm64, i used some in the SS2 demo for the course 5 painting and the bowser icon.
My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Originally posted by pieordie1
Originally posted by MilleniumLuigi
I think your thinking of 32 x 64, 64 x 64 is deemed to large and the importer resizes them.

They appear fine in sm64, i used some in the SS2 demo for the course 5 painting and the bowser icon.

I think he means that the importer resizes them.
How would you go about replacing the model for the star and key?
New layout by RanAS!
Originally posted by MilleniumLuigi
How would you go about replacing the model for the star and key?

there's no easy solution to this. you will need level script knowledge for that.
basically, you load stuff into a rambank of your choosing (preferabbly a globally loaded one) or you can use the area i DMAed in MOP2 with segmented offset 00 5F 00 00.
then you import the model with the custom importer, easiest way is to change their 0x22 command into a 0x21, set the "pointer" value in the custom importer to that command position+4 and rom/ram position to whatever location you choose.
Yeah I figured it was gonna be complicated. Figures, I wanted to replace the key with something Fancy

EDIT:
100PAGE HYPE.
New layout by RanAS!
Switched to a new computer a few days ago and put my stuff on an SD card to carry it over, but when I hit 'Import Level' on the Mario 64 Importer, I get this error.

'The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe for more detail.'

I've used a fresh ROM and a fresh copy of the importer, but this message still pops up... it makes it difficult to hack, to say the least. What exactly does the error mean?
Originally posted by Dr. Slavic
side-by-side configuration is incorrect

I've gotten that one before on a bunch of apps. It means some runtime libraries are missing from your computer. I could be wrong but I think you need the newest visual c++ redistributable package.
Downloaded C++ with that link successfully, but the importer still runs the error message. I haven't found any other programs so far that have this issue, is there any chance it's within the importer itself?

Also, on a tangent, is there a good method for fine-tuning waterbox locations?
Originally posted by Dr. Slavic
Downloaded C++ with that link successfully, but the importer still runs the error message. I haven't found any other programs so far that have this issue, is there any chance it's within the importer itself?

Also, on a tangent, is there a good method for fine-tuning waterbox locations?

For waterboxes: Go to toads tool with the imported level, place a random object where you want the waterbox (the exact location is the center of the object), copy the y coordinate and set that as the height, same works for the x and z coordinates. Place 1 object on the end points of a rectangle around your location.

If the waterbox covers the whole level just make the x and z coordinates -32000 or 32000
My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Is there any way to import things over the Bowser battle arenas without errors? I set the right object banks with Bowser and the bombs and then place them in TT64, but the whole emulator crashes after Bowser's message.

Star Road's final Bowser Battle has an imported arena model, which I find surprising.

Originally posted by pieordie1
Originally posted by Dr. Slavic
Downloaded C++ with that link successfully, but the importer still runs the error message. I haven't found any other programs so far that have this issue, is there any chance it's within the importer itself?

Also, on a tangent, is there a good method for fine-tuning waterbox locations?

For waterboxes: Go to toads tool with the imported level, place a random object where you want the waterbox (the exact location is the center of the object), copy the y coordinate and set that as the height, same works for the x and z coordinates. Place 1 object on the end points of a rectangle around your location.

If the waterbox covers the whole level just make the x and z coordinates -32000 or 32000

That's...clever. I hope that works. Setting things by trial and error is annoying for me.

----
Originally posted by Rebellious Treecko
Is there any way to import things over the Bowser battle arenas without errors? I set the right object banks with Bowser and the bombs and then place them in TT64, but the whole emulator crashes after Bowser's message.


yes, but it requires levelscript+geolayout knowledge.
extend any bank of your choosing (preferably 0x0E or 0x07) and use the custom importer to import your model over the area you choose to extend the bank with.
Question! What are the codings for me to replace the plumber's arms and legs with a new custom models? I'll be replacing the plumber with another character of mine.

Just like how this video goes: https://www.youtube.com/watch?v=zYEeD9QmXko




YOU MAY ALSO FIND ME ON:
deviantArtdeviantArt

Major Hack In Progress - Click Here
-Work on warps and levels!

.






I've been having some problems with the music importer in version 1.9.1S of the level importer. No matter what value I set the tempo too in the XML converter, the music always seems to be imported with a tempo of around 40 bpm (very slow in other words.) If you look away from the tempo, everything else imports as it should. Any ideas what the problem could be, or what I'm doing wrong?
Couple questions. First off do I even have the right to be in this forum? I only have a crappy dual 1ghz laptop so I doubt it is sufficient to run any programs. However I am still interested in learning how to design 3d levels and playing the hacks in general. I won't even be playing them until I get proper rom dumping equipment (I want to acquire mine legally) but when I do, can any android emulators play these hacks? I have a quad core 2.2 ghz galaxy s5 fyi.
Originally posted by Ctoanus
Couple questions. First off do I even have the right to be in this forum? I only have a crappy dual 1ghz laptop so I doubt it is sufficient to run any programs. However I am still interested in learning how to design 3d levels and playing the hacks in general. I won't even be playing them until I get proper rom dumping equipment (I want to acquire mine legally) but when I do, can any android emulators play these hacks? I have a quad core 2.2 ghz galaxy s5 fyi.

I made a hack on a crappy laptop (mine was 1.3 ghz), you can run the rom and make the levels. Any level that is over about 5000 polygons will lag.

You can definitely run SM64 hacks on that phone. Download n64oid for the best speed :D
My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
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