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

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Originally posted by JakoNintenCraft
I was wondering if there was a way to insert animated textures into my models in SM64 (not scrolling, animated - like .gif and whatnot.) and if yes, then is there a cap to how large the file can be?

Thanks for any advice in advance.

Well, animated textures in Mario 64 are actually many static textures (your average pictures) through which the surface cycles continously (check the flame textures or the beta yoshi egg, for instance). There must be a way to make a set of textures cycle on a surface, perhaps Kaze or Skelux might know a bit more...
I quit hacking. Don't hack Nintendo ROMs, kids! ROM hacking is illegal an very very rude for the original creators!
Originally posted by JakoNintenCraft
I was wondering if there was a way to insert animated textures into my models in SM64 (not scrolling, animated - like .gif and whatnot.) and if yes, then is there a cap to how large the file can be?

Thanks for any advice in advance.



geo layout command 0x0E. it's explained on my google site.
Is it true that Frauber's OBJ Exporter doesn't export very well texture mapping on custom levels ?
I've actually heard that on some forum and I've noticed that my texture mapping on custom levels is not very well done once imported, but it's good on Sketchup for some reason :/
Projects :

Ztar Attack 2 A Blast to the Past

Overworlds : 2/3 done
World 1 : 4/4 levels done
World 2 : 4/4 levels done
World 3 : 4/4 levels done
World 4 : 4/4 imported, 3/4 with objects
World 5 : 1/4 level done
World 6 (extra) : 2/3 levels imported, 0/3 with objectss

Youtube -
http://www.youtube.com/channel/UCiD6DYZSuu7N2302h83pLeQ

Allons, enfants de la paaaatrie ! :D
Yes, it's true, Skelux's OBJ importer revisions has better display list conversion and why on earth are you still using Frauber's OBJ importer at 2015?
Originally posted by Mr. GreenThunder
Yes, it's true, Skelux's OBJ importer revisions has better display list conversion and why on earth are you still using Frauber's OBJ importer at 2015?


I use Skelux's importer 1.9.3S and Frauber's OBJ exporter... guess it's time to reimport all my custom levels ever imported.
Projects :

Ztar Attack 2 A Blast to the Past

Overworlds : 2/3 done
World 1 : 4/4 levels done
World 2 : 4/4 levels done
World 3 : 4/4 levels done
World 4 : 4/4 imported, 3/4 with objects
World 5 : 1/4 level done
World 6 (extra) : 2/3 levels imported, 0/3 with objectss

Youtube -
http://www.youtube.com/channel/UCiD6DYZSuu7N2302h83pLeQ

Allons, enfants de la paaaatrie ! :D
Oh, i somewhat confused "importer" with "exporter", you shouldn't ever use frauber's obj exporter. It's complete cac, it flips textures and doesn't export normals and UV maps, use the exporter in Sketchup Pro for a better and more accurate result.
Sketchup Pro exporter has never worked for me, always erasing half the polygons. I recommend trying this one if you have the same issue, just drag into the sketchup plugins folder.
New layout by RanAS!
That's because you don't triangulate, there is no way it wouldn't work, just change the exporter options.
Originally posted by MilleniumLuigi
Sketchup Pro exporter has never worked for me, always erasing half the polygons. I recommend trying this one if you have the same issue, just drag into the sketchup plugins folder.


After reimporting a level using this one, this happened :



My level is triangulated.

(I feel dumb because I haven't done a backup :/)
Projects :

Ztar Attack 2 A Blast to the Past

Overworlds : 2/3 done
World 1 : 4/4 levels done
World 2 : 4/4 levels done
World 3 : 4/4 levels done
World 4 : 4/4 imported, 3/4 with objects
World 5 : 1/4 level done
World 6 (extra) : 2/3 levels imported, 0/3 with objectss

Youtube -
http://www.youtube.com/channel/UCiD6DYZSuu7N2302h83pLeQ

Allons, enfants de la paaaatrie ! :D
I think that the new exporter only exports the front or white faces in sketchup. Check your model to see if you textured the blue faces in which case you can select the faces and right click and hit reverse faces.
Working on Super Mario 64 Blast Off along with 55supershadow

Courses 9/15
Secret levels 1/6
Bowser levels 1/3
Hub 1/3

Check out the preview latest preview https://www.youtube.com/watch?v=bHKKsnbbF3E
Originally posted by BigBoo32
I think that the new exporter only exports the front or white faces in sketchup. Check your model to see if you textured the blue faces in which case you can select the faces and right click and hit reverse faces.


You're right. They were blue faces.
(I'll have a hard time reimporting all my custom levels already made !)
Projects :

Ztar Attack 2 A Blast to the Past

Overworlds : 2/3 done
World 1 : 4/4 levels done
World 2 : 4/4 levels done
World 3 : 4/4 levels done
World 4 : 4/4 imported, 3/4 with objects
World 5 : 1/4 level done
World 6 (extra) : 2/3 levels imported, 0/3 with objectss

Youtube -
http://www.youtube.com/channel/UCiD6DYZSuu7N2302h83pLeQ

Allons, enfants de la paaaatrie ! :D
I have a question about making textures transparent.
I have a water texture that I would like to use. It is a PNG, and I put it in GIMP to make sure it had a transparent alpha layer, which it did. I put it in my level in sketchup (Using the transparency tool to see how it might look in the game) Then exported the OBJ, and put it in the importer. I made sure to check the "Transparent Alpha Layer (Experimental)" Option. When I load it into the game, the texture is not transparent. Is there something I am doing wrong?
Working on Super Mario: Blast Off! With user BigBoo32.

Latest Preview:
https://www.youtube.com/watch?v=8jFXTQcHPb8&feature=youtu.be
I have some things I hope you guys can answer:

[1] Is there a behavior in SM64 that has a model rotate to face the player and talk to them? (I think this might be the Toad behavior, but I might be wrong. If it is though, can I replace the Toad's model?)

[2] HOW DO YOU DO WATER BOXES AND SCROLLING TEXTURES? Sorry for caps, but I don't know how it works or how to get the coordinates for the boxes. Also, what's scale for?

[3] Can I make paintings? If so, how?
OH YES.
Originally posted by JakoNintenCraft
I have some things I hope you guys can answer:

[1] Is there a behavior in SM64 that has a model rotate to face the player and talk to them? (I think this might be the Toad behavior, but I might be wrong. If it is though, can I replace the Toad's model?)

[2] HOW DO YOU DO WATER BOXES AND SCROLLING TEXTURES? Sorry for caps, but I don't know how it works or how to get the coordinates for the boxes. Also, what's scale for?

[3] Can I make paintings? If so, how?


Toad behavior would probably be best, you can import over the toad though.

Scrolling textures, use lezg_g's link. If you mean a scrolling water box texture, place a solid face directly where the water from the box would start. Use whatever texture you want on it and set it to scroll, and when making a water box in the importer, set the water box to invisible.

Go to toadstool and place blank objects where corners of the water box would be and get the coordinates from those.

Scale will increase the size or lower the size of the level when imported.

You can make paintings by taking a screenshot of your level in toadstool or in game, however you want, resizing to 32 x 32, 32 x 64, whatever, you can even use multiple 32 x 32 or 32 x 64 textures to make it up. Create a painting sized hole in the wall of your model in sketchup, and make a painting with your model screenshot. In TT64 place a warp behind it, and make sure when importing the painting texture is nonsolid. To make it pulsate like a painting you need to do something in a hex editor to make the texture load the effect, I don't know much about this so i'm hoping a more skilled hacker will elaborate on that part.
New layout by RanAS!
I have an old ROM with kaze's objects in them but how do i remove them?
(It's only his first patch collection) can someone make a reversepatch for this?
Your layout has been removed.
Originally posted by supermariosan100
I have an old ROM with kaze's objects in them but how do i remove them?
(It's only his first patch collection) can someone make a reversepatch for this?

No you're doomed... seriously, I don't think there is a reverse patch that will ever be made specifically for just a single patch- It should be common sense to back up your shit before applying patches to them, unless you take a clean ROM and copy over the polygon/geo layout data Kaze overwrote but I don't think you'll ever find it, and also each behavior script kaze emurisers overwrote, then subtract 0x245000 from the address the 0x0C command calls asm function from and jump there, then paste write the unfucked hex data aka the one from a clean ROM into the fucked rom to where all hex values seem identical.
Spoiler; it won't work, make backups before patching stuff.
RIP Beta r0me
It's not the beta ROM, lol.
Plus i removed it already :P
Your layout has been removed.
Hello! I have a problem in which I have made 2 water boxes in my level and whenever I get near the one I added later, the game hangs! The boxes don't overlap, however they are both of the same type. I can't figure out what's the matter with them so please help as soon as possible!

Screenshot:

OH YES.
Why i can only have 0x20 Itemboxcontent-IDs?
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