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SM64 Custom Level White Screen

Hi There!
This is my first post on this forum and I was wondering if anyone could help me.

I have made a recreation of Death Mountain Trail of OoT in SM64. It looks epic and I spent a lot of time making this model. (I used an HD texture pack since I couldn't find original textures.) I imported my level and added some entities with TT64. I played the ROM at first and it works fine; but when you get to the custom level and select a mission (since I had no save file for the game, I chose the first mission), it does the SFX of Mario saying "Let's 'a Go!" but it stutters on the "Go" part and I get a white screen! #tb{D'X}

What am I doing wrong? I read on this SM64 hacking forum that this could be caused by the game changing the warp(s) into something else or too many polygons being rendered at once (This came from the help page on Hacking Basics FAQ I think.) Can you guys tell me then what's happening here and how I fix It? How many polygons can be rendered at once and am I putting too many entities in the level or messing up their parameter data?

There are also messed up textures when I look at it in TT64, however it looked fine in the level importer previewer, some textures from the Boo's mansion, I think.

Please help. It would be a great pleasure if you guys could.

P.S.: The two fading warps are ID 1, and the pipes are ID 2, and I'm replacing Bomb-omb Battlefield.

Here is a link to a screenshot of the 3D Object list in TT64:
http://sm64.org/forum/misc.php?action=pun_attachment&item=113&download=1
(Paste directly into your URL bar. Sorry, I don't really know this place, it's my first time as I said before.)
OH YES.
Well, have you placed any objects into your level that could've crashed your game?

And is Mario's warp not screwed up?
Your layout has been removed.
I am not sure. This is my very first custom level. Nothing is out-of-bounds (and I made sure of this) and I only added 25 or so objects and no music. I searched every forum I could find, but most were abandoned years ago or have nothing on the subject that was helpful to my needs. And no, Mario's warp is also not screwed up. I used TT64 and placed it in the right spot (or is the spawn hardcoded? Hmmm.) So to my knowledge nothing is wrong. I hate it when that happens. Did you look at the picture? (It tells you to download it or open it. Open it. There's my list of Objects in TT64.)

Thanks for trying to help me with this. #tb{^V^}
OH YES.
Which version of the level importer are you using, and what are the settings? I remember when using level importer v16 or less I would get many errors including a white screen occasionally. Also what size were your textures?
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
I used Super Mario 64 Level Importer 1.9.3S. I had the RCVI Hack enabled and the extended level boundaries and widescreen improvements. I also put no music, and just so the people know, the level I imported had 841 faces (about 850 triangles) and the textures were at maximum 32 by 64 pixels. Most of the textures were HD, about 256 by 256 at the most, and were resized by the importer to fit the N64 texture cache.

And also, for the record, how do you upload files to be downloaded? Mostly just models and textures and all that jazz? #tb{:?}
OH YES.
You can upload them to your files here on SMWC by using my files on the menu on the right. Then you can just put a link to them here. Alternatively you can upload them to a file sharing site like mediafire and link to it here.
New layout by RanAS!
Here's the model of the level I was importing. Open in Sketchup 2015.

http://bin.smwcentral.net/u/26775/DeathmtnN64.skp

I hope you like this. It took SO LONG to make...

Copy and paste the link into the URL bar. (Sorry!)
OH YES.
If anyone can help, I'll be very happy. #smw{-_-2}
OH YES.
what version of sketchup do you use?
i do things.
2015.
OH YES.
Fuck, it's happening to me too, sketchup 8 but instead of a white screen it's black...
Your layout has been removed.
That makes two of us then.
OH YES.
thats weird that you keep getting a white screen maybe you tampered with the warps that could be it. but if thats not the case then i don't know how to explain this. i can import levels just fine. try importing the level on a new rom maybe that'd work.
i do things.
GUYS, I FIGURED OUT WHAT'S GOING WRONG IN THE LEVEL IMPORTER WHEN I TRY TO IMPORT THE LEVEL!!!!

When you look in the level previewer in SM64 Level Importer 1.9.3S, you notice that there is a variable titled "Y Rotation". Now, in order for me to fit my custom level into the extended level boundaries, I had to rotate it to fit it in the corners. (Have you downloaded my model yet? It looks really good, you should see it. #smw{:TUP:}) When I was done rotating it, about 45 degrees, I saved my changes and left the previewer, when I realized something was off. THERE WAS NO VARIABLE FOR LEVEL ROTATION, and sure enough when I looked back in the level importer, IT WAS BACK WHERE IT WAS BEFORE I ROTATED IT. That's why my level would always give a white screen, because I would end up placing Mario's warp, among other entities, in TT64 way out-of-bounds thinking it would be in-bounds because I didn't check it twice and not realized that the level didn't rotate!

However, this is a theory, and I will post once more if I prove it true or false. If any of you guys out there are just happening to have the same problems I'm having and have used the previewer in SM64 Level Importer 1.9.3S to rotate your level using the variable "Y Rotation", use whatever modelling tool you used to make the level you want to import and rotate it in the modelling software however much you need to and THEN import it. It seems the "Y Rotation Variable" is defunct in its supposed purpose. Hope this helps!

#smw{:D}

EDIT: CORRECT!
OH YES.
It's back again for some reason. When I got it to work last time I had a clean ROM and placed in nothing but Mario's Warp and a star (I deleted all the other warps). Then When I tried to put in more objects, the game does it again! #tb{D'X} I am loading the correct RAM Banks for the entities, I just wish I knew what is going on!

EDIT: Never mind, turns out you cannot edit RAM banks after you imported the level or it gets really buggy.
OH YES.
You can either- make sure you have no 0x0E objects placed in your object.
Try exporting it in Google Sketchup, the most viable problem i have encountered is that there might be too much polygons rendered onscreen, try moving mario's warp to a region that is less occupied.


Make sure you are using sketchup 8 and the correct plugin.

If you replaced Bob-Omb's battlefield you need to change the mario start warp id to 10.

Hope this helps!



Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.


Originally posted by JakoNintenCraft
Here's the model of the level I was importing. Open in Sketchup 2015.

http://bin.smwcentral.net/u/26775/DeathmtnN64.skp

I hope you like this. It took SO LONG to make...

Copy and paste the link into the URL bar. (Sorry!)
Why do you color the links?
Use the url tag:
Code
[url]

*honk*