This thread is where you can ask questions about SM64 hacking, TT64, OBJ importer, anything.
As ever please take a little look round the internet to make sure your question hasn't been answered already
So, fire away...
Tutorials
Importing from Google Sketchup
Creating with Sketchup
FAQ
Q; Why does it say my ROM is invalid?
A; You need a USA SM64 ROM.
Q; Where do I get a USA ROM?
A; By searching this key word on Google "Super Mario 64 (U) [!]".
Q; My ROM won't open in TT64!
A; Open a regularly extended ROM and go into preference, and enable "Skip ROM Checksum".
Q; When I try to run my ROM I get a CIC chip error.
A; Just ignore it, when your rom is modified the checksum is mis-calculated.
Q; I get an error saying "In a permanent loop that cannot be exited" when trying to run my ROM.
A; Could be you modified the checksum and forgot to re-calculate it, try opening your ROM in the SM64 Level Importer and going into ROM settings and checking "Restore CRC and Checksum" and save selected changes. If it doesn't work then there must have been an error in the patching procedure of your ROM.
Q; Why does Mario die when I start my level?
A; Open your level in Toad's Tool 64 and move the object called "Warp Mario's Start" to where your level is.
Q; I get a black screen!
A; A result of an error in configuring the warps.
Q; Why is my level is too big or too small?
A; Mess around with the scaling in the Level Importer. Increase it if your level is too big, and vice-versa.
Q; I get a white screen I try to enter my level!
A; That happens as a result of changing the warp into something else or too much polygons seen on sight.
Q; Why are there invisible walls everywhere?
A; Enable Death Floor in the Level Importer.
Q; I imported a level into Peach's Castle Grounds and moved the warp but Mario still spawns at an unusual place.
A; Warps at Peach's Castle is hardcoded, now open your ROM in TT64, at the bottom of the screen, you see some parameters like;
X 1000 Y -1000 Z 100, now open that same ROM in the OBJ importer, go to the "Level Settings", you shall see a check box called "Initial Position", check it and copy those parameters into their expected places.
Q; What is the limitations for channels on SM64?
A; 15.
Q; What is a .M64 file?
A; It's the Sequence file format SM64 uses or in general N64.
Q; Why does a part of my custom music sound weird?
A; Transpose the channel/track that sounds weird.
Q; Why doesn't the tempo of my track go above 255?
A; The tempo is one byte; the maximum value is 255 (0xFF).
Q; Is it possible to import WAV files and MP3 into SM64?
A; No.
Q; There was no Drum in the instrument list of NINST37 but it is heared in the original.
A; It's a percussion, the channel you want to have a drum change it to a "General Percussion".
Q; Where do I get a wavefront OBJ?
A; With google sketchup or blender, OBJ is a 3D model type. Note that the 2014/2015 versions of sketchup seem to have some compatibility issues with the OBJ exporter plugin for some people (trashing exports) so use with caution.
Q; How do I replace textures in the game?
A; By using N64 Rip and TT64, N64 rip is more convenient, you can get the addresses from TT64, make sure you are in Hexa-decimal mode.
Q; Why are my textures stretched?
A; A texture can't repeat more than 32 times, subdivide that face with a line.
Q; How do I change the textures on Mario's cloth?
A; Mario's clothes was colored, they didn't use an actual texture.
Q; I imported an Untextured model into Mario 64 and it's not white like in the 3D modeller, there are Random Textures applied.
A; Those are known as "Place Holder" textures, you should apply textures to it, it can't just be null.
Q; Why are my textures not showing up and are just replaced with random ones?
A; Resized BitMap Images(BMP) tend not to show up.
Q; How do I replace the Title Screen?
A; Make your model, export it to obj, load it in the OBJ importer 1.9s, open the "Custom Importer", look for the title screen and select "Import Model".
Q; Why is my polygon count size double?
A; Don't export two sided faces.
Q; Why are some faces in my level invisible?
A; Only white faces show up, reverse all purple faces.
Q; Why does Mario fall right through walls?
A; Don't export back and front faces.
Q; What is the safest polygon count for SM64?
A; 16,500 Polygons.
Q; Why does my level appear weird with some missing faces?
A; Your model needs to be triangulated and edges need to be exported as they are literally the building blocks of all 3D models.
Q; When I try to replace to an Object in the custom importer or import a title screen I get a "Maximum Model Size Exceeded" Error.
A; You might have to chop down some polygons and reduce the amount of textures used.
Q; Why do my textures look blurry?
A; Any textures with a height/Width more than 64x32 and 32x64 will get resized to fit with the N64 Texture Cache Size, resize them by yourself and sharpen them.
Q; Why do my textures always appear stretched after being subdivided?
A; Textures need to be resized to SM64 Resolution which would be 32x32, 64x32 and 32x64 and so on, they must be rectangles or squares. Textures with resolutions of Something like 32x31 or 24x32 will get the calculations wrong when Texture maps are being converted into F3D Microcode.
Q; Why are my textures upside down?
A; Try checking "Vertically Flip Textures".
Q; How do I make the empty part of a texture transparent, It's either Black/White?
Add an Alpha channel to your texture so it supports transparency then erase the black/white side and save it as a PNG.
Q; I'm trying to make a fence but when I look to the other side it is invisible!
A; The back face doesn't get exported. Push/pull it to the thinnest simple.
Q; Why does my model look weird and the triangles on faces are missing?
A; You need to export edges and check "Triangulate" in the OBJ exporter.
Q; Why does Mario keep going through everything?
A; Delete any unused faces at that area.
Q; Why does are there glitched collisions in my level?
A; Make sure there are any underlying unused polygons, these are prone to cause problems and place your model higher.
Q; What is the difference between “coin” and “coin-collectible”?
A; Both serve the same function.
Q; Can TT64 be ported to android?
A; It is a heavy program and even if it wasn't I doubt it could, it is programmed in Adobe's lingo, gets excuted with Adobe Director, it uses OpenGL, D3D9/11 as a 3D renderer.
Q; Why are my textures corrupt?
A; Happens when you close the window when it's importing so the process is not finished and writing the textures gets interrupted, you have to re-import it this time completing it, no harm done to your ROM, just the display list.
Q; My background is corrupt.
A; Scale it to 248x248 in an image editing software like GIMP or Paint.NET so it wraps around the whole icospherical background.
Q; How do I remove the Nintendo copyright and TM sign at the title screen?
A; Open your ROM in a hex editor, go to(CTRL+G) 26A1EC and write 00 00 00 00 to remove them, NOPs the geolayout function that executes them.
Q; Why are my slopes collision glitchy?
A; You can either change it the collision in the collision tab to a "climbable hill" or alternatively draw a seperate model file for the collision, make the collision that of a cube by drawing a cube at the tree's position and exporting the OBJ as the collision file of your model.
Q; What is object with the highest polygon count to replace?
A; From an order of Biggest to the smallest-
-------------------------------------------
1. Castle in the sky: 382.
2. Vertical Maze: 281.
3. Pyramidal Platforms Anim 1/2/3/4/Assembly: 230.
4. Flying Ship: 118.
Q; My music cracks at some point when it's playing.
A; That is because there are too many notes that have to be played, your best solution would be to delete some channels.
Q; Why does all the objects position in my level reset when I re-import?
A; You have to uncheck the centered option in the obj importer.
Q; Why does Mario have backfaces?
A; Re-import your model with obj importer 1.9.3
Q; Why does the game freeze when I play through?
A; It's best not to use 0x0E objects, if the problem persists then reduce the polygon count.
Revision 4 by Mr. GreenThunder at 2015-06-08.
Added note regarding 2014/2015 versions of sketchup - shygoo 1/18/15
As ever please take a little look round the internet to make sure your question hasn't been answered already
So, fire away...
Tutorials
Importing from Google Sketchup
Creating with Sketchup
FAQ
Q; Why does it say my ROM is invalid?
A; You need a USA SM64 ROM.
Q; Where do I get a USA ROM?
A; By searching this key word on Google "Super Mario 64 (U) [!]".
Q; My ROM won't open in TT64!
A; Open a regularly extended ROM and go into preference, and enable "Skip ROM Checksum".
Q; When I try to run my ROM I get a CIC chip error.
A; Just ignore it, when your rom is modified the checksum is mis-calculated.
Q; I get an error saying "In a permanent loop that cannot be exited" when trying to run my ROM.
A; Could be you modified the checksum and forgot to re-calculate it, try opening your ROM in the SM64 Level Importer and going into ROM settings and checking "Restore CRC and Checksum" and save selected changes. If it doesn't work then there must have been an error in the patching procedure of your ROM.
Q; Why does Mario die when I start my level?
A; Open your level in Toad's Tool 64 and move the object called "Warp Mario's Start" to where your level is.
Q; I get a black screen!
A; A result of an error in configuring the warps.
Q; Why is my level is too big or too small?
A; Mess around with the scaling in the Level Importer. Increase it if your level is too big, and vice-versa.
Q; I get a white screen I try to enter my level!
A; That happens as a result of changing the warp into something else or too much polygons seen on sight.
Q; Why are there invisible walls everywhere?
A; Enable Death Floor in the Level Importer.
Q; I imported a level into Peach's Castle Grounds and moved the warp but Mario still spawns at an unusual place.
A; Warps at Peach's Castle is hardcoded, now open your ROM in TT64, at the bottom of the screen, you see some parameters like;
X 1000 Y -1000 Z 100, now open that same ROM in the OBJ importer, go to the "Level Settings", you shall see a check box called "Initial Position", check it and copy those parameters into their expected places.
Q; What is the limitations for channels on SM64?
A; 15.
Q; What is a .M64 file?
A; It's the Sequence file format SM64 uses or in general N64.
Q; Why does a part of my custom music sound weird?
A; Transpose the channel/track that sounds weird.
Q; Why doesn't the tempo of my track go above 255?
A; The tempo is one byte; the maximum value is 255 (0xFF).
Q; Is it possible to import WAV files and MP3 into SM64?
A; No.
Q; There was no Drum in the instrument list of NINST37 but it is heared in the original.
A; It's a percussion, the channel you want to have a drum change it to a "General Percussion".
Q; Where do I get a wavefront OBJ?
A; With google sketchup or blender, OBJ is a 3D model type. Note that the 2014/2015 versions of sketchup seem to have some compatibility issues with the OBJ exporter plugin for some people (trashing exports) so use with caution.
Q; How do I replace textures in the game?
A; By using N64 Rip and TT64, N64 rip is more convenient, you can get the addresses from TT64, make sure you are in Hexa-decimal mode.
Q; Why are my textures stretched?
A; A texture can't repeat more than 32 times, subdivide that face with a line.
Q; How do I change the textures on Mario's cloth?
A; Mario's clothes was colored, they didn't use an actual texture.
Q; I imported an Untextured model into Mario 64 and it's not white like in the 3D modeller, there are Random Textures applied.
A; Those are known as "Place Holder" textures, you should apply textures to it, it can't just be null.
Q; Why are my textures not showing up and are just replaced with random ones?
A; Resized BitMap Images(BMP) tend not to show up.
Q; How do I replace the Title Screen?
A; Make your model, export it to obj, load it in the OBJ importer 1.9s, open the "Custom Importer", look for the title screen and select "Import Model".
Q; Why is my polygon count size double?
A; Don't export two sided faces.
Q; Why are some faces in my level invisible?
A; Only white faces show up, reverse all purple faces.
Q; Why does Mario fall right through walls?
A; Don't export back and front faces.
Q; What is the safest polygon count for SM64?
A; 16,500 Polygons.
Q; Why does my level appear weird with some missing faces?
A; Your model needs to be triangulated and edges need to be exported as they are literally the building blocks of all 3D models.
Q; When I try to replace to an Object in the custom importer or import a title screen I get a "Maximum Model Size Exceeded" Error.
A; You might have to chop down some polygons and reduce the amount of textures used.
Q; Why do my textures look blurry?
A; Any textures with a height/Width more than 64x32 and 32x64 will get resized to fit with the N64 Texture Cache Size, resize them by yourself and sharpen them.
Q; Why do my textures always appear stretched after being subdivided?
A; Textures need to be resized to SM64 Resolution which would be 32x32, 64x32 and 32x64 and so on, they must be rectangles or squares. Textures with resolutions of Something like 32x31 or 24x32 will get the calculations wrong when Texture maps are being converted into F3D Microcode.
Q; Why are my textures upside down?
A; Try checking "Vertically Flip Textures".
Q; How do I make the empty part of a texture transparent, It's either Black/White?
Add an Alpha channel to your texture so it supports transparency then erase the black/white side and save it as a PNG.
Q; I'm trying to make a fence but when I look to the other side it is invisible!
A; The back face doesn't get exported. Push/pull it to the thinnest simple.
Q; Why does my model look weird and the triangles on faces are missing?
A; You need to export edges and check "Triangulate" in the OBJ exporter.
Q; Why does Mario keep going through everything?
A; Delete any unused faces at that area.
Q; Why does are there glitched collisions in my level?
A; Make sure there are any underlying unused polygons, these are prone to cause problems and place your model higher.
Q; What is the difference between “coin” and “coin-collectible”?
A; Both serve the same function.
Q; Can TT64 be ported to android?
A; It is a heavy program and even if it wasn't I doubt it could, it is programmed in Adobe's lingo, gets excuted with Adobe Director, it uses OpenGL, D3D9/11 as a 3D renderer.
Q; Why are my textures corrupt?
A; Happens when you close the window when it's importing so the process is not finished and writing the textures gets interrupted, you have to re-import it this time completing it, no harm done to your ROM, just the display list.
Q; My background is corrupt.
A; Scale it to 248x248 in an image editing software like GIMP or Paint.NET so it wraps around the whole icospherical background.
Q; How do I remove the Nintendo copyright and TM sign at the title screen?
A; Open your ROM in a hex editor, go to(CTRL+G) 26A1EC and write 00 00 00 00 to remove them, NOPs the geolayout function that executes them.
Q; Why are my slopes collision glitchy?
A; You can either change it the collision in the collision tab to a "climbable hill" or alternatively draw a seperate model file for the collision, make the collision that of a cube by drawing a cube at the tree's position and exporting the OBJ as the collision file of your model.
Q; What is object with the highest polygon count to replace?
A; From an order of Biggest to the smallest-
-------------------------------------------
1. Castle in the sky: 382.
2. Vertical Maze: 281.
3. Pyramidal Platforms Anim 1/2/3/4/Assembly: 230.
4. Flying Ship: 118.
Q; My music cracks at some point when it's playing.
A; That is because there are too many notes that have to be played, your best solution would be to delete some channels.
Q; Why does all the objects position in my level reset when I re-import?
A; You have to uncheck the centered option in the obj importer.
Q; Why does Mario have backfaces?
A; Re-import your model with obj importer 1.9.3
Q; Why does the game freeze when I play through?
A; It's best not to use 0x0E objects, if the problem persists then reduce the polygon count.
Revision 4 by Mr. GreenThunder at 2015-06-08.
Added note regarding 2014/2015 versions of sketchup - shygoo 1/18/15