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

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What is the best way to make tunnels in Sketchup? I managed to make some, which are probably too small for Mario, but they took the most time out of anything I did in the level. Is there any easy way to do them?
Originally posted by Egadd
What is the best way to make tunnels in Sketchup? I managed to make some, which are probably too small for Mario, but they took the most time out of anything I did in the level. Is there any easy way to do them?


Well, I overuse most of the time a semi-polygon-like tunnel to enter inside a cave or a building (depending how I shape it in a easy way).
SUPER CRASH TIME YEAH!
Egadd, try messing around with the "Follow Me Tool"

I have an issue:

Whenever I try to texture wrap and export my model through Sketchup Pro, textures on certain faces become completely stretched when I view it in the importer.

Here's an example:



Can anyone out there tell me how I can prevent this?
I've got a couple questions about level designing. First off, could somebody please tell me the size restrictions in feet? I tried using the Maxsize template posted somewhere around here, but it was giving me trouble for some reason when I was trying to add textures and stuff to get an idea what it was going to look like. My current map isn't going to hit this by an incredibly long shot, but I'd like to know for reference later.

Also, is there a limit on how elaborate I can be? I mean, I'm not planning on trying to make Super Mario Galaxy elaborate and detailed, but I need to know if there's a limit on how small of a detail I can make. I want to add some details such as smoothing out some cliff edges to an extent of making things with a width of around 2.50 feet. A 10 foot wide square is about the width of the Mario model used in the Maxsize template, and is the basic shape I've been working with for sizing things.

Next question is a bit simpler. Could anybody tell me what the slope is for a slant at the point where Mario is no longer able to walk up it? I'm using ramps at a 45 degree angle and planning on just adding a texture to make it look like a staircase. It would really suck if I end up making "stairs" that Mario can't even climb.

Speaking of staircases, what are the sizes for each step upwards that I'd have to use if I wanted to replace the ramps with actual staircases? If I can just do that instead, it'd be even better, but I'm going to attempt ramps first to try and keep the number of polygons I use to a minimum. I recall reading that there's a limit to how many can be in a level.

Final question. Do I have to do anything special when I want to put in a doorway? Right now, I just have a door texture slapped on the wall where the door will go, for visual reference. I'm sure that there needs to be something more done, but I'm not sure what. Do I leave the wall solid where the door will go, or cut it away to an empty space? The map I'm using is meant to be a hub area, being a town where the doors leading to each house is used to travel to each world. (Can I connect worlds by doorways instead of paintings? I suppose I could just make each doorway a painting with a door graphic if not.)
Current Projects: "Legend of Zelda: Balance of Power" (A Zelda Classic quest)
Is anybody going to help me with my texture stretching problem? It has been bugging the crap out of me lately and I don't know how to fix it! Please? #w{=(}
Originally posted by Flame8765
Is anybody going to help me with my texture stretching problem? It has been bugging the crap out of me lately and I don't know how to fix it! Please? #w{=(}


Is it only stretched on the importer, or is it stretched in game as well? If it's only the OBJ Importer's preview the stretch's is then it's most likely a problem with the importer itself.

Originally posted by Kurt91
I've got a couple questions about level designing. First off, could somebody please tell me the size restrictions in feet? I tried using the Maxsize template posted somewhere around here, but it was giving me trouble for some reason when I was trying to add textures and stuff to get an idea what it was going to look like. My current map isn't going to hit this by an incredibly long shot, but I'd like to know for reference later.

Also, is there a limit on how elaborate I can be? I mean, I'm not planning on trying to make Super Mario Galaxy elaborate and detailed, but I need to know if there's a limit on how small of a detail I can make. I want to add some details such as smoothing out some cliff edges to an extent of making things with a width of around 2.50 feet. A 10 foot wide square is about the width of the Mario model used in the Maxsize template, and is the basic shape I've been working with for sizing things.

Next question is a bit simpler. Could anybody tell me what the slope is for a slant at the point where Mario is no longer able to walk up it? I'm using ramps at a 45 degree angle and planning on just adding a texture to make it look like a staircase. It would really suck if I end up making "stairs" that Mario can't even climb.

Speaking of staircases, what are the sizes for each step upwards that I'd have to use if I wanted to replace the ramps with actual staircases? If I can just do that instead, it'd be even better, but I'm going to attempt ramps first to try and keep the number of polygons I use to a minimum. I recall reading that there's a limit to how many can be in a level.

Final question. Do I have to do anything special when I want to put in a doorway? Right now, I just have a door texture slapped on the wall where the door will go, for visual reference. I'm sure that there needs to be something more done, but I'm not sure what. Do I leave the wall solid where the door will go, or cut it away to an empty space? The map I'm using is meant to be a hub area, being a town where the doors leading to each house is used to travel to each world. (Can I connect worlds by doorways instead of paintings? I suppose I could just make each doorway a painting with a door graphic if not.)


With the maxsize patch from Sketchup, if it's troubling you why don't you copy and paste one line of the square onto a new sketch file and using that to recreate the square.

Also I've been trying to d tests so I can tell you SM64 restraints but it seems to be taking long so all I have to say is just experiment yourself. You have a rough idea of how complicated SM64 levels are, try and push it and see where you go with it.

Slopes I remember can actually go past 170 degree angles but it's a bit glitchy to do so, also I can't quite figure out how to do steps myself. Though I have a friend that knows, I'll ask him and edit in if he tells me.

Also for the doors, all I do is use the door gap reference in the maxsize patch to get an idea of how big my door will be.
Originally posted by Vinnyboiler
Is it only stretched on the importer, or is it stretched in game as well? If it's only the OBJ Importer's preview the stretch's is then it's most likely a problem with the importer itself.


The stretched textures show up in-game as well. It's weird because I don't see it in Sketchup before exporting. It only seems to occur when I match texture positions on faces by using the sample paint tool.
What tool would be good in ASM hacking?
I wanted to fiddle around with the camera, but I don't know what to use.
If you want to edit with MIPS, then lemasm would be the answer. On the other hand, messiaen made a C compiler if that's of any use. Let me know if you want me to fetch a link.
Can anyone out there tell me how Toad's Tool 64 was made? What type of programming tools were used to make it? I'm just curious because I have the desire to make something like Toad's Tool 64, but for other lesser known N64 games like Space Station: Silicon Valley or Gex 64 or Glover. I'd also like to know how to make an object importer for custom levels for those types of games, but that'll come later. Does anyone have any advice for me or a good direction to send me in?
Still waiting for help on my Bowser question.
Please help, I have this sensation in my head as though this forum is already being filled up with junk help threads.
Originally posted by Skelux
Please help, I have this sensation in my head as though this forum is already being filled up with junk help threads.

Lol, I think Skelux deserves to be mod too.

Question: Is there any way to modify how the file selection screen looks like in Star Road for example?

Notes, resources, or tutorials would be appreciated.
I'm sort of a newb... but i really need help getting objects in levels I made with Google sketch-up. As far as i know, toadstool can only change objects that are already in the level. So how do I get objects in the level start with?
My youtube: https://www.youtube.com/channel/UCbX4pLm713laHTRtLj9xpxw
My twitch: https://www.twitch.tv/theqwollone
Originally posted by Flame8765
Question: Is there any way to modify how the file selection screen looks like in Star Road for example?

Notes, resources, or tutorials would be appreciated.


Here is a list of the menu textures.
To change the color change the last 2 values

2A6158/0038: 22 08 00 04 14 00 02 90 --Red Wood Texture Menu BG.
2A6160/0040: 22 08 00 05 14 00 02 B8 --Blue Wood Texture Menu BG.
2A6168/0048: 22 08 00 06 14 00 02 E0 --Yellow Wood Texture Menu BG.
2A6170/0050: 22 08 00 07 14 00 03 08 --Green "
2A6178/0058: 22 08 00 08 14 00 02 00 --White? (Mario Head)
2A6180/0060: 22 08 00 09 14 00 02 30 --Marble?
2A6188/0068: 22 08 00 0A 14 00 02 60 --White?
2A6190/0070: 22 08 00 0B 14 00 03 30 --Purple Wood Texture Menu BG.
2A6198/0078: 22 08 00 0C 14 00 03 58 --Grey Wood Texture Menu BG.

Example: to make the menu background blue change this:

2A6168/0048: 22 08 00 06 14 00 [Change this -> 02 E0] --Yellow Wood Texture Menu BG.

to this -> 02 B8 [2A6160/0040: 22 08 00 05 14 00 02 B8 --Blue Wood Texture Menu BG.]

so you have in the end -> 22 08 00 06 14 00 02 B8

i hope it helps
My Channel - http://www.youtube.com/skilllux64
Thanks, Skilllux! This is exactly what I wanted! I could never find these addresses myself, so I always need notes to look at #w{=)}



Mixing these values up can make the file menu look very personalized.
Originally posted by Flame8765
Thanks, Skilllux! This is exactly what I wanted! I could never find these addresses myself, so I always need notes to look at #w{=)}



Mixing these values up can make the file menu look very personalized.



No Problem :D

Maybe you could make the red erase yellow now to have every color only 1 time
My Channel - http://www.youtube.com/skilllux64
Originally posted by Skilllux
No Problem :D

Maybe you could make the red erase yellow now to have every color only 1 time


That picture was merely a test to show that I got it to work. Later I'll mix everything up to make the menu look very unique #ab{:)}
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