in the importer v17, can you add a mirror level feature to mirror the entire level so that people don't have to go through making a custom level only to find out that it is mirrored in the actual game.
Did somebody pays you for this work? Because I don't find a reason to do this. Its hard, the game is f**ing old and ugly and who will build levels for it? I know that nobody plays Super Mario and who will play it? (haha you caught Great job men! Keep up the good! And I love Super Mario!).
Nice update, but for some reason my level in 3d preview has everything grey, untextured, but when importing, everything is great (everything is textures, like i did).
Hey Frauber, what 3D Modelling program do you use to make the levels? All I've got is Google Sketchup, and it dosen't come with a .Obj exporter unfortunately, and usually the level bugs up when I export it with that anyway.
This make level importing a lot easier. Also this made me realize I been using low polygons. My New Nimbus Quarry level is around 2000 polygons. I'm going rework on my levels and aim for around 4000 polygons or so.
frauber, your videos may not come as often as they used to, but they never cease to amaze me. You've really made the Mario 64 hacking community into something else. Congratulations, man.
This is great! It will be much more useful to offset levels with. Although, there was one thing I would've pissed my pants if you had included it.... Being able to select certain faces to separate collisions/fog. Will that ever be able to be in an update? Otherwise, the renderer seems to work fine, and offsetting is easier than ever. I'm surprised you were able to cram all of this work into such low memory in the program. Good work frauber, yet another useful tool!
@TheDevilsAdmin because OoT uses a newer, more advanced GPU program (F3DEX2 IIRC) than Mario. Unfortunately they aren't quite compatible with eachother, so porting Mario to that would be quite difficult.
@rekcaHrepyH Nonono! Porting mario to zelda is a piece of cake, it is porting zelda to mario that is hard!
And there is no hack to allow bigger textures? Since there are hacks to allow bigger music, bigger maps and so on.....
I have a question... since the maps are limited in size is there a possible way of adding more maps? (so that it is split into rooms, without sacrificing levels)
Because then I could split a certain level into rooms and it would be all fine and dandy :D
@TheDevilsAdmin By the way, I remember when I first got into this, I managed (somehow) to change mario's model into a pipe, how would I replicate that now? (No, I wasn't using Gameshark)
*or*
Is there a way to replace actor models?
If so I might as well fix another way of my hack ^^
@TheDevilsAdmin you can copy models between them (still quite a bit of work), but to actually convert SM64 to F3DEX2, you'd need to go through and change every single render command in the game.
@rekcaHrepyH yes, and I have done it several times, it is easier than porting F3DEX2 to SM64's format.....
but thanks to frauber I can port them (rip to *.obj, then import)
Now back to the important questions!
How do I change the player model from mario into eg a pipe, I cannot replicate it no matter how hard I try (I managed to do it by fooling around, but not with actual knowledge)
And Is there a way to add more maps to the game? So I can split my large maps up into rooms.....
and, how do I import new models, anyone got a clue about this?
And how about making textures animate?? I know how to in OoT, but not in SM64, I am comfortable with hex editors, so, any clue (Wanna make some clouds move in a circle, wanna make lava move towards the center of a hole etc)
You'll also eventually incorporate the function to import objects into several areas. So I could expand my hack really, I wanted to install the example Amphyteater from Rome, but unfortunately he is too big ^ ^. But spread over several areas, there are no problems there.
its ok i have found out how to use this now
supermariofan672 5 days ago
omg im so lost with this somebody tell me how to use this?
supermariofan672 5 days ago
Can you change the camera angle to 2.5D?
internetakias1 1 week ago
This penis faggot copyed Toad's Tool 64.
iNintendoHero 3 weeks ago
@iNintendoHero Blocking users is so fun!
frauber 3 weeks ago 6
Frouber I was wondering, since your a pretty good programer I was wondering if you could make a Mario 64 movie maker workable for windows 7?
PiviotAtWar 1 month ago
@PiviotAtWar How I found you here?
sskorpiana 3 weeks ago
@sasho648 frauber made this to make the missing stars hack i think
9TDF 2 months ago
I can't load waterfront.obj. How can I Load it?
AlienFromMars586 2 months ago
@frauber Strange...everytime i use the importer,my obj is automaticaly double sided when I modify collision settings...causing
in-game problems... :/ Any suggestions?
Bungeetaco 2 months ago
in the importer v17, can you add a mirror level feature to mirror the entire level so that people don't have to go through making a custom level only to find out that it is mirrored in the actual game.
spongebobcrazy24 2 months ago
@spongebobcrazy24 That's what the SWAP x/Z coordinates option do. I THINK that's in v16.
frauber 2 months ago
@frauber Where can I find that option in the importer? I can't see it.
spongebobcrazy24 2 months ago
Did somebody pays you for this work? Because I don't find a reason to do this. Its hard, the game is f**ing old and ugly and who will build levels for it? I know that nobody plays Super Mario and who will play it? (haha you caught Great job men! Keep up the good! And I love Super Mario!).
sasho648 3 months ago
Nice update, but for some reason my level in 3d preview has everything grey, untextured, but when importing, everything is great (everything is textures, like i did).
MrIvan97 4 months ago
How did i miss this video :o
bowserking64 4 months ago in playlist More videos from frauber
@bowserking64
same D=
VAdaPEGA 3 months ago
Great job man ! There's just one thing missing : face shading.
I think you would make a bunch of people happy if you'd be able to integrate it in your importer.
ProductionGTs 4 months ago
Hey Frauber, what 3D Modelling program do you use to make the levels? All I've got is Google Sketchup, and it dosen't come with a .Obj exporter unfortunately, and usually the level bugs up when I export it with that anyway.
PixelsPumpkin 4 months ago
This make level importing a lot easier. Also this made me realize I been using low polygons. My New Nimbus Quarry level is around 2000 polygons. I'm going rework on my levels and aim for around 4000 polygons or so.
DobieMeltfire 5 months ago
very cool
RDX12606 5 months ago
Comment removed
Flame8765 5 months ago
Does the level preview account for water?
Chancer4ever 5 months ago
@Chancer4ever Not yet, The water feature is sort of broken, as far as I remember it only show the first water box.
frauber 5 months ago
@frauber
How do i zoom? I tried to discover, but can't find it.
Tarek701 5 months ago
Finalleh! FINALLY!!! I'm SO happy this finally is released! No really! I litterally ran outside and screamed YESS!!!
frauber, you're god! :)
sup3rsmash8 5 months ago
frauber, your videos may not come as often as they used to, but they never cease to amaze me. You've really made the Mario 64 hacking community into something else. Congratulations, man.
WritersBlah 5 months ago 11
Infinitly Epic
ThePloteron 5 months ago
OMG! It's awesome!
MarioErmando 5 months ago
frauber, YOU KICK ASS!
Gazpacho146 5 months ago
... "lol not first view" o3o anyway, sweet XP
jairom1242 5 months ago
Comment removed
jairom1242 5 months ago
Wow, amazing job! :)
RomeTwinStudios 5 months ago
Rusty Bucket Bay ^.^
XBlackSquareX 5 months ago
Great work frauber. This shows you've been putting in hepas of work for us, and you've done a great job!!
Kampel125 5 months ago
This has been flagged as spam show
I also noticed it now supports 2 decimals in scaling size... HIGH QUALITY HOLY SHIT
cpuHacka101 5 months ago
I also noticed it now supports 2 decimals in scaling size... HIGH QUALITY HOLY SHIT
cpuHacka101 5 months ago
This is great! It will be much more useful to offset levels with. Although, there was one thing I would've pissed my pants if you had included it.... Being able to select certain faces to separate collisions/fog. Will that ever be able to be in an update? Otherwise, the renderer seems to work fine, and offsetting is easier than ever. I'm surprised you were able to cram all of this work into such low memory in the program. Good work frauber, yet another useful tool!
cpuHacka101 5 months ago
WOOHOO! I LOVE YOU (I a sarcasm non-homo way :D) !!!!
purecomputer1234 5 months ago
Very nice.
rekcaHrepyH 5 months ago
so badass.. now I can actually use my level that is big (it works in OoT so it should work in mario)
Btw why can OoT handle 64x64 when mari can't handle bigger than 32x64, I want some way of overriding that!
TheDevilsAdmin 5 months ago
@TheDevilsAdmin because OoT uses a newer, more advanced GPU program (F3DEX2 IIRC) than Mario. Unfortunately they aren't quite compatible with eachother, so porting Mario to that would be quite difficult.
rekcaHrepyH 5 months ago
@rekcaHrepyH Still, texture cache is a hardware limitation, so probably Zelda uses some format for 64x64 textures other than 5551 RGBA.
frauber 5 months ago
@frauber hmm, does it have to go through cache though or could it be loading them directly from RAM? (or even ROM? o.o)
rekcaHrepyH 5 months ago
@rekcaHrepyH Nonono! Porting mario to zelda is a piece of cake, it is porting zelda to mario that is hard!
And there is no hack to allow bigger textures? Since there are hacks to allow bigger music, bigger maps and so on.....
I have a question... since the maps are limited in size is there a possible way of adding more maps? (so that it is split into rooms, without sacrificing levels)
Because then I could split a certain level into rooms and it would be all fine and dandy :D
*contiues*
TheDevilsAdmin 5 months ago
@TheDevilsAdmin By the way, I remember when I first got into this, I managed (somehow) to change mario's model into a pipe, how would I replicate that now? (No, I wasn't using Gameshark)
*or*
Is there a way to replace actor models?
If so I might as well fix another way of my hack ^^
TheDevilsAdmin 5 months ago
@TheDevilsAdmin you can copy models between them (still quite a bit of work), but to actually convert SM64 to F3DEX2, you'd need to go through and change every single render command in the game.
rekcaHrepyH 5 months ago
@rekcaHrepyH yes, and I have done it several times, it is easier than porting F3DEX2 to SM64's format.....
but thanks to frauber I can port them (rip to *.obj, then import)
Now back to the important questions!
How do I change the player model from mario into eg a pipe, I cannot replicate it no matter how hard I try (I managed to do it by fooling around, but not with actual knowledge)
And Is there a way to add more maps to the game? So I can split my large maps up into rooms.....
TheDevilsAdmin 5 months ago
@TheDevilsAdmin
and, how do I import new models, anyone got a clue about this?
And how about making textures animate?? I know how to in OoT, but not in SM64, I am comfortable with hex editors, so, any clue (Wanna make some clouds move in a circle, wanna make lava move towards the center of a hole etc)
TheDevilsAdmin 5 months ago
This has been flagged as spam show
You'll also eventually incorporate the function to import objects into several areas. So I could expand my hack really, I wanted to install the example Amphyteater from Rome, but unfortunately he is too big ^ ^. But spread over several areas, there are no problems there.
Apioeus 5 months ago
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Apioeus 5 months ago
Comment removed
Apioeus 5 months ago
You're the best, respect!
Apioeus 5 months ago
LOL FIRST VIEW
frauber 5 months ago 19
@frauber LOL LAST VIEW (maybe not)
MarioCrash64 5 months ago