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Post by Black Rose on Nov 23, 2010 0:31:40 GMT -5
Hey quick question, I've been adding custom maps for a long time with obj2area, and was always very successful. I just recently downloaded the 13th release, since I was still using the very first, and was very excited to see the new features. Well, I tried importing a map just like I would always do with the older release, and it says "Success!" But when I open up Nemu and go to the correct level select (the one ive used countless times that always worked) it loads the original map (Middle Stalfos Room). The game isnt even freezing or anything, it just acts as if I never imported my map in. I don't see why anything would be going wrong. Any suggestions? Thanks
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Post by Arcaith on Nov 23, 2010 3:09:10 GMT -5
Are you sure of the area number you replaced? Check the maps up and down of it on level select, you may have mistyped the area number.
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Post by linktank11 on Nov 24, 2010 6:08:32 GMT -5
im getting a error trying to import a map into my rom
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Post by Salvage66 on Nov 24, 2010 8:32:41 GMT -5
im getting a error trying to import a map into my rom Yoiu didnt have mtl file where the obj file is rty re exorpting the file!(in skectup)
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Post by linktank11 on Nov 24, 2010 15:31:50 GMT -5
i did
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Post by Arcaith on Nov 25, 2010 0:17:21 GMT -5
The problem is that you've renamed the obj and mtl files, and the obj file still thinks that the mtl file is called 'Untitled.mtl'. You'll need to open the obj file and rename the mtl file reference to whatever you've renamed the mtl to.
Also, it doesn't need to be hcastle for the filename, that was just the example I posted. It can be whatever you want it to be.
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Post by linktank11 on Nov 25, 2010 16:21:41 GMT -5
I know i was just testing it
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Post by zeldazelda on Dec 2, 2010 21:55:09 GMT -5
Um I have a problem... When I tried to use Release 13 When I imported the map to the test map room It just froze? why did it do this?
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Post by Jason777 on Dec 2, 2010 22:35:23 GMT -5
Um I have a problem... When I tried to use Release 13 When I imported the map to the test map room It just froze? why did it do this? I get this too. I just use release 2 instead
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Post by Secant on Dec 3, 2010 17:48:09 GMT -5
Um I have a problem... When I tried to use Release 13 When I imported the map to the test map room It just froze? why did it do this? DeathBasket suggested it might be a problem with collision, but to the best of my knowledge, the freezing occurs when the camera faces a certain direction. Nemu doesn't have this problem, though, so if you want to use the latest version of spinout's converter, you can use Nemu. Otherwise, all versions except release 9 and beyond are fully compatible with PJ64.
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Post by zeldazelda on Dec 3, 2010 17:55:11 GMT -5
Um I have a problem... When I tried to use Release 13 When I imported the map to the test map room It just froze? why did it do this? DeathBasket suggested it might be a problem with collision, but to the best of my knowledge, the freezing occurs when the camera faces a certain direction. Nemu doesn't have this problem, though, so if you want to use the latest version of spinout's converter, you can use Nemu. Otherwise, all versions except release 9 and beyond are fully compatible with PJ64. I do use nemu all the time. But there is something I don't get. when it asks for the wavefront obj scene file for collision I don't know what file to give it so I just use the obj file I am going use.
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Post by Secant on Dec 5, 2010 10:40:42 GMT -5
But there is something I don't get. when it asks for the wavefront obj scene file for collision I don't know what file to give it so I just use the obj file I am going use. This is actually very simple. The mesh of the map is the visual appearance of your map, which includes the geometry and textures and enabled us to actually see what we're running around on. The collision for the map is what Link actually responds to--this allows us to run around the map, it forms walls to keep us from jumping off the map (usually, anyway ), and most typically is aligned with the mesh map. There can be some exceptions, like in the Shadow Temple where there are false of invisible walls--this is done by using collision different from the mesh, because the mesh doesn't have any collision data. In terms of importing using spinout's converter, the first thing it asks for is the collision; this should be complete for the entire map. For the most part I see people import outdoors or single-room maps, but if you're making a multiple room map like a dungeon or something, then it's important you have your obj file for collision cover the entire map. After that, it'll ask for the obj file to use for the mesh--this will need to have texture data for it and, if using multiple rooms, should be split to cover the visuals needed for when each room is loaded.
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Post by zeldazelda on Dec 5, 2010 12:15:33 GMT -5
But there is something I don't get. when it asks for the wavefront obj scene file for collision I don't know what file to give it so I just use the obj file I am going use. This is actually very simple. The mesh of the map is the visual appearance of your map, which includes the geometry and textures and enabled us to actually see what we're running around on. The collision for the map is what Link actually responds to--this allows us to run around the map, it forms walls to keep us from jumping off the map (usually, anyway ), and most typically is aligned with the mesh map. There can be some exceptions, like in the Shadow Temple where there are false of invisible walls--this is done by using collision different from the mesh, because the mesh doesn't have any collision data. In terms of importing using spinout's converter, the first thing it asks for is the collision; this should be complete for the entire map. For the most part I see people import outdoors or single-room maps, but if you're making a multiple room map like a dungeon or something, then it's important you have your obj file for collision cover the entire map. After that, it'll ask for the obj file to use for the mesh--this will need to have texture data for it and, if using multiple rooms, should be split to cover the visuals needed for when each room is loaded. So if I had a zmap like this 89) and then another zmap like this 78_ then I would put all the zmaps in one object file like this 89)78_ or the opposite? Edit: oh wait do i have to texture the scene obj also?
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Post by Secant on Dec 8, 2010 14:14:19 GMT -5
So if I had a zmap like this 89) and then another zmap like this 78_ then I would put all the zmaps in one object file like this 89)78_ or the opposite? Edit: oh wait do i have to texture the scene obj also? Let me clarify. The scene (or rather, the collision data) should be the entire dungeon exported as a single wavefront object, as all the collision for the entire dungeon needs to be loaded at once. Textures can be included, but spinout's script doesn't consider the mtl file exported when building the collision, as it isn't necessary. The map (the mesh, rather) should be split for any separate rooms--meaning once you finish your creation, what you'll want to do is save that copy, then delete every room except the first, export that as an object (with textures), reload the whole map, delete all but the second, export, and so on and so forth. Those objects will be used in building your map so it loads in pieces, since if you tried to load the entire mesh all at once, the game might crash. Loading the map this way allows for a lot more actor data, too, without straining resources.
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Post by Dead on Dec 8, 2010 14:46:05 GMT -5
just wondering... what's the maximum amount of rooms?
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