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SM64 Rom Manager Complex/Recent Features Tutorial 

Pyrollux Jay
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Feel free to watch this while modelling or something, it doesn't require full attention.
docs.google.co... Epic Document
Sorry my mic isn't good I use $10 Gaming Earbuds
early vid is importing complexities and things later in vid is custom objects n stuff

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28 авг 2024

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Комментарии : 21   
@InsideOutAnus
@InsideOutAnus 2 года назад
1:00 advice: make copies of your rom file with the config file 2:20 advice: the 64 megabyte size made by rom manager is more than you will ever need 3:40 instruction (rom trimming): you can open the rom in hxd and delete garbage data 5:53 advice: Pyro Jay uses LINK's GLideN64 v.4.1, it "should be the plugin you use for romhacks" 8:10 advice: only use custom levels for Rom Manager 9:07 advice: Object Banks 9:22 advice: importing OBJ files, Graphics Editor for textures and their behaviours Graphics Editor / Textures: 10:40 advice: texture formatting 11:48 advice: I* format textures, can do 64x4 12:50 advice: RGBA16 and RGBA32 colors 13:34 advice: CI8 and CI4 are recommended texture formats for efficiency 14:15 advice: IA and I textures - all monochrome formats 15:04 advice: I16 has too many transparency layers, only 32x32 possible 15:17 advice: IA4, 3 bits monochrome, 1 bit alpha, I4 4 bits monochrome 16:18 advice: CI8 and CI4 can both use transparencies -Display lists 16:30 advice: Select Displaylist 17:02 advice: Displaylist: 2 - Solid Decal 17:38 advice: Translucent decals 19:30 advice: Flipping textures 19:52 advice: Enable two-sided faces allows your texture to be visible on both sides 20:15 advice: Enable mirror, corner of a circle mirrored on both axes into full circle (Clamp fixes problems with textures turning translucent at edges) Collision Editor: 20:55 advice: Solid or Non-Solid 21:50 advice: Enable Texture Animation "can animate/scroll in four directions" 22:10 rant: "paintings are awful" 22:40 advice: Collision Types, never need anything below 7B unless using paintings 22:50 advice: Collision Types, brief explanation of use
@InsideOutAnus
@InsideOutAnus 2 года назад
Model Converter: 23:50 advice: Fog, brief mention 24:10 advice: Scaling - "500 is good for SketchUp users" 24:28 advice: Center model should be off, should be done in workspace instead Level Manager: Special boxes 24:55 advice: Water, Toxic Haze, Mist - Edges are default size, Scale is texture appearance, Water Type alters appearance Area Settings 25:55 advice: Default Terrain Type: "This you don't need to touch unless your level is Snowy or Sandy" (don't touch Big Boos Haunt because it's "cringe" lol) 26:10 advice: Environment Effects 26:58 advice: Camera Preset, Music, Area Background, Area Start Message, Echo Level, Camera Frustrum (not explained) Area Model 27:46 rant 28:00 advice: Texture Animations, brief 28:15 rant: Area Model - V More Level Editor: ranting, "don't use as reference for how this looks in-game" 30:35 advice: Whenever making a start point, click on Level tab and Set to selected Object for Default Start Position, "you only need to do that for Castle Grounds" 31:00 advice: Mario Start 1 must be set to all Acts (ignore 6) if it's in the overworld 31:22 advice: Creating object Three Goombas, then changing Type - spawning in the sky will still cause them to spawn on the ground 32:00 advice: (brief) Object movement controls 32:30 advice: (brief) Behaviour Parameters, always max of 255 except bParam 3 which is 254 - "3 and 4 are glitchy, there is a fix for 4 in the tweaks menu" 33:00 rant: goombas and object banks 33:20 rant: More Objects and graphical glitches 34:14 rant: GUI ribbon 34:25 advice: Collision - Death Floor, needs to be 2500 units below where wanted, to allow for fade out 35:34 rant: Tools tab, Script Dumps, Texture Editor 36:30 advice: Two-sided faces, you can only have collision on one side of the face
@InsideOutAnus
@InsideOutAnus 2 года назад
37:00 rant: Launching rom Running the ROM: 37:40 Demonstration: Four goombas and scuttlebug, texture sizes, water level, death floor Custom Objects: 39:10 advice: Custom Objects Manager, Import->Import from Database, enabling Global Behavior Bank 40:15 advice: Model Bank Manager, "Model-ID, if you don't know what to put, use late 70s-early80s", community help doc has list of free IDs 41:30 advice: importing custom models, Model Converter 42:05 advice: Collision Editor, into Model Bank Manager "Don't touch Collision Pointer" 43:15 advice: Replacing scuttlebug models with new custom model 43:50 demonstration: replaced model 44:30 rant: (brief) Model Bank Manager - "There's also a little model bank, you shouldn't really use this unless you really want something to be everywhere" "You still need to enable it [in Level Manager - Object Banks]" 45:10 rant: Tweaks, positive opinions of Parallel Lakitu Camera, Skip Mario Screen and Opening, Slope Fix Running the ROM: 46:34 rant: Jabu plugin, aspect ratio 47:15 demonstration: Scuttlebug replaced model, Angry Sun imported object 48:30 rant: Jabu does not like decals 49:30 demonstration: Animated texture on jar, two-sided texture with one-sided collision, texture commentary 50:36 advice: Widescreen can occasionally cause objects not to render outside camera -general level demonstrations Custom Objects: 52:05: long instructional: Making new object (see previous custom objects timestamp), using box model again, textures, behaviors bank 55:40: instructional: using in Level Editor Running the ROM: 56:24: demonstration: Custom object crash diagnosis - Level Manager Global Model Bank not enabled 56:43: advice: "Local model IDs have priority over the global model's, global model has priority over vanilla model IDs, which is why I was able to replace the scuttlebug with the box" 57:05: demonstration: Custom object ingame
@InsideOutAnus
@InsideOutAnus 2 года назад
58:30 advice: when replacing objects and models of objects, it may not work with others, "usually stuck with collision" "don't replace anything that has 2A pointer, or has collision that you can jump on because it will not work with custom models unless you make a new behaviour with it" "every model that you make needs to have different collision" "If I used the same box model as I did before the scuttlebug, it would not have worked since that model did not have collision, and it would have also be in a different place in the ROM, which would cause the ROM to break" "You can't have two models using the same collision pointers, so you need to make a new custom object with a new custom behavior, every time you want to have a custom object." Level Editor: 59:44: demonstration: Changing custom scuttlebug to Pink Bob-Omb Running the ROM: 1:00:13: demonstration: Pink Bob-Omb Level Editor: 1:00:50: rant: watch if you have motion sickness (GUI ranting) Custom Objects/Behaviours in Quad64: 1:02:48: rant/demonstration: Opening ROM hack, viewing Script Dumps, custom objects, copying scripts into ROM Manager Behavior Bank Manager ROM Manager: 1:05:40: rant: Custom objects continued Running the ROM: 1:06:29: rant/demonstration: Star Road Retooled visuals and objects 1:07:05: rant/demonstration: Palm tree with fog, Chain Chomp without post, moving platforms, custom behaviors 1:10:24: rant/demonstration: SM64RM Texture Editor, Text Editor - Sound Effects, Tweaks, Music Table, Custom Objects Manager, Level Manager (only areas 1-3 can have echo) 1:14:45: rant/demonstration: Star Position Editor, changing where bosses drop stars 1:15:15: rant/demonstration: Coin Properties 1:15:35: rant/demonstration: Trajectory Editor, HUD 1:16:28: rant/demonstration: Object that removes box on getting 10 stars, visual discrepancies between Level Editor and game
@pyrolluxjay
@pyrolluxjay 2 года назад
@@InsideOutAnus ty very much for tolerating me enough to write down all of the timestamps, greatly appreciated
@InsideOutAnus
@InsideOutAnus 2 года назад
@@pyrolluxjay thank you for making one of the few videos even mentioning most of these features.
@MrComit
@MrComit 3 года назад
finally, ive been waiting for something like this before i get started on my beta revival romhack
@MishKoz
@MishKoz 3 года назад
where,s the 1horn one horned bulIy tweak p pls responde quickly thankyou ☺️🙏🇮🇳
@AndrewSM64
@AndrewSM64 3 года назад
but how do I,
@Reonu
@Reonu 3 года назад
2d star how sir
@someone2639
@someone2639 3 года назад
why rom manager not work on rooted poco f1??? i cant install lineage with volte and gcam mod sir
@Reonu
@Reonu 3 года назад
I use overclock 73 hz for rom manager and rom overheat my fone 😠😠😠😠😠 bad dev 😠😠😠😠
@proking2354
@proking2354 11 месяцев назад
I want to say that this video has been extremely helpful to me, but I have a couple of questions: First, is there a way to make separate areas in Rom manager? Not like, different level areas, like how the slide in CCM is a different map from the main mountain in CCM, but like different areas as in the JRB room or BBB room or Bowser 1 room in the castle lobby, where they are the same map but they load in the geometry only when you're close to or inside the room. Second, is it possible to create semi-transparent Water geometry? Like you see in the castle grounds or ttm, where they have semi-transparent waterfalls?
@pyrolluxjay
@pyrolluxjay 11 месяцев назад
rooms are not supported in rom manager, and translucency is accomplished by having a textures format be rgba32 (32x32) (full color and translucency) ia8 (64x64) or ia16 (32x64) (all i formats are black and white) and set the displaylist to transparent
@proking2354
@proking2354 11 месяцев назад
@@pyrolluxjay thanks for the update. I’d figured that rooms weren’t supported but it’s good to get confirmation. I also did manage to figure out translucency. I had been trying to use vertex alpha but I imagine that rom a manger doesn’t support that either? The way I ended up getting it to work was by setting the alpha of the material to be semi-transparent which is a lot easier than alpha transparency anyway.
@suchdoggo64
@suchdoggo64 2 года назад
I’ve made a custom map for Mario 64 in blender and imported it. I loaded in the game, and went to the stage. Everything is fine, but the collision on the map is weird. Random invis walls, slope corner soft locks, and platform ledge grabs not working half of the time.
@pyrolluxjay
@pyrolluxjay 2 года назад
use all BOTH recommended and official tweaks in rom manager, and make sure you use death floors if you want bottomless pits, document in desc will tell you how to do that
@user-RBM
@user-RBM Год назад
When I try to insert certain objects like koopas and cap switches, they appear as blue and red arrows in the editor and they just don’t show up at all in-game. Can someone please explain how to fix this?
@pyrolluxjay
@pyrolluxjay Год назад
they need the be selected in the object bank, click the specific level and go to the object bank tab
@MintySan_Fresh
@MintySan_Fresh Год назад
I tried to put a level i made over castle grounds and and when I load the level I just die immediately. How do I fix that?
@pyrolluxjay
@pyrolluxjay Год назад
make sure your default spawn point is set by going to the level tab of the level editor (object placing ui) and hit set default spawn position, while highlighting your mario start warp, needed for that level only
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