Now that I've finished Paper Mario, I figure it's time for me to share with everyone how I did it. In this workshop, I'll be teaching techniques for ripping and preparing models, as well as answering questions. I will also keep a list of N64 games that people are interested in and whether or not it is possible to map them. And remember, this is for the community, so I want you all to get involved, not just sit around and watch. The more questions you ask and games you bring up, the better I can help you all learn. Now, to kick things off...
0. Programs RequiredTo rip a map on the N64, you'll need three things: an emulator, a rom, and a 3D modeling program. Obviously, I'm not going to show you where to get these, just which ones you'll need.
With the method I use, you'll actually be using two emulators. The main emulator you'll use to rip the models is
1964, in combination with the
Nemu64 Combine Debugger plugin (LemD3D8.dll or later version, make sure you have both .dll files). While this graphics plugin isn't the prettiest thing to view games with, it gives you consistant and reliable VRML rips, which you'll be working with. The second emulator is
Project64, v1.6 or later, with the
TR64 OpenGL plugin. This will act as your backup for ripping textures, as it can export some textures that 1964 rips incorrectly, as well as ones that aren't used as textures (such as HUD elements). Supposedly, Project64 is able to rip VRML as well, but I can never get the rips it exports to work. You will be working both of these emulators together, ripping models in one and filling in the gaps with the other.
The 3D modeling program you'll be using is
Cinema 4D, a very powerful modeling/animation program by Maxon. The version I use is
Release 10.5, but anything 10 or later is fine. I know there is a Release 11 out there, which is supposedly much faster at rendering, but I don't know what other changes were made, so it's up to you which version you want to use. If you've used a 3D program before, great. If not, don't worry. Cinema 4D has a great and easy-to-use interface that will have you putting together maps in a couple of days. Feel free to play around in the program if you like, as you want to be as familiar with the controls as you can.
Game ListA Bug's Life - **?
Aero Fighters Assault - X
Armorines - *
Army Men Sarges Heroes - ***?
Army Men Sarges Heroes 2 - **
Army Men Air Combat - X?
Aidyn Chronicles - ** good amount of UV damage to characters (Tropicon)
Banjo-Kazooie - **** heavy vertex shading use, room slides around but static angle/scale, complex textures
Banjo-Tooie - X, doesn't emulate well
Batman Beyond - ***?
Battle Tanx - ***?
Battle Tanx Global Assault - ****?
Bio F.R.E.A.K.S. - X
Blastcorps - **? (mikemc)
Bomberman 64 - ***** impossible to see but theoretically possible
Bomberman 64 2 - *** hard to see with culling issues
Bomberman 64 Arcade Edition - X
Bomberman Hero - X
Buck Bumble - X
Castlevania 64 - ??
Castlevania: Legacy of Darkness - ?? Needs looking into, presumed same as above
Chameleon Twist - X
Chameleon Twist 2 - X
Charlie's Blast Territory - *
Chopper Attack - ***?
Conker's Bad Fur Day - ** no problems it seems
Daikatana - X?
Diddy Kong Racing - **** very quirky, objects are misplaced
Donkey Kong 64 - X, can't emulate right now
Doom 64 - **?
Dual Heroes - ****?
Duke Nukem 64 - X
Duke Nukem Zero Hour - X?
Earthworm Jim 64 - ***?
Extreme G - X, way too much UV damage
Extreme G2 - X, same
Forsaken 64 - *** very small rip area, would take a while
Fushigi No Dungeon 2 - **
Flying Dragon - X
F-Zero X - ***** Heavy UV damage, need to be really close to part of track for it to appear right
Ganbare Goemon - Mononoke Sugoroku - X
Gex 64 - X
Gex 3 - X
Goemon's Great Adventure - X
Glover - X
GoldenEye 007 - X
Harvest Moon - X
Hey You, Pikachu! - X
Hybrid Heaven - **
Jet Force Gemini - **** characters/objects buggy, but terrain is fine
Killer Instinct Gold - X
Kirby 64: The Crystal Shards - ***** Very buggy in anything but Nemu, experts only
Knife Edge - X
Kuiki Uhabi Suigou - X
Legend of Zelda: Majora's Mask - **** complex texture effects (Peardian)
Legend of Zelda: Ocarina of Time - **** complex texture effects, damaged textures, jpegs (Peardian)
Lode Runner 3D - X
Mace the Dark Age - ***?
Mario Golf - X, too much UV damage
Mario Kart 64 - ** complete (Peardian)
Mario Party - X
Mario Party 2 - X
Mario Party 3 - X
Mega Man 64 - X
Mischief Makers - ?? maybe possible?
Mystical Ninja Starring Goemon - ** some quirky textures that will require a bit of editing, but nothing too bad
Neon Genesis Evangelion - X
Nightmare Creatures - X
Ogre Battle 64 - * no problems, complete (Tropicon)
Onegai Monsters - X
Paper Mario - *** some UV issues, vertex shading use, complete (Peardian)
Perfect Dark - **?
Pokemon Snap - ***, possible only through cheats
Quake - X
Quake 2 - X
Quest 64 - *** hard to see with culling issues
Rakuga Kids - *?
Rampage - X
Rampage 2 - X
Rat Attack - X
Rayman 2 - X
Resident Evil 2 - X
Re-Volt - X
Road Rash 64 - X
Robotron 64 - X
Rocket - ****? UV damage
Rush 2 - *** same as first
San Francisco Rush - *** map slides around with camera but remains in proper orientation
San Francisco Rush 2049 - *** same as first
Shadow Man - **?
Space Station Silicon Valley - ***** heavy UV damage to terrain, many objects aren't models, trouble emulating, insane mappers only
Star Fox 64 - X
Super Mario 64 - X
Super Smash Bros. - ** some UV damage, complete (Peardian)
Tonic Trouble - ***? possible issues with emulation
Turok: Worlds - **?
Turok 2 - **** heavy UV damage
Turok 3 - ***? dumps a lot
War Gods - **?
Wonder Project J2 - X
Worms - X
Xena - **?
Yoshi's Story - X
Zool - **?
Table of Contents0. Programs Required1. Ripping VRML Data with 1964-Q: other programs?
-setting up the VRML folder
-working Lemmy's plugin
-resource organization
-ripping process
2. Problems in Ripping VRML-unmappable games
-damaged UV data
-vertex shading
3. Ripping Images with Project 64-types of images in the N64
-working TR64
-transferring save files from 1964 to PJ64
4. Getting Started in Cinema 4D-basic C4D layout
-rescaling models with Coordinates panel
-correcting the lighting
-saving
5. Basic Scene Correction-catching missing scene elements
-basics of Materials
-Color Channel
-Alpha Channel
-handling unneeded objects & materials
6. Axis Control and Optimization-object axis
-Center Axis To
-Optimize
7. Tiling Textures-Seamless tiling
-material tag attributes
-controlling Offset, Length & Tiles
-dealing with x-only/y-only seamless tiling
-dealing with edge smearing
8. Model Modification and Scene Setup-model editing modes
-Camera objects
-Perspective and Parallel view
-picking a viewing angle
-handling backface culling
9. Rendering To File-Render view
-Render settings
-Reference Spheres
-organizing your renders
10. Shadows and Overlapping Objects-overlapping horizontal planes
-overlapping vertical planes
11. Cheat Codes-using cheat codes
-codes for different game versions
Q: Only some models show up?12. UV Editing-BP UV Edit Layout
-UV Mesh basics
-UV Commands
-Transform
-repairing UV damage
13. Advanced Texture Techniques-compound textures
-Fusion shader
-Projector shader
-gradients
-setting up a 3D linear gradient
-gradient + fusion
-mask gradients
-Texture Axis Mode
14. Dealing with Backfaces-coloring backsides black
-Create Polygon tool
-Connect function
-covering areas outside the walls
-Extrude tool
-objects sticking through walls
-Visibility tag
15. Artistic Renders-Light types
-Floor object
-Shadow types
-Phong shading
-Global Illumination
-Sky object
-Ambient Occlusion
-Compositing tag
16. Shadow Catcher-Installing plugins
-Shadow Catcher
17. Connect Object-phong across multiple objects
-Connect Object
-
Quick Shading18. Reflective Objects-fake reflections on the N64
-Environment Channel
-Reflection Channel
Tip: Infinite Lighting, Infinite Angle19. Vertex Weight Maps and Vertex Shading-Vertex Maps
-Colorizer shader
-Layer shader
-Coloring with vertex maps
Tip: Snapping SettingsThat's the end of the planned lessons. However, I will continue to maintain this thread as long as necessary, answering questions and helping with maps.