Author Topic: Nintendo 64 Mapping Workshop  (Read 356347 times)

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Offline Mikemc

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Re: Nintendo 64 Mapping Workshop
« Reply #75 on: April 15, 2010, 01:39:00 am »
I have found an ancient thread started by Lemmy himself spanning 15 pages. If it has not been posted in the previous 5 pages, here it is:
http://www.emutalk.net/showthread.php?s=c3b76b1035bdc901d82029302c853ed1&t=21092

On the first page he has 2 variants of the LemD3D8 plugin. One is 213.8kb and the other is 215.2kb and exports .bmp as well as alpha textures.

*EDIT
You know what?
Nemu08 takes all the fun out of mapping!
« Last Edit: April 15, 2010, 05:59:56 am by Mikemc »

Offline Peardian

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Re: Nintendo 64 Mapping Workshop
« Reply #76 on: April 15, 2010, 09:07:39 am »
I'm not at home so I can't test it right now, so I don't know what you mean. Could you explain?


Also, I look forward to seeing whatever you rip. :D
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Offline Mikemc

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Re: Nintendo 64 Mapping Workshop
« Reply #77 on: April 19, 2010, 10:43:39 pm »
Nemu (N64 emulator) has a function called 'Free Camera' where you can freely move the camera's position to see the whole area, different angles, or even make a 3rd person shooter into a first person, or over-the-shoulder view (Body Harvest) and vice-versa. And being Lemmy's own emulator, it comes with the VRML extractor plugin and a whack of other debug commands!

I have submitted the following Blastcorps maps to Jon: Intro map and Thunderfist tutorial map.

- Mike

Offline Peardian

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Re: Nintendo 64 Mapping Workshop
« Reply #78 on: April 20, 2010, 07:53:37 am »
Hmmm... that's interesting. I'll have to look into that. It does kinda sound like it takes the fun out of it, but I can already think of a few situations where it would be quite handy. :D
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Offline Trop

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Re: Nintendo 64 Mapping Workshop
« Reply #79 on: April 21, 2010, 05:41:02 pm »
*checks out Nemu 8* Wow that's awesome.  That could speed up some things.

Offline Peardian

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Re: Nintendo 64 Mapping Workshop
« Reply #80 on: April 21, 2010, 07:13:26 pm »
I did a little more testing and the Free Camera is not as useful as you might think. Start up Super Mario 64 and zoom out and look down to give you a wide overhead view of the area. Now, run around. Notice something? Objects are disappearing. Even though you've cheated the view to a new angle, the game is still rendering objects based on the camera of the REAL camera's position. The most this is good for is getting a better idea of what objects you need to rip with another angle. Other than that, it's not going to cause the game to render more objects than normal. Also, you might want to update the plugin included with Nemu v0.8 with the one you're using for 1964, as it doesn't seem to work correctly.
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Offline Mikemc

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Re: Nintendo 64 Mapping Workshop
« Reply #81 on: April 22, 2010, 02:01:25 am »
Well the camera setting isn't just for mapping purposes. Like I suggested, you could bring it in closer to your hero in Body Harvest, or set up a cool screenshot in Smash Brothers. How about making Turok a 3rd-person shooter, (or checking if the player model even exists in SP). How about firing off a rocket or Cerebral Bore, hitting pause and then moving the camera into a first-person perspective from the target's point of view!

I see this feature being used to explore and add replay value to old favorites :).

- Mike

Offline Trop

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Re: Nintendo 64 Mapping Workshop
« Reply #82 on: April 22, 2010, 09:41:07 am »
I was thinking it would be good for making line maps.  Kinda like my Metroid Prime maps.  No original parts.  And yes I'm definitely going to try 3rd person Turok.

Offline Peardian

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Re: Nintendo 64 Mapping Workshop
« Reply #83 on: April 24, 2010, 07:48:24 pm »
I've got some good news. One of the designers over at Nintendo Papercraft knows how to get PJ64 to properly rip VRML through Lemmy's plugin, which I have previously been unsuccessful at. I've asked him to tell me how he did it, and once he does, I'll relay the information here. With that information, yes, it will be possible to rip and possibly even map Donkey Kong 64.
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Offline Trop

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Re: Nintendo 64 Mapping Workshop
« Reply #84 on: April 25, 2010, 11:23:12 pm »
Yes!  I don't like 1964 anyway and Nemu has all the same problems.  Just think of how ascetic a DK64 map would be.  Why the hell does DK64 crash if Conker works so well.

Offline Mikemc

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Re: Nintendo 64 Mapping Workshop
« Reply #85 on: April 27, 2010, 07:28:58 pm »
I have found that some of my roms will only work in either P64 or 1964, but not the other. Everything works in Nemu so far but it's really slow and there is no sound (stutters).

Offline Peardian

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Re: Nintendo 64 Mapping Workshop
« Reply #86 on: May 04, 2010, 03:14:13 pm »
Well, I've got good news and bad news. I tested out the Nemu emulator a little more, and found out that it still can't play DK64. It goes crazy before even reaching the DK Rap. However, the good news is that it can emulate Kirby 64 without any of the crazy bugs it has in 1964/PJ64. It still has the same visual bugs because of using the same graphics plugin, but this means that K64 is now fully mappable. I've already celebrated by ripping some cutscene models from the first levels.
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Offline Trop

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Re: Nintendo 64 Mapping Workshop
« Reply #87 on: May 04, 2010, 11:39:52 pm »
I'm trying something new too.  Using Nemu I'm ripping stuff from Castlevania 64, but not maps, enemy models.  I was inspired by your enemy models from Kirby 64 Peardian.  And I can't wait to see what kind of Kirby 64 stuff you whip now.

Offline JonLeung

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Re: Nintendo 64 Mapping Workshop
« Reply #88 on: May 11, 2010, 07:21:36 pm »
Better late than never, here's the image for the first "Forum Spotlight" front page feature:

« Last Edit: May 11, 2010, 07:22:43 pm by JonLeung »

Offline Mikemc

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Re: Nintendo 64 Mapping Workshop
« Reply #89 on: May 13, 2010, 03:46:56 am »
I've never noticed Mario 64 was so polygonal! :D

- Mike