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Okay, what the hell?


Malqua
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Okay, so, I'm having trouble with a map I'm trying to import. It imports seemingly fine, except for the water texture, which gets replaced in the MTL and Texture File by a rock texture that doesn't exist (and even when imported there is no image, so I don't even...).

 

 

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There should be a lot of water...

 

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There should be more water, and there should be a bit more rock out past the sand. Also, that sliver of rock that's randomly out there is what shows under the map, where I shouldn't have any textures...

 

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This is an area on top of the map, it doesn't have a texture on the roof like it should, also the light sand texture on the ceiling should be rock like the rest.

 

Reference Image

 

<img width="100%" height="100%" src="http://i54.tinypic.com/dba8m.png"/>

There are spots in the map (Like the center of the island) that looks like it doesn't have lines. That's because it doesn't, and I don't know why. I tried asploding it, but apparently it's one object, even though they're not on the same plane...

 

 

 

Okay, so there's the texture issue, BUT I also get a weird error (that I've never experienced before) where I get close to certain spots on the map and it will freeze.

 

 

Notice the frame rate.

 

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Spot 1

 

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Spot 2

 

 

So, yeah. Can anyone help me with this?

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Now spinout's converter is freezing on Nemu? o.o If it's doing that, you're probably screwed, it only did that on PJ64 for me, but Nemu always worked fine. I would try a different version of the converter; which one are you using now?

 

EDIT: Also, I noticed a bunch of stuff in your first spoiler tag. You appear to have a problem with the way you've triangulated your map; I think you have a few quadrilaterals here and there, and you have a LOT of unnecessary faces from what I can tell. Since you appear to have Pro, you can just triangulate the map upon exporting it as an obj, so don't do triangulation manually--that's more likely to cause problems. Anyway, quadrilaterals or 4+ sided polygons would explain your missing faces, unless they have collision there--I never had missing mesh geometry except with spinout's old converter. If that's the case, I'm not sure what the problem is, but it's definitely worth a shot to get a triangulation plugin for SketchUp and try exporting this again. If you can't find one, let me know and I'll send it your way.

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Regarding the crash error, can you try this with a version of the converter that uses collision_fixer.exe?

I never had any crashes when spinout's converter relied on it but I've heard multiple times of people having problems with the newer versions that don't rely on it and I've had the same problem when using the SM64 to Zelda64 converter too.

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What Naxylldritt said: good, read it. As for water, I recommended using an actor for a transparent water texture, you will find that you have much better luck with it. Quoting the actor list by variables:

0065:0059:1804:Large Square of Water

0065:0059:1A02:Large Square of Water

0065:0059:3203:Large Square of Water

0065:0059:FF00:Large Square of Water

 

Regarding the crash error, can you try this with a version of the converter that uses collision_fixer.exe?

I never had any crashes when spinout's converter relied on it but I've heard multiple times of people having problems with the newer versions that don't rely on it and I've had the same problem when using the SM64 to Zelda64 converter too.

 

Are you using a version of SM64toZ64 with collision_fixer.exe ? The newest versions have it built in and should work flawlessly.
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Yeah I've experienced this problem before as well, I thought it was a bit odd that it was freezing like that. Also Nemu ignores most errors and plays anyways so cause it runs in Nemu doesn't mean its working correctly.

 

Then again, just because it crashes in PJ64 does not mean there is something wrong with it. It's an infinite problem caused by the inaccuracies in emulation.
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I think he means more that it's impossible to determine if the error is caused by faulty emulation in PJ64, or if Nemu is simply ignoring errors that PJ64 stops for. Which is a good point--unless something like this is actually tested on an N64, it's impossible to tell what the problem might really be.

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