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How to import vanilla custom levels by AndresL64
DorfDork edited this page Dec 4, 2020
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Tools Needed:
- Super Mario 64 Rom (Expanded)
- SM64 Decomp
- Blender 2.8 or higher
- Fast64 Blender Plugin
- Geolayout Pointer List
- Geolayout Pointer List By Level
Exporting a level geolayout will not change the collisions or an object's position around the level. This is useful for levels that are a reimagining or simple texture changes
- Section 1: SETTING UP FAST 64 AND IMPORT A LEVEL MESH
- Section 2: EDITING MESH, TEXTURES AND EXPORT
- Section 3: PUTTING THE LEVEL INTO THE GAME
2.) Open the Geolayout pointer list and search the name of the level what you want to import. For example: BOB OMB BATTLEFIELD
4.) Add the ROMBank Address with the offset of the Main Level Geometry then convert the decimal number into hex. In this case it would be 4217440 + 001160 = 4218600 then converted to hex = 405EE8
5.) Back in blender go to the SM64 Geolayout Importer and apply the HEX Number you just got. Make sure the Level is to the level you are going to edit.
If you have done everything right then you'll get a result that looks like this! No textures or objects will be included with the import.
2.) The levels mesh has bones as well. Each part of the mesh is assigned to one of the bones and each bone have different properties. To edit them you want to select the armature, go to “Pose Mode”, select the bone and go to “bone properties.”
- background: The mesh will be billboarded and always look at the camera (like trees)
- opaque: This is the most use for “solid” objects
- opaque decal: Mesh decal on other mesh, example: signs on peach castle walls
- cutout: Mesh with transparency, example: peach's castle windows and fences
- transparent: Mesh transparency, example: mirror or the bowser 2 blue water painting in the basement.
- transparent decal: Mesh with transparency on the floor, example: shadows.
- transparent intersecting: Not tested, like decal?
2.2) Go to “object data properties” and assign the mesh to one of the bones (in this case, I will assign it to 004-displaylist)
3.) Time to export. Select the armature, go to edit mode and add a new bone with (SHIFT + A), rename it “root”
4.) Select all the bones and at last, the root bone, press (CTRL + P) and select “keep offset” you will get something like this
6.) Select the level to replace and choose a name for it (The name can be anything you want it to be. Be sure to remember the name as we will use it later)
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Fluvian from 64History
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