Kuribo64
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04-26-24 01:28 PM
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Jesse
Posted on 11-17-14 06:34 PM Link | #51357
I think we are at the point that someone should make a list. also I never find any btp or brk in files

KoopaTroopaMan
Posted on 11-18-14 09:08 AM (rev. 2 of 11-23-14 10:57 PM) Link | #51391
Then you're looking in wrong files. Cosmic Mario has a BRK and PowerStar has BTP. There you can find them.

Anyway, isn't BTP a kind of animation that make the color change?

KoopaTroopaMan
Posted on 11-21-14 04:11 PM Link | #51574
Is models added to PlanetMapDataTable able to put paths on if you add them as a Map Parts object?

shibboleet
Posted on 11-21-14 04:13 PM Link | #51576
Planet map is for...planets. uh...

Extra objects can just go in there. MapParts I think can be added as so, but I haven't experimented.

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KoopaTroopaMan
Posted on 11-26-14 09:40 PM (rev. 2 of 11-26-14 09:41 PM) Link | #51824
I have some questions:

1. Where in ActorInfo is the collision stored for an object?

2. Where are the graphics for the effects stored? In the JPC file in ParticleData?

3. Is there a way to scale an object in general?

4. Is it possible to scale Mario even if he isn't placed in the level?

5. What is missig for custom BDLs converted by obj2bdl?

NWPlayer123
Posted on 11-26-14 10:42 PM Link | #51831
1) uh what. Nowhere.
2) Yes
3) Export and reimport, or use the scale variable in maps. No other way.
4) Not as far as I know.
5) Nothing is "missing", anything you give it it'll import(given it's in the correct format), it doesn't leave anything out.


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"I hate playing musical chats" ~ Quote of the month

KoopaTroopaMan
Posted on 11-26-14 10:57 PM Link | #51833
Isn't it a collision for the enemies in ActirInfo like Lil' Cinders has fire collision etc.?

Whould it work if I export and reimport? Wouldn't the model be a bit changed after that?

Are you sure there isn't anything missig when you convert custom models to BDLs? Why can't they ve seen in bmdview2 then?

NWPlayer123
Posted on 11-26-14 11:48 PM Link | #51834
Why would it be? It's hardcoded.
Yes, that's the point. If you can't change it with the map settings, you're screwed unless you want to do that.
That's because BMDView2 doesn't support the type of polygon that the importer uses. It has nothing to do with "missing data".

____________________
"I hate playing musical chats" ~ Quote of the month

KoopaTroopaMan
Posted on 11-27-14 06:06 AM Link | #51845
I heard the particles, collision and everything was in ActorInfo.

Would the animations even work if you export and reimport?

NWPlayer123
Posted on 11-27-14 06:10 AM Link | #51846
No, particles are all in _____Design.arc (or Light, IDR which) in StageData (for adding to a stage, though most of it is hardcoded) and Effect.arc in ParticleData (for all the actual data, IE linking to animations with a BCSV and image files in the JPC). ActorInfo is mostly useless to edit, just leave it be.

No, that's the point :P

____________________
"I hate playing musical chats" ~ Quote of the month

KoopaTroopaMan
Posted on 11-27-14 06:18 AM (rev. 2 of 11-27-14 06:19 AM) Link | #51847
Oh okay.
Is it possible to add a new Galaxy to the game by "Add Galaxy" with the Worldmap editor, then give StageName and whatever the name "NewGalaxy" and copy RedBlueExGalaxy and rename it to "NewGalaxy" and fix the scenarios and everything?

NWPlayer123
Posted on 11-27-14 06:25 AM Link | #51848
Nope, we've tried that before, the world map is hardcoded so when you're on the grand world map (with all the worlds in a row) and you hover over a specific world, it will crash, because it doesn't have an entry to look up and load. There's also the problem of adding more stars, PowerStarID is very finicky and it'll give you issues a lot. Sure, you can add new stars and have them work, but they don't work CORRECTLY (IE with comets and such), since AFAIK that's hardcoded too.

____________________
"I hate playing musical chats" ~ Quote of the month

KoopaTroopaMan
Posted on 11-27-14 06:40 AM Link | #51849
Meh. Does Power Stars have to be so hardcoded? They could just have it as a normal object that make you win the level simple.

What is the collision value that freeze Mario to ice?

Splitwirez
Posted on 11-27-14 11:19 AM Link | #51854
Posted by Rainbow Mario
Oh okay.
Is it possible to add a new Galaxy to the game by "Add Galaxy" with the Worldmap editor, then give StageName and whatever the name "NewGalaxy" and copy RedBlueExGalaxy and rename it to "NewGalaxy" and fix the scenarios and everything?

Almost...sort of. There are some empty, unused Galaxy Slots, most of which are SMG1 leftovers, that you could use.

SunakazeKun
Posted on 11-27-14 11:48 AM Link | #51855
Yes, I posted a tutorial about it somewhere in the SMG section as well as the slots.
Completely new slots don't work yet, because they need ASM.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


shibboleet
Posted on 11-27-14 02:32 PM Link | #51857
I already did the ASM. It will work, but all it needs is PowerStarID to work and then maybe we can get somewhere. (Or test a million values and possibly get lucky.)

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KoopaTroopaMan
Posted on 11-28-14 05:52 AM Link | #51878
Is there a way you can do rounded planets move with a path as a MapParts object with their gravity?

shibboleet
Posted on 11-28-14 01:19 PM Link | #51885
Check Yoshi Star's 2nd star. There is a section with that.

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KoopaTroopaMan
Posted on 11-28-14 03:01 PM Link | #51892
I found it! The MapParts_ID in the gravity has to be same as the planet's Object ID.

KoopaTroopaMan
Posted on 12-07-14 12:12 AM Link | #52344
Jesse added a ball to Flip-Swap and it crashed. Any idea why? Does the ball need any text or something? There was a MSBT file named "Tamakoro" that had the text for the ball turorials. Does an new entry in the the text file have to be added and link to the ball or something?
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Main - Archived forums - SMG questions and issues - Questions that don't require their own thread Hide post layouts | New reply

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