Kuribo64
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Main - Archived forums - General SMG hacking - Adding objects to SMG2 galaxies Hide post layouts | New reply

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Arisotura
Posted on 10-01-12 06:13 PM Link | #942
This thread isn't relevant for SMG1 because it doesn't have the UseResource stuff.

Basically, each galaxy in SMG2 has a UseResource file telling which files have to be loaded. The purpose of this is likely more efficient data management. However the downside is that it complicates editing a little.

If you try to add an object whose files aren't included in the galaxy's UseResource file, chances are that the object won't work, or the game will crash.

Next versions of Whitehole will likely handle all this automatically. However, currently it'll have to be done manually.


First of all, when adding an object, you check whether it's already present in the galaxy or not. If it's already there, nothing needs to be done.

If you add an object that is entirely new to the galaxy, you'll have to add its files to the UseResource file. First thing to do is determine which files the object uses. With a little luck, you can search the ObjectDB and it'll tell you the files used. But given the ObjectDB is incomplete, the most reliable way would be looking in your game's ObjectData folder for files with names ressembling your object's internal name (Kuribo -> Kuribo.arc).

Once you got your filenames, you'll open Whitehole's BCSV editor. You'll set the Archive to "/StageData//UseResource.arc" and the File to "/Stage/csv/common.bcsv".

The .arc also contains separate files for each scenario, but until everything is figured out, adding to common.bcsv is probably the safest way.

Once you typed the right stuff in the two text fields, you hit Open. If you entered your filenames right, you'll get a column labeled 'ResourceName' with a lot of lines. All the lines are names of files inside the game's disc.

You hit 'Add row', scroll to the bottom of the list, and should notice a blank line. You fill it with your the name of the file you want to add. You repeat this for every file you want to add.

Once you're done, you hit 'Save' and close the BCSV editor. And hopefully everything should work.

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MK7tester
Posted on 01-10-13 01:37 AM Link | #4995
This is not necessarily true, some objects don't need useresource.

Marionumber1
Posted on 01-10-13 02:04 AM Link | #4999
Also, if you're trying to import a new planet into the game, use ProductMapObjDataTable.arc, not UseResource.

shibboleet
Posted on 01-10-13 03:04 AM Link | #5001
Yeah, because some objects don't crash the game at all when they aren't added to that file.

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MK7tester
Posted on 01-10-13 03:06 AM Link | #5003
He said NEW planet

shibboleet
Posted on 01-10-13 03:15 AM Link | #5004
I was talking about the UseResource.

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MK7tester
Posted on 01-10-13 03:18 AM Link | #5005
Oh ok then. Yeah, i've never seen an object that needs a useresource.

zoza1015
(post deleted) #5462

mariogalaxythree
Posted on 01-15-13 01:26 AM Link | #6207
Just curious, is it possible to include "HellValleySkyTree" In a few of the levels? :P

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MK7tester
Posted on 01-15-13 01:53 AM Link | #6209
Nope, it isn't it's own object, it comes with the background model.

HellValleySkyTree.arc is a texture

mariogalaxythree
Posted on 01-15-13 02:01 AM Link | #6212
Could it be extracted as a little easter egg thrown into 2.5? :D

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MK7tester
Posted on 01-15-13 03:48 AM Link | #6216
It would be a little cheap to reuse an easter egg from SMG2. :/

shibboleet
Posted on 01-15-13 04:09 PM Link | #6253
Posted by Silver
Nope, it isn't it's own object, it comes with the background model.

HellValleySkyTree.arc is a texture

Yes we can make it into it's own object :p
(Back because somethin unexpected happened)

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Stygmax
Posted on 01-26-13 02:58 AM Link | #9905
Is there a limit to how many stars can be added? Or does it just go to 999?

I couldn't think of a better thread to ask this in.
Status: It was really, really fun, guys - thanks for the ride!

shibboleet
Posted on 01-26-13 03:08 AM Link | #9909
There probably is, after severe lag and everything :P

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MK7tester
Posted on 01-26-13 03:10 AM (rev. 2 of 01-26-13 03:11 AM) Link | #9911
Why would anyone want to do that anyway. .___.

Stygmax
Posted on 01-26-13 03:16 AM (rev. 2 of 01-26-13 03:17 AM) Link | #9912
I'm adding new stars left and right and I want to know if we can just add them practically forever. I had to invent "Green Star 4" and stuff like that. :P Custom missions are best under custom stars in my opinion.
Status: It was really, really fun, guys - thanks for the ride!

shibboleet
Posted on 01-26-13 03:28 AM Link | #9926
So...You know how to edit bcsv's?

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Stygmax
Posted on 01-26-13 03:29 AM Link | #9928
Yeah, and edit the maps now with Whitehole too. Also ScenarioName.msbt. We should put our custom levels into custom missions. :3

I'll post this in a more appropriate topic soon.
Status: It was really, really fun, guys - thanks for the ride!

shibboleet
Posted on 01-26-13 03:33 AM Link | #9932
A million bucks it won't work.
You have to extract the bcsv's from the scenario, and you have to know the functions of layers, PowerStarId Scenario ID, and all that stuff....

You know that...?

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Main - Archived forums - General SMG hacking - Adding objects to SMG2 galaxies Hide post layouts | New reply

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