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Main » SM64DS hacking » SM64DSe v2.0 beta3 bug reports
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Posted on 06-26-11, 08:27 pm (revision 3)
Kuriboss

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Report any bugs with the latest SM64DSe beta here. Except collision problems with imported models ofcourse

* <Ijah> possible graphical glitch in the object list
* <Ijah> selecting an object in the list and delete it doesn't work -- seems like selection from the list isn't implemented right
* <Ijah> patched ROMs don't load on R4 -- fixed, finally! (beta3)
* <Ijah> when deleting a warp, it may stay onscreen -- doesn't seem to happen for me... I'll check the screen refreshing code anyway.
* <Ijah> Sunshine Isles doesn't load -- fixed in beta2

Posted by Ijah
[23:10:35] <Ijah> Mega-Mario: I believe I've found a bug of some sort
[23:11:36] <Ijah> In the editor, I set the castle grounds water to a specific height, and it displays correctly in the editor, however, ingame, it is placed far below the stage model
derp chatzilla
Posted on 06-27-11, 08:58 am
Goomba Goomba


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When you create a kcl and bmd the exported files aren't lz77 compressed.
Posted on 06-27-11, 11:22 am
Kuriboss

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That's not a bug. The game can work just fine with uncompressed files. It's just that I was too lazy to implement recompression
Posted on 06-28-11, 07:29 am
Goomba Goomba


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The goombas are green colored.
Posted on 06-30-11, 09:05 pm
Kuriboss

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Yes. That's because there's no lighting. I have tried to use lighting, but it would always give weird results...
Posted on 07-15-11, 11:34 pm (revision 1)
Micro-Goomba Micro-Goomba


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I was wondering about the face count on your OBJ importer, as I tried to import Spiral Mountain (from Banjo Kazooie) though your importer with problematic results (The model doesn't show up in the preview and importing it only screws up the program).

The model has a 3195 face count so I'm guessing that it's probably due to that. If it isn't then I would be happy to PM the model to you to experiment with.

Edit: Also (NSQ) how's progress coming along?
Posted on 07-15-11, 11:45 pm
Kuriboss

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Oh, that opacity bug again... basically, the idiot I am forgot to initialize the opacity variable of new materials... so basically each material ends up invisible unless it explicitly specifies an opacity.

Also, the face count may or may not be a problem... idk about the game's exact limits. However, I'd be interested into that model, so that I can test it out.

And last, I'm about to release beta3. Not much changed aside from the R4 fix, actually. Oh, and the opacity fix, and the better collision...
Posted on 07-16-11, 03:24 pm
Micro-Goomba Micro-Goomba


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So your newest version of the OBJ importer does allow me to import the OBJ, but it has a little texture problem.



Yup, no textures at all. It also shows up as having no textures in the importer preview as well. I put the OBJ file on the Uploader if anyone else wants to test it out.
Posted on 07-16-11, 03:30 pm
Kuriboss

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It's using map_Ka instead of map_Kd for textures. map_Ka defines another kind of texture, idk about it-- I only implemented the most commonly used one, map_Kd. A temporary solution to the problem is to open the .mtl file in your favourite text editor, and replace each occurence of map_Ka with map_Kd.
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