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

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SM64DSe v2.0 isn't finished yet, but it's in a good way! So, here is a first second third beta release.

Screenshot


Download link
Heeere

New features
* Total rewrite in C# (should allow for compatibility with Mono)
* (experimental) level model importer (imports .obj files)
* Graphical rendering (for most objects but not all)
* Warps editing
* Views (camera anchors) editing
* Support for adding/removing objects, warps, views and whatnot
* Support for editing multiplayer levels (princess slide, battle fort and co.)
* Nicer interface
* Compatibility with EUR, USA v1/v2 and JAP ROMs
* and anything that was implemented in previous versions

Missing features (will be implemented in next releases)
* Model exporting
* Paths editing
* Texture animations editing
* Minimap editing
* Text editing

Known problems
* collision bugs in imported models (better in Beta3)
* other issues in that thread

How to use

First, open your ROM in SM64DSe. The ROM will be patched if it's a clean ROM or if it was patched with a previous version of SM64DSe (previous hacks won't be lost).

Then, open whatever level you want to edit.

* Level editing
Level editing works kinda the same as it did in previous versions of SM64DSe. Click an object to select it, drag it to move it around, drag it with the right mouse button to rotate it. You can also modify the object's settings in the left panel.

* What are all those little fancy-colored cubes
* dark blue: objects (if they don't show up as their model)
* green: entrances
* red: exits
* yellow: views
* purple: teleport sources
* orange: teleport destinations

Also, those planes that are green on one side and red on the other, represent virtual doors. That is, doors that you can't see but load a different area when you go through them. Like, for example, the pipe in Wet-Dry World.

* Level settings
Editing them works as before, except with an added object bank (bank 7 - wee)

Speaking about object banks, the editor now detects whether a given object is available or not with the current bank settings. Unavailable objects will be marked in red in object listings. When trying to save a level that contains unavailable objects, the user is warned about it.

* Model importing
From the level editor window, click the '3D model' button. Then, hit 'Import model'. Select your model's .obj file. Then, in the window that opens, you can alter a few settings before importing the model. You can change the scale factor so that the level is the right size for the character, thee is even a Mario that you can move around to help you find the right scale. Once you're done, hit Import. The importing may make the application look unresponsive for a while, just be patient. Once it is done, you may close the model importer window and return to the level editor.

In case you're wondering, the 'Drop excedentary collision planes' checkbox tells, when a generated octree node contains over 32 planes and is smaller than a certain size, whether to keep the excedentary planes or not. Basically, checking it may help with collision problems in your models, but it may also cause more problems. Just try with and without it, and choose what seems the best to you.

Don't try to import an oversized model, or a model with an insane amount of polygons, or the game may crash when loading the level.


Updating the Object Database
The object database provided with your copy of SM64DSe is out of sync with the online database? From the editor's level selecting window, hit 'Update object database' in the Options menu, et voila.
In the same menu, you can change the editor's settings. For now, the only option available is whether SM64DSe should check for ODB updates upon launch or not (disabled by default).


The source code
The source code of this release is provided for curious people. However, it's not the cleanest code in the world. Some places, namely the model importer, have debugging shit all over. Also, commented code was commented out because it's unfinished and doesn't work, not because I'm evil and cripple my editor on purpose to make more releases.


So, that's all folks, I guess. Enjoy!
Posted on 06-27-11, 11:49 am (revision 1)
Goomba Goomba


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Since: 06-22-11

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It looks great but unfortunately the kcls don't work in Mario Kart DS.

But when I try with the kcl of Oumisoumi testmap then it works.
Posted on 06-27-11, 12:12 pm
Kuriboss

Posts: 39/138
Since: 05-05-11

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I don't quite understand what you mean, but possibly the KCL format used in MKDS is slightly different than the one in SM64DS... or it may just be that MKDS expects the file to be compressed...
Posted on 06-27-11, 12:21 pm
Goomba Goomba


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No, the files in MKDS aren't compressed.

But what I mean is: When I take the kcl of Tox Box Test Map and decompress and insert in MKDS. It works.

When I create a kcl with your program and insert in MKDS (they arent compressed) it doesn't work.
Posted on 06-27-11, 03:24 pm
Kuriboss

Posts: 40/138
Since: 05-05-11

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Well, then, all I can say is that MKDS must use a slightly different format... I might look into that when I find some time. Not quite possible right now because I have to fix a shitload of problems that have been discovered in SM64DSe's beta release.
Posted on 06-28-11, 07:37 am
Goomba Goomba


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Can you make something you can rotate your model (to import) 90 degrees?
Posted on 06-30-11, 09:03 pm
Kuriboss

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If you mean rotating around the X or Z axis, that can be done... but for rotating around the Y axis, you can just move your objects
Posted on 07-16-11, 12:40 am
Kuriboss

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Okay guys, Beta3 is out already. Enjoy
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