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Main - General SM64DS hacking - Looking into SM64DS fixing collision Thread closed

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Fiachra
Posted on 12-21-12 03:46 PM Link | #1962
Posted by ray
... Even if the textures sometimes make the wrong sound, it's a BIG improvement and there aren't any bugs! ...


I've added a kcl terrain type editor to SM64DSe so you can now fix that, though it'll be quite tedious - I need to add multiple selections and an easier way of selecting a face.

ray
Posted on 12-21-12 03:50 PM Link | #1963
Oh that's neat! I see, the editor really becomes better and better!

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Fiachra
Posted on 12-24-12 04:18 PM (rev. 2 of 12-24-12 04:21 PM) Link | #2110
Has there been any word from blank regarding the modified version of his script?
I've already got his python script from collision tools v0.6 in the editor but I haven't been able to get it to produce SM64DS kcl files properly. If I had his new version I reckon I could get it working quite quickly.

Arisotura
Posted on 12-24-12 04:25 PM Link | #2112
blank's script probably outputs floating point coordinates. For SM64DS they need to be converted to fixed point.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

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blank
Posted on 12-24-12 05:32 PM Link | #2115
I haven't really had time to work any more on this. But it's not a lot that has to be fixed, so the script is getting released pretty much as soon as I get the time to finish it.

Skelux
Posted on 12-25-12 08:32 PM Link | #2127
mega, do you happen to know what file controls which music is played in each level? I'd prefer to be able to change them, though I don't mind sharing music between levels if necessary.

Arisotura
Posted on 12-25-12 08:35 PM Link | #2128
Solution 1: you edit sound_data.sdat. There are tutorials at NSMBHD, which also apply to SM64DS since sound_data.sdat is a standard thing.

Solution 2: you change the music track each level uses. That's not possible without some research. I knew about data that supposedly controls the music, but so far all my attempts at modifying it have resulted in no music at all, so I have given up.

There may also be some data on the Kuribo64 archive, that may help you.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

tinks

Fiachra
Posted on 12-26-12 05:13 AM Link | #2135
There's also a lot of information on GBAtemp such as:
http://gbatemp.net/threads/can-someone-help-me-swap-music.338615/#post-4471702
and
http://gbatemp.net/threads/the-various-audio-formats-of-the-ds.305167/

blank
Posted on 12-26-12 05:35 AM Link | #2138
Ok, here is the script. If you want to run it you'll need Python 3.

Usage:
> create_collision.py [-s SCALE] infile [outfile]

where infile is the name of the Wavefront OBJ file to convert and the optional argument outfile is the name of the resulting KCL file. The scale should be 1000 times the scale of the model.

Fiachra
Posted on 12-26-12 05:43 AM Link | #2139
That's great, thanks for this. I'm going to try and port this into the editor in the next few days.

Arisotura
Posted on 12-26-12 06:07 AM Link | #2140
Amazing. I thought about doing that until you posted. Let me know when you're done, Fiachra. One of Kuribo64's Christmas presents will be a nice SM64DSe release.

BTW, I'm also thinking of moving SM64DSe to Git. But I think it should be rewritten into Java for better portability (the 3D interface just won't work right under Linux). I'm not going to do it without first knowing your opinion, though.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

tinks

Skelux
Posted on 12-26-12 08:09 PM Link | #2182
Posted by blank
Ok, here is the script. If you want to run it you'll need Python 3.

Usage:
> create_collision.py [-s SCALE] infile [outfile]

where infile is the name of the Wavefront OBJ file to convert and the optional argument outfile is the name of the resulting KCL file. The scale should be 1000 times the scale of the model.


Thanks, I'll get started on another level and see how it goes.
Here's a list of what levels can be replaced so far.

Success:
bobomb battlefield
secret aquarium
inside ship
THI cave
wing cap level
CCM slide
over the rainbows
tick tock clock
under the moat

Fail:
whomps fortress
cool cool mountain
haunted house
wet dry world
snow mans land
battle fort
play room
igloo
rainbow ride

gridatttack
Posted on 12-26-12 08:14 PM (rev. 2 of 12-26-12 08:15 PM) Link | #2183
Posted by Skelux
Fail:
whomps fortress
cool cool mountain
haunted house
wet dry world
snow mans land
battle fort
play room
igloo
rainbow ride

I think those has animated faces, and since the materials are replaced, the animations point to an
unexistant material, hence why replacing those levels crash :(

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Arisotura
Posted on 12-26-12 08:15 PM Link | #2184
But wait, Fiachra has made a change to address that issue. Perhaps you need to click a button or check a checkbox when importing, idk if he made it automatic...

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

tinks

Skelux
Posted on 12-26-12 09:59 PM (rev. 2 of 12-26-12 10:00 PM) Link | #2186
Posted by Rarity
I think those has animated faces, and since the materials are replaced, the animations point to an
unexistant material, hence why replacing those levels crash :(


There's a similar problem for levels with multiple areas, such as wet dry world or hazy maze cave.

Arisotura
Posted on 12-27-12 07:14 AM (rev. 2 of 12-27-12 07:14 AM) Link | #2191
Oh right. Models are split into several parts. But the only way to tell the game to switch to another model part is to go through a door object.

If you remove those doors, it shouldn't be a problem :P

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

tinks

Skelux
Posted on 12-27-12 08:44 PM (rev. 2 of 12-28-12 04:47 AM) Link | #2201
Wet dry world has no door, It seamlessly switches areas when Mario is at a certain position like in Super Mario 64. Strangely, this seems to have been removed from Dire Dire Docks in the ds version and is all the one model.

edit:
blank, I'm getting an error. Is this the correct syntax?

create_collision.py -s 400 island.obj collision.kcl

Arisotura
Posted on 12-28-12 07:15 AM Link | #2204
Actually, both Wet Dry World and Dire Dire Docks use door objects (the DS Dire Dire Docks is split in two parts too).

The doors in question are a door type which I called 'virtual door'. They have no graphics, but behave the same as regular doors when you go through them.

SM64DSe represents them as green or red squares, depending on which side you view them on. Like this:
[thumbnail]

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

tinks

Stygmax
Posted on 12-28-12 08:57 AM Link | #2206
This may seem somewhat offtopic, but have any complete and finished levels for SM64DS been made? And how does one install them?
Status: It was really, really fun, guys - thanks for the ride!

Arisotura
Posted on 12-28-12 09:01 AM Link | #2207
Vinnyboiler has tried porting his SM64 levels to SM64DS, and Skelux also attempted making full levels. But as always, collision issues are running rampant and making the levels not as playable as one'd like.

As for installing levels, you'd make a patch of your ROM with XDelta or something. A level export option was planned for SM64DSe but never happened.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

tinks
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Main - General SM64DS hacking - Looking into SM64DS fixing collision Thread closed

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