Kuribo64
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04-01-20 04:22 PM
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Main - General SM64DS hacking - Editor development New reply

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BlackYoshi485
Posted on 08-01-13 12:05 PM Link | #29390
The editor has bugs with the KCLs.

Fiachra
Posted on 08-01-13 01:06 PM Link | #29392
Posted by BlackYoshi485
The editor has bugs with the KCLs.

You have to set "Drop faces below" to zero if you want to keep every single face. 0.001 was the default value used in blank's script. You set it to greater than zero if there are very small faces that don't need collision.

Crashdance22
Posted on 09-11-13 08:03 AM Link | #32288
I can't help but wonder what is causing these texture errors. Looks like it could be pointer errors causing overflows in the ROM? I'll look more into the castle trees and tell you exactly what areas in the ROM have changed. I'll also try importing the BMD as the level BMD and editing the textures that way then swap it back. Someone was successful in editing Mario's textures that way.

Fiachra
Posted on 09-14-13 05:18 AM Link | #32465
Rev. 59 14 Sep 2013

- This adds the ability to export and import models with their bones intact. These can then be edited and re-imported with their bones and therefore animation intact. This can be used to create/edit custom character or enemy etc. models with working original animation. (Model exporting isn't perfect when assisgning faces to bones though, so for some models you may need to make a few manual fixes.)
- Model Importer now shows a preview of the converted BMD file rather than the OBJ model

Will post a more detailed explanation/tutorial soon.

Stygmax
Posted on 09-14-13 07:17 AM Link | #32467
Posted by Fiachra
Rev. 59 14 Sep 2013

- This adds the ability to export and import models with their bones intact. These can then be edited and re-imported with their bones and therefore animation intact. This can be used to create/edit custom character or enemy etc. models with working original animation. (Model exporting isn't perfect when assisgning faces to bones though, so for some models you may need to make a few manual fixes.)
- Model Importer now shows a preview of the converted BMD file rather than the OBJ model

Will post a more detailed explanation/tutorial soon.


The editor has a built-in model importer? Wow! :D
Status: It was really, really fun, guys - thanks for the ride!

Crashdance22
Posted on 09-15-13 12:02 PM Link | #32547
Sounds great, looking forward to that! :)

Crashdance22
Posted on 09-21-13 11:00 AM (rev. 5 of 09-21-13 11:20 AM) Link | #32820
Ok I did some testing with editing the castle trees. The BMD file isn't the culprit, it's ar1.narc. Something about the archive file is corrupt. I may spend a little extra time figuring out exactly what went wrong with it. I also noticed the editor likes to change a few bytes in the ROM header so I figured I would mention those. After saving the tree texture, compared to the original ROM, 2 bytes at 0x80 changed to D1 4E and 2 bytes at 0x15E changed to 4C F7. Not sure if that's important or not.

Here is a patch for ar1.narc after replacing the tree texture.

http://www.mediafire.com/download/2fq7t7s1x1j94n0/ar1.narc.xdelta

Arisotura
Posted on 09-21-13 11:07 AM Link | #32821
The bytes in the ROM header are CRCs or similar stuff, that's perfectly normal.

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

zafkflzdasd

Crashdance22
Posted on 09-21-13 11:19 AM Link | #32822
The interesting thing I noticed is Nitro doesn't change that stuff.

Crashdance22
Posted on 09-22-13 04:31 PM Link | #32894
Does a working NARC editor exist? Tinke 0.9 beta corrupts any NARC file I touch, and narctool just creates empty archives when I try to build from directory.

Fiachra
Posted on 09-23-13 02:04 AM Link | #32904
NSMBe works fine. I always use it for replacing files.

Crashdance22
Posted on 09-23-13 07:56 AM Link | #32907
Pssh, completely forgot about the built-in browser.

Fiachra
Posted on 09-23-13 03:20 PM Link | #32917
Added more information on importing and exporting bones on the SM64DSe wiki here.

Crashdance22
Posted on 09-23-13 06:02 PM (rev. 3 of 09-23-13 09:12 PM) Link | #32921
So if I set some tranform parameters in the .bones file and import everything correctly they will appear in-game? That will help fix the slanted texture issue I'm having with bob-ombs.

Tried the browser using "import other model" but it does not ask me for a bmd file to import. It also throws an exception when I set the scale value.

Fiachra
Posted on 09-24-13 01:57 AM Link | #32932
Yes.
You don't import a BMD, you import an OBJ model as before.
What scale value? For Bob-Ombs you can just select one in a level and choose 'Replace Model'.

Skelux
Posted on 09-29-13 11:34 PM (rev. 3 of 09-29-13 11:36 PM) Link | #33208
I'd like very much if you could allow repacking of an SDAT file. I am currently limited to hex editing over the original sequences, and manually updating the tables would be a pain. Even then, I could not insert a larger SDAT because tools like Tinke just corrupt the ROM.

On my side of things, I'm looking in to cracking the protection of the online files so the player models and multiplayer levels can be modified.

Fiachra
Posted on 09-30-13 02:28 AM Link | #33213
Have you tried using kiwi.ds NDS Editor to extract and repack the SDAT file? NSMBe should be able to reinsert a larger file without corrupting it.
MKDS Course Modifier might let you edit SDAT as well.

Skelux
Posted on 09-30-13 03:03 AM Link | #33214
I've tried everything, nothing produces a working file.

Fiachra
Posted on 09-30-13 01:02 PM Link | #33226
Can you explain in detail what you're trying to do and the results?
Does this help with the kiwi.ds tool?

http://gbatemp.net/threads/repacking-sdat.250250/

SDAT is a very common format, I'd be surprised if it was necessary to write another tool.

Skelux
Posted on 09-30-13 11:50 PM (rev. 2 of 09-30-13 11:51 PM) Link | #33252
After repacking the SDAT, having directly extracted it using Kiwi, the output file was invalid and crashes if opened in any program.
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Main - General SM64DS hacking - Editor development New reply

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