Kuribo64
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Main - General SM64DS hacking - Editor development New reply

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skawo
Posted on 01-13-14 05:05 PM (rev. 3 of 01-13-14 05:08 PM) Link | #37588
Lots of bugs in the Texture Editor, still:

1. Deleting the first value causes the editor to change the "Start index" field to FFFF and then crash every time you click on a node.
2. Removing nodes doesn't work properly. If you add an animation and then remove it, then repeat that a few times, eventually, you'll get a "run out of space in this level" message.
3. It either orders frames wrong, or just displays them incorrectly: Here's the order of frames I have atm in one of the animations:
0: 0
1: 2
2: 0.031122

etc. This was generated from Start at 2 and end at 0. And it works as expected in-game.

Also, while the "generate" button does work, but you should add an option to "replace current". Otherwise, you can't make a loop from, say, 0 to x, since it'll just add it on top of your Starting Index, usually ending in two "0" frames, and you have to remove one. Not a big deal, but when you put it together with bug 3 (i.e not always sure which frame is the first one) it becomes annoying.

skawo
Posted on 01-15-14 01:17 PM Link | #37642
Well, sorry to double post, but, uh, yeah.

Another bug, yay.

https://dl.dropboxusercontent.com/u/4558852/overlay9_114.bin

This replaces Cool Cool Mountain Slide's overlay (114), USv1 ROM.

There's currently a 1UP on Stars 1, 3, 4, 5, 6 and 7 there. The one on star 7 should be on Star 2. If I try to change it into that (or, in fact, do anything to it), not only does it not save (albeit it appears at first that it does - if you close the level and then open again, you'll see it didn't), but also it completely corrupts the level and you're not able to save anything after that, as well as view items on Star 7.

So...yeah. :/

Fiachra
Posted on 01-15-14 03:43 PM (rev. 2 of 01-15-14 03:54 PM) Link | #37648
"Deleting the first value causes the editor to change the "Start index" field to FFFF and then crash every time you click on a node" - Can you list the steps to reproduce this? Level, whether any texture animations were added or removed and any changes to them? Doing a quick test they seemed fine, when there's more than one texture animation in an area, the start indices should stay the same as no S/R/T values are deleted.

"Removing nodes doesn't work properly. If you add an animation and then remove it, then repeat that a few times, eventually, you'll get a "run out of space in this level" message." - Will try to investigate.

"It either orders frames wrong, or just displays them incorrectly: Here's the order of frames I have atm in one of the animations:" - It looks like you may have had two texture animations in the same area with an overlap of S/R/T values used eg. fist one has start 0, length 8, second has start 1, length 3 and you then added or changed the values in one which affected the other. The scale, rotation and translation values are shared per area - it's not eg. one scale table for each texture animation, it's one scale table for each area.

"This replaces Cool Cool Mountain Slide's overlay (114), USv1 ROM" - I think this and your BBB one may be caused by creating new object tables at non 4 byte aligned offsets within the overlay. This would get fixed with the the non-4-byte-aligned object sizes issue.

Skelux, CrashDance22: I think I have fixed the issues with the NARC corruption, the issue was caused by file offsets not being 4 byte aligned after inserting new files. I have noticed though that even using NSMBe to replace the NARC level's level model and collision map the game just freezes, I do not think this is a NARC problem. CrashDance22 - This will finally fix your issue with changing the tree's texture in the US ROM.
Should be committed soon.

Edit:
Japanese text editing support will be added soon, I've been able to identify and map all of the characters.

skawo
Posted on 01-15-14 04:03 PM (rev. 2 of 01-15-14 04:03 PM) Link | #37650
Uh, steps, okay...
1. Add an animation to a level that already has at least one, set matname
2. Generate a translation sequence
3. Remove Translation value 0

Start point should jump to 65535 and the effects listed above.

This would get fixed with the the non-4-byte-aligned object sizes issue.


Alright, but, say, will it then fix the levels that are already broken?

Fiachra
Posted on 01-15-14 05:48 PM Link | #37663
Just realised that that's probably not the reason - it definitely would cause problems in the game and will still need fixed but it shouldn't be corrupting them within the editor. Must be some other issue in either adding or removing objects.

Skelux
Posted on 01-16-14 08:02 AM Link | #37675
The generator for scrolling textures did not fix the problem, it still jumps back and forth to the starting frame randomly. Even entering all of the values manually produces the same result. Perhaps the floats are not being calculated correctly when written to the overlay?

Fiachra
Posted on 01-16-14 02:33 PM Link | #37682
Posted by Skelux
The generator for scrolling textures did not fix the problem, it still jumps back and forth to the starting frame randomly. Even entering all of the values manually produces the same result.

Have you removed any texture animations that weren't working before and added new ones? If so, can you send you your overlay so I can have a look?

"Perhaps the floats are not being calculated correctly when written to the overlay?" - I don't think that's the problem, it's more likely to be a problem with pointers.

Skelux
Posted on 01-18-14 05:24 AM (rev. 2 of 01-18-14 05:25 AM) Link | #37705
Here, this overlay contains 20 manually entered frames: https://www.mediafire.com/?j71c8kgslseuds1

Fiachra
Posted on 01-18-14 05:55 AM (rev. 2 of 01-18-14 06:07 AM) Link | #37707
Here's the fixed overlay, I removed the existing one and added a new one (generate option):
http://www.sendspace.com/file/jugiyg.

Was that texture animation added in version R65 or an earlier one?

Edit:
The next revision will automatically detect and try to fix this sort of issues when loading a level.

Skelux
Posted on 01-19-14 11:20 PM Link | #37788
Thanks, looks like that completely fixed it.

Fiachra
Posted on 01-20-14 04:01 PM (rev. 2 of 01-20-14 05:22 PM) Link | #37825
R66 2014/01/20

- Fixed NARC corruption issue caused by addresses not being 4 byte aligned after inserting edited file.
- Fixed issue with placing objects whose sizes weren't multiples of 4 (similar to NARC issue). For example, removing path nodes from existing paths no longer causes the level to crash.
- Fixed bug in Additional Patches that crashed for non-EUR ROM's.
- Fixed bug when changing texture animation values when decimal comma was used instead of dot.
- Added support for Japanese text editing.
- Automatically detect and try to fix non 4 byte aligned addresses in levels. Note: Remember to make regular backups.
- Added Object List window search feature (finally!).
- Added Copy-and-Paste for objects in Level Editor.
- Fixed bug where texture animation start offset weren't always being updated for following texture animations in same area.
- Added option to set a level's Act Selector ID.
- Fixed bug where Model Importer crashed due to null Owner.

Hopefully this'll make it a good bit more stable in terms of level or NARC corruption.

Download:
http://www.sendspace.com/file/58l43l

skawo
Posted on 01-20-14 04:39 PM Link | #37827
Wonderful release!

Rather immediately found an unimportant bug: when you search for items, they don't get properly colourised (some items that are loaded appear red and ones that aren't don't).

Question, though: how does the copy paste work? Ctrl+C and then Ctrl+V doesn't, it seems.

Fiachra
Posted on 01-20-14 05:27 PM Link | #37831
Ctrl+C and Ctrl+V should work. You need to select it by clicking on the object in the 3D view of the level, not the list on the left though.

Skelux
Posted on 01-22-14 05:49 AM Link | #37867
I messed around with swapping characters, here's the result: https://www.youtube.com/watch?v=rdeD0F3KGbs

skawo
Posted on 01-22-14 10:25 AM (rev. 2 of 01-22-14 10:45 AM) Link | #37878
Speaking of swapping object models, actually, here's a slight request:

When you replace a model, it probably should be replaced with the "blue box" thing in-editor, as the new model often just doesn't get rendered and you're left with no way to tell where the objects are. Same thing happens when switching textures.

Fiachra
Posted on 01-22-14 04:00 PM Link | #37895
When you replace a model, it probably should be replaced with the "blue box" thing in-editor, as the new model often just doesn't get rendered and you're left with no way to tell where the objects are. Same thing happens when switching textures.

It should be possible to force that particular model to reload. I'll to update that.

... when you search for items, they don't get properly colourised (some items that are loaded appear red and ones that aren't don't).

I should've noticed that. That's been fixed/search improved.

skawo
Posted on 01-24-14 06:57 AM Link | #37943
The "Exit course level" value in the USv1 ROM is at 00028690 if you'd like to update the patch.

Crashdance22
Posted on 01-25-14 05:49 PM (rev. 2 of 01-25-14 05:59 PM) Link | #37994
Great work Fiachra. I'll test the texture swapping.

Edit: YEP that fixed it!! :)

skawo
Posted on 01-26-14 03:57 PM Link | #38021
The text editor seems broken. Both times I tried to edit the text, it corrupted a lot of the messages and added spaces in between words of messages that didn't corrupt. It also can't import properly, does the same thing.

Also, slight copypaste bug: when you copy an object that shows a different model based on it's settings, the copy will just show up as the default model.

Crashdance22
Posted on 01-27-14 11:48 AM (rev. 3 of 01-27-14 11:48 AM) Link | #38056
Speaking of models appearing incorrectly... if I replace a texture, save, close the editor window, and open the same level again various models are incorrect. IE trees appear as cannons, etc. I have to restart the editor to fix it. It's only a cosmetic issue and doesn't affect/corrupt anything.
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Main - General SM64DS hacking - Editor development New reply

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