Kuribo64
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Main - General SM64DS hacking - Editor development New reply

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Fiachra
Posted on 02-09-14 05:12 AM Link | #38377
I know, I've already fixed it.

hennahacker
Posted on 02-13-14 01:17 AM Link | #38493
Using the most recent build, when attempting to import, I'm not seeing anything at all in the main window. I'll load up the file (whether it's .obj or .dae) and I won't see any changes. Sometimes it just displays Mario, other times it displays what appears to be a fourth yellow axis line extending downwards. Going to try earlier builds and see if its my files, but I doubt it is.

Fiachra
Posted on 02-13-14 01:57 AM (rev. 2 of 02-13-14 02:01 AM) Link | #38495
It most likely is your files seeing as others can import fine and there's no error.

I've had a similar issue with some models and the problem was that each material was set to a transparency of 0. It may also be the scale of your model is huge and you can't see it.

If you still can't get it working send me it to me in a PM and I'll look at it.

hennahacker
Posted on 02-14-14 12:57 AM Link | #38537
Yeah, it was the Tr value. Didn't know you were using that, I guess it's useful for water and stuff. There do seem to be a couple of hitches in the precise formatting of the .dae files, the ones I get from 3ds Max's default exporter and the OpenCOLLADA exporter don't work, only .dae exported from Blender works. Also, textures are always upside down.

Fiachra
Posted on 02-14-14 02:03 AM Link | #38540
Transparency is used for both OBJ and DAE, as is diffuse colour and diffuse map. Other settings such as specular and ambient colours are ignored. DAE also uses vertex colours.

I'm aware of and have already fixed the DAE importing for non-Blender sources - it'll be in the next version.

The textures have always been upside down - just make sure you vertically flip them not rotate by 180°.

Fiachra
Posted on 02-17-14 01:45 PM Link | #38596
R70 2014/02/16

Changes since R66:

- Added ability to import and export levels as XML files - all settings, CLPS, objects, texture animation as well as associated files (BMD, KCL, NCG, NCL and NSC).
- Improved DAE importing for BMD and KCL: will read only data within supported/required elements, won't try to read any data in unsupported/unneeded elements, should be able to handle most DAE files. Also added support for element (previously only polylist and triangles supported), code now cleaner/better structured.
- Fixed minor bug in KCL Editor where material list wasn't being reset when new model loaded.
- Fixed bug when adding objects with sizes not multiples of four.
- Fixed bug when creating a new object table for objects whose size wasn't a multiple of four that wasn't allowing objects to be added to it correctly.
- Fixed bug where if an OBJ model didn't specify the material after defining a new bone, even if the face used the same material as before from the previous bone, the material wouldn't import for that bone.
- Fixed bug when editing existing BMD textures that was importing over wrong texture.
- Fixed bug with object list search feature.
- Added patches by Skelux to disable level intro text.
- Updated some patches to support US and JAP ROM's.

Download:
http://www.sendspace.com/file/bbxc7n

skawo
Posted on 02-17-14 02:35 PM Link | #38599
Hm, weird. Extracting the glitched Bob-omb level and then importing DOES fix the weird Bob-omb buddy error thing, but it completely destroys the entrance to the level; camera starts to zoom onto player from the middle of the level, and I can't seem to be able to fix it.

Butts :/

Fiachra
Posted on 02-25-14 03:51 PM Link | #38970
R72 2014/02/23

Just a small bug fix, but likely to cause issues.

- Minor bug fix - when adding a type 0 or 5 object after removing them all/level has none, space for the object wasn't being added to end of overlay. (R71)
- Had added the new objectdb.xml before the SQL error bug was fixed which couldn't be loaded

http://www.sendspace.com/file/5omyg6

Cackletta
Posted on 03-01-14 11:30 AM Link | #39093
Mhhhhm if the editor keeps updating like this, I will never have a stable version to work with, since later versions prepatch already prepared roms, anyways, thank you for the minor update.

~Cackletta

____________________
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My Modification's progress thread here

Fiachra
Posted on 03-01-14 11:43 AM Link | #39095
The last version to introduce a new patch was R42 (moving music data to level overlays). All versions after and including R42 will patch versions patched before that.

The current revision (R72) should be a very stable version.

Cackletta
Posted on 03-01-14 06:45 PM Link | #39115
Posted by Fiachra
The last version to introduce a new patch was R42 (moving music data to level overlays). All versions after and including R42 will patch versions patched before that.

The current revision (R72) should be a very stable version.

Good, all good, don't take my demeanor the wrong way, I am very grateful for the regular updating of the editor, maybe packing a ton of improvement before updating would be a good idea.

____________________
Subscribe to my youtube channel
Follow me on twitter
My Modification's progress thread here

Skelux
Posted on 03-01-14 10:12 PM Link | #39131
Posted by Cackletta
Posted by Fiachra
The last version to introduce a new patch was R42 (moving music data to level overlays). All versions after and including R42 will patch versions patched before that.

The current revision (R72) should be a very stable version.

Good, all good, don't take my demeanor the wrong way, I am very grateful for the regular updating of the editor, maybe packing a ton of improvement before updating would be a good idea.

It's common practice to update a Google Code repository even after making small changes, this ensures that all data is backed up and can be accessed by other programmers working on the project. This is not the same as a public release.

NeoBlitzX7
Posted on 03-02-14 08:04 AM Link | #39142
Don't know if this was already suggested but anyway: It would be pretty neat if the editor would have an option to change music.

Fiachra
Posted on 03-02-14 08:10 AM Link | #39145
If you go into 'Level Settings' you can change the music that's played for that level. Adding actual music importing would be far too much effort and pointless as there are already tools to do that (see Skelux's stickied music post).

NeoBlitzX7
Posted on 03-02-14 12:39 PM Link | #39155
Thanks :)

skawo
Posted on 03-02-14 01:18 PM Link | #39157
- The texture editor isn't entirely fixed, it still sometimes replaces wrong textures.
- Object model importer is broken, can't replace models, they just end up empty.

Fiachra
Posted on 03-02-14 01:55 PM Link | #39161
Posted by skawo
Object model importer is broken, can't replace models, they just end up empty.

You're probably just importing them with the wrong scale, in the game most of the objects' models are scaled down to 0.008 of their size. You have two options when replacing an object's model:
1) 'Replace model' - enter 0.008 for most objects in the dialogue and import at scale 1 - your model should be around the same scale as how the original appears in the game.
2) 'Import Other Model' - your model should be around the same size as the original model when exported (at proper scale). Import with scale 1.

I recommend you use 'Import other model', I'm thinking of removing the 'Replace model' functionality as it as at the minute and making it the same as 'Import other model' without having to select the filename.

Posted by skawo
The texture editor isn't entirely fixed, it still sometimes replaces wrong textures.

You need to give me information on how to reproduce bugs when reporting them.

skawo
Posted on 03-02-14 02:22 PM Link | #39163
The same model worked at the same scale in R67 from Replace Model

And the texture issue is in a custom level, one that I can't actually share at the moment, though...so...yeah :/

Fiachra
Posted on 03-02-14 02:36 PM (rev. 2 of 03-02-14 02:37 PM) Link | #39164
Does it work when importing normally?

skawo
Posted on 03-02-14 02:40 PM Link | #39166
It appears to.
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Main - General SM64DS hacking - Editor development New reply

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