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02-26-17 09:36 PM
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Main - General SM64DS hacking - Editor development New reply

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Skelux
Posted on 01-05-13 05:10 AM Link | #2922
No, it's happening on very slight slopes too, and I am quite sure it wasn't doing this in the last rev i used. Try this:
-import my bob omb island model, scale .4
-go to that fairly steep hill near the wooden bridge
-slide down the triangle on the far left of that hill

Fiachra
Posted on 01-05-13 05:38 AM Link | #2923
That is weird, haven't seen that before. I was able to fix that face by changing its collision type (from 0 to 6 in Castle Grounds, will change for other levels). It's plane number 678 in the KCL Editor. Can you try importing the same model with blank's script and see if the problem happens there?

ray
Posted on 01-05-13 08:55 AM Link | #2954
Posted by Skelux
Whatever you last changed in the collision is causing a new problem. Some hills are randomly being counted as walls (something like that), and long jumping while on them will make mario act like he crashed into a wall. Also, jumping normally while standing on them will completely slow your acceleration.




At 0:38 and following seconds I have the same problem with jumping into a wall.

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jdpgamer
Posted on 01-05-13 09:08 AM Link | #2961
Is there a place where you could see how the editors doing or is it just planned to be continued?

StapleButter
Posted on 01-05-13 09:10 AM Link | #2965
Yes. http://code.google.com/p/sm64dse/source/list

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jdpgamer
Posted on 01-05-13 09:12 AM Link | #2968
Thanks. Anyway I'm glad that sm64ds editing is finally coing back.

shibboleet
Posted on 01-05-13 09:14 AM Link | #2972
Yeah, so am I. I never knew it would return o.O

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Fiachra
Posted on 01-05-13 09:16 AM Link | #2977
Ray: What scale did you import your model with? I imported with scale 1 and didn't move anything. I went to the same place as the video and it was fine. What happens if you get rid of those black balls, it looked like there was something wrong with them?

Tahcryon
Posted on 01-05-13 09:37 AM Link | #3038
Anyway, I hope SM64DSe will be mac-compatible soon. That'd interest me in SM64DS hacking :3

[3:55AM]cosmological: to be honest MM and I would let all of you die
__________

[11:19 PM]Tahcryon: man with mod, remove the mod powers and what are you?
[11:19 PM]gridatttack: a better user than you
__________




shibboleet
Posted on 01-05-13 09:37 AM Link | #3039
You'd need a ROM and such for it though. :P Plus some are a pain to download.

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Tahcryon
Posted on 01-05-13 09:38 AM Link | #3041
I already have the rom :P

Now, btt

[3:55AM]cosmological: to be honest MM and I would let all of you die
__________

[11:19 PM]Tahcryon: man with mod, remove the mod powers and what are you?
[11:19 PM]gridatttack: a better user than you
__________




StapleButter
Posted on 01-05-13 09:39 AM Link | #3043
Not SM64DS. The editor is also compatible with 4 versions of it, to make things even easier :)

And the option of dumping your ROM is here too. Although getting it to work can be hard.

____________________
RHCafe - NSMBHD - Kafuka - Jul

Dinosaurs aren't big fans of trams.

shibboleet
Posted on 01-05-13 09:39 AM Link | #3044
oh wow, nice.

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jdpgamer
Posted on 01-05-13 09:55 AM Link | #3068
Posted by Mega-Mario


how do you download a revision? Is there a download link or do I copy and paste the code

StapleButter
Posted on 01-05-13 09:57 AM Link | #3072
You either compile the code yourself, or wait for an usable version.

If you choose to compile the code, it is provided as-is. No support will be given.

____________________
RHCafe - NSMBHD - Kafuka - Jul

Dinosaurs aren't big fans of trams.

Fiachra
Posted on 01-05-13 10:46 AM (rev. 3 of 01-05-13 10:51 AM) Link | #3165
Ray and Skelux: Any problems seem to be caused by the collision type - blank's script tries to guess which type to use based on shared textures (though this isn't perfect either) whereas in the editor I just set them all to zero. Unfortunately yous'll have to manually edit the .kcl collision file using the KCL Editor. Alternately if your model has perfect collision (test it thoroughly to check) with a revision older than rev. 23, you can stick to using that for your collision.

jdpgamer: Here's a tutorial:
http://ankhsvn.open.collab.net/downloads
Scroll down to "Check out a Solution from Subversion". You'll need at least Visual Studio 2008, the Express edition'll do and is free and AnkhSVN (or another plugin but this one's good).

Gericom
Posted on 01-05-13 12:32 PM Link | #3227
Posted by Fiachra
Do you know what files are used for the title image? I looked for it but couldn't find it. Also, I'm not sure isc, icg, icl (minimaps) are the same as nsc, ncg and ncl - the screen, graphic and palette of all the other images though I'm sure they're very similar, if not the same with a different extension.
They are the same. You can view them with the last beta of mkds course modifier (4.0 beta 5.1)

Fiachra
Posted on 01-05-13 01:09 PM Link | #3275
Posted by Gericom
They are the same. You can view them with the last beta of mkds course modifier (4.0 beta 5.1)

Thanks, that's good then, this can be added in a later version.

Skelux
Posted on 01-05-13 11:33 PM Link | #3849
Posted by Fiachra
Ray and Skelux: Any problems seem to be caused by the collision type - blank's script tries to guess which type to use based on shared textures (though this isn't perfect either) whereas in the editor I just set them all to zero. Unfortunately yous'll have to manually edit the .kcl collision file using the KCL Editor. Alternately if your model has perfect collision (test it thoroughly to check) with a revision older than rev. 23, you can stick to using that for your collision.

jdpgamer: Here's a tutorial:
http://ankhsvn.open.collab.net/downloads
Scroll down to "Check out a Solution from Subversion". You'll need at least Visual Studio 2008, the Express edition'll do and is free and AnkhSVN (or another plugin but this one's good).


Could you paste me the line of code that writes 0 as the collision? Considering the size of my levels, it would be faster for me to just find an appropriate collision and set it for every plane in the level on import.

Fiachra
Posted on 01-06-13 04:37 AM Link | #3979
Posted by Skelux
Could you paste me the line of code that writes 0 as the collision? Considering the size of my levels, it would be faster for me to just find an appropriate collision and set it for every plane in the level on import.

It's in ObjToKcl.cs - Line 198:
kcl.Write16(pos + 14, (ushort)0);

Just change that 0 to the collision type you want.
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Main - General SM64DS hacking - Editor development New reply

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