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12-14-17 07:39 PM
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Main - General SM64DS hacking - Editor development New reply

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Fiachra
Posted on 05-13-14 12:13 PM Link | #41209
That problem is caused by the size of your texture not being powers of 2 (1, 2, 4, 8, 16, 32, 64 etc.).

Jesse
Posted on 05-13-14 01:06 PM Link | #41210
no the texture is in perfect 64x64, its an banjo kazooie texture

skawo
Posted on 05-13-14 02:33 PM (rev. 2 of 05-13-14 02:33 PM) Link | #41215
Well, there's an inexplicable issue importing 64x64 textures which I reported a while ago and couldn't reproduce after. So probably there.

Fiachra
Posted on 05-13-14 03:03 PM Link | #41216
It could be a glitch caused by having too many textures, not sure. Does it appear like that in the editor or just the game? Is there any transparency in the image (the image itself, not the material)?

skawo
Posted on 05-13-14 03:38 PM Link | #41217
Well, I recently ran into this issue myself not that long ago and I can say it looks correct in editor and there's no transparency.

Jesse
Posted on 05-13-14 03:40 PM Link | #41218
there is transparency in the image and no it doesn't appear in the editor like that, also when I don't do texture animations it is just an normal texture. but when I make it a scrolling texture its gonna scroll from the upper right to the down left.

notice that how it is now rotated is because I rotated it with the rotation option 45 degrees

skawo
Posted on 05-13-14 04:41 PM Link | #41222
Hm, may be two different bugs then.

Fiachra
Posted on 05-13-14 05:58 PM Link | #41225
What happens if you replace it with a different 64x64 texture with around the same number of colours and then with a 32x32 texture?

To your original question, there's nothing else that can be modified in the texture animations, what's available to edit in the editor is all the texture animation data for that level.

skawo
Posted on 05-14-14 03:46 AM (rev. 2 of 05-14-14 03:47 AM) Link | #41229
@my issue, then it fixes itself.

It is definitely not the amount of textures in the level, though. I've done levels with more.

Jesse
Posted on 05-14-14 12:48 PM Link | #41234
Posted by Fiachra
What happens if you replace it with a different 64x64 texture with around the same number of colours and then with a 32x32 texture?

To your original question, there's nothing else that can be modified in the texture animations, what's available to edit in the editor is all the texture animation data for that level.

I have done some research about this and figured out that there is no animated texture in the game which go from up to down. they all go from upper right to left down. (secret, the tall tall mountain waterfall isn't animated)

for know I can't find any possible solution about this because nintendo probably had the same problem or just coded it that way.

skawo
Posted on 05-14-14 01:59 PM Link | #41236
Huh? What about the main grounds waterfall?

Fiachra
Posted on 05-14-14 03:11 PM Link | #41237
R74 2014/05/14

This revision's got a lot of new features/improvements.

- Added importing and exporting of rigged (joints and skinning) and animated COLLADA models (non-complex models).
- Static models eg. level models can also be exported to COLLADA.
- Added animation viewer supporting ~90% of SM64DS animations.
- Added support for importing and exporting vertex colours in OBJ using Blender-specific "Extended OBJ" plugin.
- Improved how collision map appears in KCL editor.
- Added selecting faces by clicking in KCL editor.
- Fixed bug that produced incorrect faces for very large faces in collision maps.
- Fixed bug in level editor when adding and removing path nodes.
- OpenTK version updated to 1.1.1536.5788.
- Added 3 new additional patches:
1) "All Objects Always Visible from a Distance" by Skelux,
2) "Increase Star Object Draw Distance (USv1)" by skawo,
3) "All TTC Objects Operate at a Fixed Speed Regardless of When You Enter the Level" by Skelux.


[image]

It's now possible to import and export rigged models (models with joints such as characters) from SM64DS as well as animations. This means for example, if you export Mario to DAE, make some changes to the model and then re-import it, all of the bones will be the same as before with each vertex assigned a bone, all as one mesh, meaning animations will work exactly the same as before. This is unlike with OBJ where the model had to be split up with assignment to a bone done on a face-by-face basis giving ugly results. This is described fully on the project's Google Code wiki, here.

Currently the editor can import the exported animations fine and should import animated COLLADA models that define joint and animation transformations as separate Scale, Rx, Ry, Rz and Translation components.
Currently it can import exported animations that have been re-exported from Blender (using 4x4 matrices). However other animations exported from Blender using 4x4 transformation matrices don't import correctly yet.

Apache Thunder: I know you use 3DS Max, can you (or someone else) please import an animation exported from the game into 3DS Max and then export to COLLADA and send me the file?

Download:
http://www.sendspace.com/file/8li73u

Please do not report bugs relating to:
- Viewing animations
- Importing rigged or rigged and animated COLLADA models that have not been exported using the editor
Please do report bugs relating to:
- Exporting animations (that can be viewed correctly)
- Re-importing an exported model / animated model

To do in next revision (other than improvements to above features):
- Importing normals in models (Skelux request)
- Remove level boundaries using Skelux's suggested method
(Let me know if I've left something out that I'd say I'd add in a future revision.)

jjess064: I can see your problem now, I can't get a texture to scroll directly down either. All of the levels that should have texture animation like that don't have their texture animations working (LLL, Inside the Pyramid, Goomboss Battle - Map, Inside the Volcano) at all in patched ROM's. I'll try to fix this. It shouldn't matter though for water if your texture is seamless.

skawo
Posted on 05-14-14 03:51 PM (rev. 2 of 05-14-14 03:52 PM) Link | #41241
The object model collision importing is still broken, the graphic model imports at a different scale than the collision. Plus, you can't view collision of certain objects, such as th_lift, simply crashes.

Fiachra
Posted on 05-14-14 04:05 PM Link | #41244
Posted by skawo
The object model collision importing is still broken, the graphic model imports at a different scale than the collision....

When using 'Replace Model' for an object the collision is importing correctly. If you're importing directly over the object's KCL through the KCL editor you will need to take into account the scale the object is rendered at in the game, the 'Replace Model' options hides this difference.

Posted by skawo
Plus, you can't view collision of certain objects, such as th_lift, simply crashes.

It's working for me, did you maybe try to open the .BMD file instead of the .KCL?

skawo
Posted on 05-14-14 04:18 PM (rev. 2 of 05-14-14 04:19 PM) Link | #41246
Posted by Fiachra
Posted by skawo
The object model collision importing is still broken, the graphic model imports at a different scale than the collision....

When using 'Replace Model' for an object the collision is importing correctly. If you're importing directly over the object's KCL through the KCL editor you will need to take into account the scale the object is rendered at in the game, the 'Replace Model' options hides this difference.


No, it doesn't; "Replace Model" imports collision at 1x scale. Same for when importing via "Import other model", it also imports at 1x the model.

Posted by Fiachra
Posted by skawo
Plus, you can't view collision of certain objects, such as th_lift, simply crashes.

It's working for me, did you maybe try to open the .BMD file instead of the .KCL?


No, I didn't.

Fiachra
Posted on 05-14-14 05:59 PM Link | #41249
Both are working for me, using the same copy as provided: http://www.sendspace.com/file/vpp03y

skawo
Posted on 05-15-14 03:17 AM Link | #41251
Well, yay! I can make a video, too:

https://dl.dropboxusercontent.com/u/4558852/Untitled.mp4

:|

Jesse
Posted on 05-15-14 02:36 PM Link | #41260
it seems that the object loses its collision when it start to moves.

skawo
Posted on 05-15-14 02:53 PM Link | #41261
Posted by jjesss064
it seems that the object loses its collision when it start to moves.


No, it's just at an incorrect scale.

Fiachra
Posted on 05-18-14 05:31 AM Link | #41342
It occurs with objects where the BMD model has a scale factor greater than 1.0. Until the next revision, for any objects like th_lift where the scale doesn't match, import the KCL with a scale of ((the value shown for 'In-game preview size') * 10), eg. for th_lift import the KCL with a scale of 0.08.
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Main - General SM64DS hacking - Editor development New reply

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