Kuribo64
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09-21-17 09:01 PM
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Main - General SM64DS hacking - Editor development New reply

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TheKoopaKingdom
Posted on 10-12-15 04:22 PM Link | #64930
The link is broken.
Fixed

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Fiachra
Posted on 10-31-15 12:53 PM Link | #65290
SM64DSe R93 v2.3 BETA 2015/10/31

  • Fixed bug when loading DAE models with multiple input tags with same semantic value in triangles/polylist/polygon tags.

Download in SM64DSe Git repo and last download thread.

Fiachra
Posted on 02-22-16 03:35 PM (rev. 2 of 02-22-16 03:35 PM) Link | #67986
SM64DSe R94 v2.3 BETA 2016/02/22

  • Fixed bug which incorrectly read normal values from BMD models
  • Fixed bug whereby normals weren't being written correctly to BMD when importing models
  • Fixed issue whereby normals weren't read from DAE models when importing
  • Fixed bug in TriangleStripper caused by trying to link 2 triangles which shared all three vertices
  • Fixed bug whereby ambient colour wasn't being written correctly to BMD model when importing models
  • Fixed issue whereby ambient, emission and specular colours weren't being read in from DAE models upon import
  • Added "fog_enable" option to DAE "SM64DSe" "extra" tag
  • Fixed bug in DAE parsing which didn't allow multiple "polylist" elements with the same material
  • Fixed bug in IMD parsing which didn't allow models without a "tex_palette_array" to be imported
  • Added code to ASM Hacking Template to disable level-specific minimap changes eg. ship in JRB and to allow overwriting the hard-coded minimap sizes

See here for examples of lighting and environment mapping working correctly (IMD files).

Download in SM64DSe Git repo and last download thread.

Hiccup
Posted on 05-09-16 07:10 AM (rev. 2 of 05-09-16 08:19 AM) Link | #70603
Two feature suggestions:
1. Could you make it so the number "1" in a parameter field is displayed as "0001" (and 11 displayed as 0011. etc). In my opinion this makes using object parameters quicker and clearer.
2. Could you add some very basic built in model editing: e.g. ability to add a cube to an existing level model.

Fiachra
Posted on 05-09-16 03:49 PM Link | #70605
Posted by Hiccup
Two feature suggestions:
1. Could you make it so the number "1" in a parameter field is displayed as "0001" (and 11 displayed as 0011. etc). In my opinion this makes using object parameters quicker and clearer.
2. Could you add some very basic built in model editing: e.g. ability to add a cube to an existing level model.

1. Yes.
2. A few years ago this would have been extremely difficult due to the structure of the code but should actually be quite easy now: both internal (BMD) and external (OBJ, DAE, IMD) model formats are all read into a sensible common structure which can then be converted to any other internal or external format; loading two models separately and then merging the two should be easy enough. Probably won't be in the next release (I found a bug so it'll be out soon) but hopefully in a few weeks' time.

Hiccup
Posted on 05-10-16 03:46 AM Link | #70628
Thanks a lot. That should really make (basic) custom levels easy to make! :)

Hiccup
Posted on 05-18-16 02:49 PM Link | #70817
Another feature request:

Some kind of system for "snapping" objects. E.g. snapping objects in relation to each other/and or on grid that could be adjusted so that the grid cubes match an object. This would help with putting objects close together, or creating consistent gaps between objects. This sort of thing could be useful for the "basic model editing" idea too.

Fiachra
Posted on 05-24-16 01:59 PM Link | #70942
I'll try but it'll be a while before I have anything done.

Crashdance22
Posted on 05-24-16 04:07 PM Link | #70946
Are there still issues running the editor in Mono on Linux?

Fiachra
Posted on 05-24-16 04:08 PM Link | #70947
There haven't been for a good while, it should be fine.

Crashdance22
Posted on 05-24-16 04:41 PM Link | #70949
Hmm, I'm running Mono(libmono2.0-cil 3.2.8) in Mint 17.3 x32 and the program closes as soon as I open a level. I didn't alter the folder structure when I extracted it.

Fiachra
Posted on 05-26-16 02:23 PM Link | #71003
Will have a look.

Sparsite
Posted on 06-11-16 05:21 PM (rev. 2 of 06-11-16 05:21 PM) Link | #71898
There should be an option in the editor settings to toggle user friendly object names.

Ex. Kuribo changes to Goomba, Dokan changes to Warp Pipe

Its really annyoing having to refer to the object database everytime I want an object that doesn't have an identifiable name.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Hiccup
Posted on 06-12-16 10:25 AM (rev. 2 of 06-12-16 10:26 AM) Link | #71934
Why don't you just download the latest spritedb.xml from the link in the sprite database page and put it in the editor's folder?
Most objects have friendly names mow.

Sparsite
Posted on 06-12-16 04:00 PM Link | #71947
It should be an option thats quickly togglable via the editor settings. You still need the internal names for checking the object banks.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Hiccup
Posted on 06-13-16 05:00 AM Link | #71974
Yeah, or the object banks need updating.

Liquid worm
(post deleted) #72343

Liquid worm
(post deleted) #72344

Sparsite
Posted on 07-05-16 01:45 AM (rev. 12 of 08-04-16 01:50 AM) Link | #72987
1. You are not able to import anything over pokeys. It says there is no head.bmd, even though there is a head.bmd and a body.bmd in the pokeys folder, so im pretty sure this is a bug with the editor.

2. *suggestion deleted because skelux told me to not post his code on kuribo*

3. Update SM64DS.h 8-) (let me know if you need help)

4. words: drop to ground button (its basically impossible to have a pushable metal block.)

5. this is for the US 1.0 rom but I think its the same for EUR so these should work with the asm patch template because on US 1.0 its base + 5c for player X pos and thats the same on eur.

address size (bytes) description
base+$8 1 which character are you playing with
base+$5c 4 character X
base+$60 4 character Y
base+$64 4 character Z
base+$8e 2 character model angle
base+$94 2 character motion angle
base+$98 4 forward speed
base+$a4 4 character X speed
base+$a8 4 character Y speed
base+$ac 4 character Z speed
base+$370 12 I think these have to do with what mode you're in
(walking/jumping/swimming/crouching/etc.)

The following are actually less than base; this means they are probably in a separate object, so they might not always be at the same place relative to base (although they are consistent in limited testing).
address size description
base-$12c 4 camera X
base-$128 4 camera Y
base-$124 4 camera Z
base-$3a 2 camera up/down angle

Us1.1 values that probably apply for eur rom too.
base + 0x69d = Y run timer (size: 1 byte)
base + 0x308 = Base address of held object
base + 0x310 = Base address of eaten object
base + 0x676 = Yoshi swallow countdown (size: 2 bytes)

UPDATE:
So I added current character (+008) to marios actor struct and it works. Although its useless, I'm now fairly certain the 1.0/1.1 addresses work the same on EUR.

EDIT: Motion angle (+094) is confirmed working too

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

pacmainia&luigi
(post deleted) #75472
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Main - General SM64DS hacking - Editor development New reply

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