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Main - Archived forums - General SMG hacking - Custom planets possible for regular user? Hide post layouts | New reply

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shibboleet
Posted on 06-02-13 12:13 PM Link | #23830
Posted by blank

Also, even though it is nice that MrRean and NWPlayer123 are trying to help, they are both incorrect: You don't need to put obj2bdl or any other files in the python folder, and as far as I know there should be no problems with using python 3.3.

You don't? o.O
Odd, because that's what I always do. It's not incorrect if it works.

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Goembario
Posted on 06-02-13 12:21 PM Link | #23831
Ok so thanks to blank it works, BUT it only works with the method of MrRean/NWPlayer123 because otherwise it won't find the obj2bdl and the obj. file.
Though it won't convert my textures, I get this error: material Default_Material has no diffuse texture map.
Any solution for that?
I have my .obj, .mtl and texture map in the python map too.
But thanks for the help already guys :) , I really appriciate it since I can't move on and try to be a 3d modeler!

NWPlayer123
Posted on 06-02-13 04:16 PM Link | #23840
IDR what exactly that error was, but if you have unused materials, it'll skip them because they're not needed for the model. If it's the other thing I'm thinking of, make sure the textures are exported in png format, or you can convert them manually and text edit the obj and mtl files(which are text readable) to change the extension name so it still links the textures.

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Goembario
Posted on 06-02-13 04:31 PM Link | #23849
Hmm I export them with sketchup with the obj. plugin as png format, so I get as output the converted 3d model to .obj, the .mtl and a map with the png textures.
I have all this placed to in the python folder.
Though that error, it converts it to bdl so I surely want to test it.
Could you give me the last steps to get it in whithole?
I have now the .bdl, the .pa and the .klc.
Thanks agian!

NWPlayer123
Posted on 06-02-13 04:45 PM (rev. 2 of 06-02-13 04:46 PM) Link | #23851
Link to the files
First, rename all 3 files to the same name, and then put them in a folder that's called the same thing as they are. So everything should have the same name if you're trying to import.

Then download those files above ^^^ and drag the folder onto the RARC Packer, it should give you an ARC file. Drag that ARC file onto the yaz0enc, and it should give you an ARC.yaz0 file. Delete the old ARC file and rename the new file by removing the .yaz0 part. So in essence, you should have a yaz0 compressed file called ModelName.arc

Then you need to add it to the ProductMapObjDataTable file in ObjectData. Extract the ProductMapObjDataTable.arc file, and you should get a BCSV of the same name. Open that BCSV up with this and click Add, it should add another entry at the very bottom at the list with Placeholder values.

The first "field" is the model name, so you'd add in whatever your planet is called, no arc extension or anything. The second field in the dropdown menu should be called this EXACTLY: "SimpleMapObj" - Capitals and all but without the quotations. Then hit save, and be SURE to close the BCSV editor before you mess with the BCSV since it has it locked otherwise. You'd put the BCSV in a folder of the same name and do the same packing procedure above.
It's that "simple". :P
You just need the product file and the model and you're ready to test.

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"I hate playing musical chats" ~ Quote of the month

Goembario
Posted on 06-02-13 05:14 PM Link | #23852
THANKS FOR GOING TRUE ALL THAT TROUBLE NWPlayer123!!!!!
I'll for sure make a tutorial when it will actually work!
I've done everything you have said, I only don't get the part where I get the model in whitehole :P
I've added the planet(test) to the BCSV and packed it again.
So the ProductMapObjDataTable is updated with the "test.arc"
But how will I add it/get it into whitehole?
THANKS AGIAN, I'm almost there :LOL:

NWPlayer123
Posted on 06-02-13 05:18 PM Link | #23854
With whitehole, you have to add it manually, so just add a random object and change the name part to whatever your model is called, then you can place it like anything else.

____________________
"I hate playing musical chats" ~ Quote of the month

Goembario
Posted on 06-02-13 05:24 PM (rev. 2 of 06-02-13 05:45 PM) Link | #23856
Wow it freaking works, thanks man I owe you one!!
Though I have to rescale it since the object is smaller than my mouse icon :P

Edit: I scaled it and even with the diffuse texture error it loaded everything the exactly as should be!
I'll soon make a tutorial if people don't mind that:P ?
I mean it's way to hard for the average user to figure out all this when there isn't a straight awnser to all the obstacles you will bump in too.

logank93
Posted on 06-04-13 01:04 AM Link | #23990
Is there anyway to add files like this in the original mario galaxy? Finally got it to convert my model but can't find the ProductMapObjDataTable.arc file...

NWPlayer123
Posted on 06-04-13 01:07 AM Link | #23991
It's in the game's files in ObjectData

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"I hate playing musical chats" ~ Quote of the month

logank93
Posted on 06-04-13 01:08 AM (rev. 2 of 06-04-13 01:12 AM) Link | #23992
I just looked through almost that entire list, and I have a direct game rip...

Edit: Seems to only exist in Mario Galaxy 2... just searched my whole pc for the file and that was the only place it showed up.

NWPlayer123
Posted on 06-04-13 01:13 AM Link | #23993
Well yes, that's why nobody is hacking SMG1 :P

____________________
"I hate playing musical chats" ~ Quote of the month

logank93
Posted on 06-04-13 01:16 AM Link | #23994
Haha well shittt. That's unfortunate as my SMG2 game is iso format only (IE no disc for riivolution) and as fun and convenient as using WIT to rebuild the iso after changing files is, it always left me with issues.

NWPlayer123
Posted on 06-04-13 01:18 AM (rev. 2 of 06-04-13 01:19 AM) Link | #23995
You don't have to rebuild, just use wiiscrubber to put them in one by one, as shitty as that program is. You'd have to replace planets instead tho

____________________
"I hate playing musical chats" ~ Quote of the month

logank93
Posted on 06-04-13 01:19 AM (rev. 4 of 06-04-13 01:26 AM) Link | #23996
That's even worse but I suppose for the sake of decent modding capability that will have to suffice. Thanks for all your help btw!

Edit: Just tried the fucking model in game and get a black screen, even though it said everything was fine...

Edit2: Also where is the link to that texture editor from marionumber1? Just did a quick search and couldn't turn anything up here or on google. Found it but can it export them? Says it can only replace them or list them. I wanted to put bobomb battlefield in the game using some of the updated textures from throwback galaxy if possible.

NWPlayer123
Posted on 06-04-13 01:35 AM Link | #23997
Export them using BMDView2

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"I hate playing musical chats" ~ Quote of the month

logank93
Posted on 06-04-13 01:40 AM Link | #23998
Thanks. Done now haha

Arisotura
Posted on 06-06-13 09:16 PM Link | #24239
Note that you can also add planets to the game by adding them to PlanetObjDataTable. That's actually the 'proper' way to do it. I don't know if it does much difference into the game though. Aside from this: if you place another model file named Water.arc alongside your planet model file, both models will be rendered, the Water one being treated as, uh, water. I don't know much details about taht though.

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logank93
Posted on 06-06-13 10:13 PM Link | #24243
So like if I were to make a hollow planet and then make a second model that would fill in the hollow spots with water it would render them as one placeable object in Whitehole and the water would work as water in game?
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Main - Archived forums - General SMG hacking - Custom planets possible for regular user? Hide post layouts | New reply

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