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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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Fiachra
Posted on 06-16-13 07:36 AM (rev. 3 of 02-21-15 10:34 AM) Link | #25739
Post your questions about SM64DS Editor/editing the game here.

"Why does the screen turn white when loading my custom level?"

There are several reasons there might be a white screen:
- Have you removed texture animations (go to 'Texture Animations'>'Remove All', then Save)?
- If so, do you get a warning when importing your level that the textures may be too big?
- Are all of your textures indexed PNG images (GIMP/Photoshop - Image>Mode>Indexed)? Sometimes they cause problems if they're not.
- If not, how many faces are in your model (should be fewer than ~5000)? The higher the number of polygons the fewer / detailed the textures you can have.
- If your polygon count is high, try making your collision map less detailed. You can do this when importing by setting 'Drop faces below' to a value greater than zero, eg. 0.001 or 0.0005. This will drop very small faces from your collision map that aren't necessary.

"I'm new to SM64DS, can you give some information on getting started?"
See this post.

RonaldAwesome
Posted on 07-04-13 04:08 PM Link | #27113
Do you know what bca files are the animations for Luigi's head? P.S thanks for the model importing help

____________________
I'MA WARIO, I'MA GONNA WIN!

Fiachra
Posted on 07-04-13 05:29 PM Link | #27114
Luigi's animations will be the ones that start with L_...bca. I don't know which are just for his head, it'll be things like look up, down etc.

RonaldAwesome
Posted on 07-04-13 06:16 PM Link | #27117
I found his head animations and I used LZ decompress with header and I hex edited the first 2 bytes on some of them to zero and some others first 8 bytes to zero but it still keeps freezing for some reason, I'm not sure if I'm doing something wrong or not, I could upload a video of how I decompress and hex edit the files if you think I might be doing something wrong though

____________________
I'MA WARIO, I'MA GONNA WIN!

Thierry
Posted on 07-10-13 06:14 PM (rev. 4 of 05-11-14 10:31 AM) Link | #27771
I forgot, how can we edit the colors of the mario model?

____________________
[17:45:16] Rose White: i don't want a girlfriend tbh, it'd be a waste of time

RonaldAwesome
Posted on 07-11-13 09:11 PM Link | #27876
Posted by Thierry
How can I edit mario's colours to change the red into blue and his overalls into withe?

You download Super Mario 64 DS Editor http://www.sendspace.com/file/sxwjcg and download New Super Mario Bros Editor here http://nsmbhd.net/download/ Copy your Super Mario 64 Ds.NDS rom and open the copy in Super Mario 64 Ds editor and click on any level and click on "Edit Level" then click on "3d Model" and then "import other model" and you will get an error but just click continue, then double click where it says ROM file system and then double click where it says ARCHIVE then double click where it says arc0.narc and then go to data and double click "player". Scroll down to mario_model.bmd click on it and then press ok. Press OK on the window that says to enter a scale for the model. You will get an error again but just click continue, and you will get more errors later but just keep clicking continue on them. Click on "Edit Existing Textures" and export Mario's overall textures. then edit them, and replace his texture with the one you edited. close the texture editor window and the model importer window and click "Save". Then open up the rom you just edited in New Super Mario Bros Editor and go find your mario_model.bmd that you edited and export it. Then open up the original unedited Super Mario 64 ds.nds rom in New Super Mario Bros Editor and find the mario_model.bmd and replace it with the one that you exported. Then close New Super Mario Bros. Editor and open up your rom in your emulator or play it on a ds flashcart and you can play your texture hack :D

____________________
I'MA WARIO, I'MA GONNA WIN!

StapleButter
Posted on 07-11-13 09:12 PM Link | #27877
Friendly tip, you should space out that post. Noone likes reading a compact blob of text ;)

____________________
RHCafe - NSMBHD - Kafuka - Jul

<SmithJrBlaquaLuigi> Now look, I am not going to make fun of you, but I would like to advise you to kiss my foot.
<SmithJrBlaquaLuigi> I would like to advise you to kiss my butt
<SmithJrBlaquaLuigi> I would like to advise you to suck my dick

Thierry
Posted on 07-12-13 08:23 PM (rev. 4 of 04-26-14 06:45 AM) Link | #27911
Thank you very much for the help. You are good at this.





And yes, as StapleButter said, you can put spaces, but your text was helpful without spaces too.

____________________
[17:45:16] Rose White: i don't want a girlfriend tbh, it'd be a waste of time

DarkBones64
Posted on 07-13-13 09:41 PM (rev. 2 of 07-13-13 09:43 PM) Link | #27973
Does anyone know how to bypass the "rom is not a SM64DS rom" error in SM64DS Editor? The reason I ask this is because I unpacked a SM64DS ROM, copied one of the stage folders (Bob-omb Battlefield I believe, in case it matters), gave it a new name (Test_map_c) and repacked the ROM. Alternatively, is it possible to edit the exits manually? In case you care, I'm trying to see if its possible to add an additional level. I don't plan to make a full hack though, just a proof of concept. Also, does anyone know if I'll have to do anything else to get the "new" stage to work?


EDIT: Huh, weird. No$GBA crashes when I try to load the new ROM in it. I've definately done something wrong...

shibboleet
Posted on 07-16-13 11:03 PM Link | #28256
erm...
To add a new area, you have to ASM code it :p

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][[[[[[[[[[[[[pp[p[

StapleButter
Posted on 07-17-13 07:06 AM Link | #28307
Posted by DarkBones64
Does anyone know how to bypass the "rom is not a SM64DS rom" error in SM64DS Editor? The reason I ask this is because I unpacked a SM64DS ROM, copied one of the stage folders (Bob-omb Battlefield I believe, in case it matters), gave it a new name (Test_map_c) and repacked the ROM. Alternatively, is it possible to edit the exits manually? In case you care, I'm trying to see if its possible to add an additional level. I don't plan to make a full hack though, just a proof of concept. Also, does anyone know if I'll have to do anything else to get the "new" stage to work?


EDIT: Huh, weird. No$GBA crashes when I try to load the new ROM in it. I've definately done something wrong...

SM64DSe looks at the gamecode in the ROM header. In a hex editor, compare what you have with the header of a clean ROM...

____________________
RHCafe - NSMBHD - Kafuka - Jul

<SmithJrBlaquaLuigi> Now look, I am not going to make fun of you, but I would like to advise you to kiss my foot.
<SmithJrBlaquaLuigi> I would like to advise you to kiss my butt
<SmithJrBlaquaLuigi> I would like to advise you to suck my dick

Crashdance22
Posted on 07-17-13 12:29 PM Link | #28336
Just noticed the Bob-Omb texture is actually rotated about 45 degrees counterclockwise. Is there a rotation parameter in the BMD file? It would be easier and look better than rotating the entire texture.

StapleButter
Posted on 07-17-13 12:59 PM Link | #28340
IIRC, for Bob-ombs, the quad on which the body texture is applied is rotated.

The BMD format does support texture rotation, though.

____________________
RHCafe - NSMBHD - Kafuka - Jul

<SmithJrBlaquaLuigi> Now look, I am not going to make fun of you, but I would like to advise you to kiss my foot.
<SmithJrBlaquaLuigi> I would like to advise you to kiss my butt
<SmithJrBlaquaLuigi> I would like to advise you to suck my dick

Crashdance22
Posted on 07-17-13 07:24 PM Link | #28376
I'm also curious to see if changing the width/height of a texture entry will do anything to allow higher res textures to be used. Does each section of the BMD file have a recognizable header? Otherwise it's difficult to find the start of a certain section, I suppose I could change a single texture or something in the editor, find the new pointer in the texture entry, and work from there.

Dirbaio
Posted on 07-19-13 07:28 PM Link | #28582
Texture coordinates in DS are referenced by pixels, not by [0..1] range. So I guess you'd have to modify the tex coords in the model data too, not just change the size of the texture itself.


____________________
Cool Stuff: Dirbaio.net (my boring site) - The NSMB Hacking Domain - Kuribo64 - ABXD DevBoard

Gericom
Posted on 07-20-13 03:35 AM Link | #28612
Posted by Dirbaio
Texture coordinates in DS are referenced by pixels, not by [0..1] range. So I guess you'd have to modify the tex coords in the model data too, not just change the size of the texture itself.

Yes, that's true. Only making the textures bigger will cause the texture to crop on the model. (or repeat when making smaller.)

Crashdance22
Posted on 07-21-13 09:25 PM (rev. 2 of 07-21-13 09:25 PM) Link | #28714
Hmm, well we've figured out how touchy that can be. Are there headers for each section of the ROM or is it mainly just touch and go? Say I want to change a bone or something, I would have to distinguish what each section of the BMD file is merely by looking for patterns in data in a hex editor.

Fiachra
Posted on 07-22-13 01:50 PM Link | #28740
The format's been documented by Mega-Mario here in this thread.
You would use this documentation and a hex editor.

Crashdance22
Posted on 07-23-13 08:02 AM Link | #28783
Right, that's what I've been looking at. But I'm guessing there is no distinct header for every section, making them harder to find?

Fiachra
Posted on 07-23-13 02:52 PM Link | #28798
You use the offsets given at the start of the file to work out where each section begins which may contain further offsets pointing to the address of the first entry. Using the sizes in the documentation, you can work out where the next entry is located.
If you're looking for the texture co-ordinates, they'll be practically impossible to find as they are stored in large lists along with all other geometry commands.
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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