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NoThisIsStupider
Posted on 03-30-14 08:32 PM Link | #39732
Posted by Fiachra
The European ROM is always going to be better supported, it's the version I use when testing changes/new features in the editor and the version mine and most of the hacks are being made with at the minute, so there's a greater chance of issues being fixed if they're in the EUR ROM, issues in the US one might not be found and will be lower priority to fix. There'll also be more 'Additional Patches' for the EUR ROM. There only being one EUR version as opposed to two as with the US and JAP versions also makes things easier. The EUR version is the one I'd recommend you use.

Alright thanks, clears that question up nicely.

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BlackYoshi485
Posted on 03-31-14 08:08 PM Link | #39755
when i import my level model (obj with OBJEXPORTER) it shows orange'ish textures, and the kcl isn't complete, how can i fix it?

Fiachra
Posted on 03-31-14 09:12 PM Link | #39758
Your orange texture will be because you've set the diffuse colour of that material. You can (should) change this in your 3D modelling program or you could edit the exported .mtl and set the value for "Kd" for that material to "Kd 1 1 1".

To keep all faces in the collision map set the value of 'Drop faces below' to zero.

StarLand
Posted on 04-02-14 04:21 PM Link | #39810
If i replace the Overworld (Castle Grounds) and i start my hack with DeSmuMe, Freeze in Overworld.

Fiachra
Posted on 04-02-14 05:39 PM Link | #39811
Posted by smirkogm
If i replace the Overworld (Castle Grounds) and i start my hack with DeSmuMe, Freeze in Overworld.

This was just discussed about a week ago, starting here, for him it was because he didn't remove or update the texture animations.

StarLand
Posted on 04-07-14 08:00 PM Link | #39968
If i replace the world Inside Castle
And play my game with DeSmuMe. And i enter the Castle:
My Emulator is slow & graphic Error. And i can't see my Model

[thumbnail][thumbnail]
[thumbnail][thumbnail]

Cackletta
Posted on 04-07-14 08:26 PM Link | #39971
Not all errors are always from the rom, it maybe from your 3D plugin. Open GL is crap, Although I maybe wrong but graphical glitches on the DS don't happen that way.

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Apache Thunder
Posted on 04-07-14 09:12 PM (rev. 2 of 04-11-14 03:05 AM) Link | #39982
If you have a way of testing it on real hardware you should. If it does that on real hardware too, then it's a problem...if not then it's the emulators fault and you can ignore it.

Also got some more questions of my own.

1. What's the best way of deleting all the objects from a level. My first attempt at removing everything from the general purpose test map results in the game just freezing right before Yoshi would jump out of the warp pipe I placed on the map. (of coarse I put in a entrance and exit for that warp pipe)

2. What controls how the collision types behave? It appears it's different for each level. Material type 15 for example is grass in Castle Grounds, but on General Purpose Test Map, it's metal grate sounds. I think maybe it's got more to do with the sound banks. But on my merged castle grounds the water in the backyard area doesn't behave like water like it does in the backyard level. Instead it's solid and Yoshi walks on it as if he's Jesus. :P

I tried material type 3 (used by the water fall) and material type 2 which was what the KCL mesh for it originally had on backyards results in leafs effect on Castle Grounds. Is there a way to create a second water box on Castle Grounds? I may just have to do that, but the only water box/object on the map is the castle moat and that lowers when the pillars are pounded. Not something I want to happen to the water in the backyard area.

2. You know how to extend the level boundary of a map? Seems Hyrule Field is just too big and I can't go out very far despite the map having an updated KCL of the new mesh. :P

3. How do I make faces twosided? I noticed that when I reimported the Castle Grounds mesh, the fences were not double sided anymore. I could just create duplicate faces with reversed normals, but this is too inefficient to be doing on the limited polygons that the DS could handle. There's something in the material settings that I'm missing perhaps and is yet another thing Max is messing up.



____________________
[image][image][image]
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skawo
Posted on 04-11-14 08:57 AM (rev. 2 of 04-11-14 08:58 AM) Link | #40054
2 - look in the CPLS editor, there are the collision settings defined there
Should also answer the two water boxes question; just make a waterbox with a Water setting.

Apache Thunder
Posted on 04-11-14 02:39 PM (rev. 4 of 04-11-14 02:51 PM) Link | #40056
Cool. Was able to assign material 19 to Water 1. My new mesh doesn't use a lot of the materials in the CLPS anymore, so changing 19 to Water 1 wouldn't hurt anything. So now the collision planes on the star fountain thing in the backyard section now behaves like it should. :D

As for the CLPS Dialog:

[image]

I know what the number on the very left means. That's the material number and the very last setting on the right sets what type it will be. But what do all the other numbers do? They aren't labeled. :(


I still can't remove path nodes or paths without the editor spitting out an error at some point and being left with either being unable to delete any more or from them all vanishing from the side bar despite still being on the map. Is there a way of deleting them? I want to clear out General Purpose Test Map so I can use it for other things like testing my Hyrule Field import. :P


____________________
[image][image][image]
I have cameras in your head!

skawo
Posted on 04-11-14 02:58 PM (rev. 2 of 04-11-14 02:59 PM) Link | #40057
The other numbers are what determines the setting on the far right. Changing the far-right setting will change the other numbers (once it refreshes). This is here, because not all of the collision types are documented, and you may have to look at other levels' settings to find the one you need.

I can tell you, though, that the second value should usually be at 15, else the camera may start freaking out.

Apache Thunder
Posted on 04-11-14 04:07 PM (rev. 2 of 04-11-14 04:22 PM) Link | #40058
Oh. So basically the far right setting is really just a "preset" that auto sets all those numbers? Entering custom values (that didn't match up to a known preset) would cause the type on the right to go to "other". Makes more sense now. As long as I keep to the presets on the right, I won't have to worry about them mysterious numbers. :D

____________________
[image][image][image]
I have cameras in your head!

Fiachra
Posted on 04-11-14 07:50 PM Link | #40064
"2. You know how to extend the level boundary of a map? Seems Hyrule Field is just too big and I can't go out very far despite the map having an updated KCL of the new mesh." - I have never actually encountered any level boundaries apart from the limit on the bottom. What level is this in?

"3. How do I make faces twosided?" - There's currently no way to do it. BMD does have an option to make a particular material double sided though it's not currently supported. OBJ doesn't support such a feature and neither does DAE although a lot of programs do export an <extra> tag containing a <double_sided> tag with either 0 or 1 so I may add support for that.

Apache Thunder
Posted on 04-11-14 08:09 PM (rev. 3 of 04-11-14 08:14 PM) Link | #40066
Yeah, perhaps a custom tag we can tack onto the DAE file afterwords would be a quick fix for twosided. Only a few materials would need it like fences and stuff, so hand editing that in wouldn't be a big deal.

General Purpose test map was what I tried Hyrule Field in. I would keep walking off towards the center of Hyrule field, but get stopped right before I get close to the Lon Lon Ranch entrance. Seems I hit a global boundry of some kind? Odd I would run into that since you said SM64DS doesn't have a limit like that. SM64 for the N64 did I recall. I know for a fact my collision mesh didn't have anything obstructing Mario/Yoshi. The invisible wall I hit seems to be flat and straight. There isn't any areas where I can go further. Its a straight line right through the entire field and I can't go past it. So I had thought it may be a global map boundry of some kind.

What's the polygon limit for collision meshes? Perhaps I had too many polygons for the KCL since I had to leave part of the original collision mesh for the test map mesh since currently couldn't remove the existing objects due to the path object bug. So leaving that in and offsetting Hyrule field off to the side was what I did. I'm 100% sure I offset the KCL for Hyrule too since if I didn't I would see Yoshi walking through hills and areas as if they weren't solid. But he follows the terrain correcly, so the alignment seems to be correct.

____________________
[image][image][image]
I have cameras in your head!

Fiachra
Posted on 04-12-14 11:55 AM Link | #40091
There are actually level boundaries, I never noticed as I never had a level that let you go out that far. I don't know how to remove them. They'll be a cube shape, maybe you can rotate your level to try and allow more distance for the far out parts until someone works out how to remove them.

The polygon limit for collision maps depends on the amount of polygons and textures in your level model. For my models with around 5000 faces I've been able to use collision maps with around 4200 faces. For a model with around 4000 faces and lower you could probably have the same number in both.

Apache Thunder
Posted on 04-12-14 03:20 PM Link | #40096
I see. It might not be a problem once I get the mesh centered. But I'll need to remove all the objects from the test map first. I'll wait till the next editor release before trying. :D

____________________
[image][image][image]
I have cameras in your head!

koopatroop
Posted on 04-13-14 06:26 AM (rev. 2 of 04-13-14 06:29 AM) Link | #40139

Since DS games use sequenced music, and we are able to extract the wave banks & the midi sequence.

How to mix them together in order to get the original music?


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Fiachra
Posted on 04-13-14 08:47 AM Link | #40143
There information on that on GBAtemp:
http://gbatemp.net/threads/can-someone-help-me-swap-music.338615/#post-4471702
and
http://gbatemp.net/threads/the-various-audio-formats-of-the-ds.305167/

Skelux is the best person to answer this type of question.

StarLand
Posted on 04-14-14 06:58 PM Link | #40173
If you have a way of testing it on real hardware you should. If it does that on real hardware too, then it's a problem...if not then it's the emulators fault and you can ignore it.


I can't test my ROM with the Original Hardware. The NDS Emulator on my Wii have the equal Errors than my Pc.
I have tested it on:

WiiDS - Wii - same
DeSmuMe - Pc - same


Fiachra
Posted on 04-14-14 07:35 PM Link | #40180
Posted by smirkogm
I can't test my ROM with the Original Hardware. ...


How many polygons are in your model?
Have you edited any animation (BCA) files?
Have you edited any of the models in that level including the characters?
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here Hide post layouts | New reply

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