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Zeldaman101
Posted on 09-06-14 02:36 AM Link | #47854
Is there a way to import things over Goombas? Every time I import anything over them the game will freeze in any level that has them. Imports are working fine on every other enemy I've tried too.

Also, occasionally with some models I'm told the textures will occupy more than 48k of VRAM. Is there way I can make them take up less so they work?

Fiachra
Posted on 09-06-14 09:50 AM Link | #47859
Posted by Zeldaman101
Is there a way to import things over Goombas? Every time I import anything over them the game will freeze in any level that has them. Imports are working fine on every other enemy I've tried too.

Also, occasionally with some models I'm told the textures will occupy more than 48k of VRAM. Is there way I can make them take up less so they work?

It's probably because the animation files are trying to animate the model which originally had three bones (body, leg L, leg R) but your new model has less than three. You can either:
1) Split up your model into three bones, here is a video showing how to do it with DAE models in Blender. If you're using OBJ, split each bone into a separate object, in Blender select the faces and press 'P'>'Selection'. Then add "bonelib NAME.bones" to the top of your exported model where the *.bones file is the one exported from the original Goomba model.
2) Disable the animation; to do this, open each BCA file for the Goomba and set the first eight bytes to zero.

You could try reducing the resolution of the textures or trying to use fewer textures. For example, solid colours can be replaced by vertex colours.

Bromaticalpie
Posted on 09-06-14 10:32 AM (rev. 2 of 09-06-14 10:37 AM) Link | #47862
It's probably already been answered here, but I'd rather leech your precious time living than actually bother to research.
I've made a model in Sketchup, turned it into the appropriate file format in Blender, I've imported it into Bob-bomb Battlefield and set the spawnpoint to the model. I've saved it as a nds. file and boot up the game. When I leap inside the painting, the game freezes. It's not because I have a slow computer (even though I do) because if that was the case, I wouldn't be able to play Another Super Mario 3D. Yes, I've also tried DesMuME 1.9.9 and DesMuME 1.9.10 and they both freeze. What's the problem?

Fiachra
Posted on 09-06-14 10:53 AM Link | #47863
See the first post in this thread. Your model is probably too detailed.

Zeldaman101
Posted on 09-06-14 11:29 AM Link | #47865
I reduced the resolution of said model and now it works just fine, thanks!

Sorry for my stupid questions... ^^:

Where abouts in the editor do I go to find the place to replace the models of Mario and the gang? Is it just in the options to Import other model when the 3D model tab is selected? Do I need to make the model I planned to import Mario into a DAE and do the same stuff as in that video with Blender?

Fiachra
Posted on 09-06-14 12:21 PM Link | #47867
Posted by Zeldaman101
... Where abouts in the editor do I go to find the place to replace the models of Mario and the gang? Is it just in the options to Import other model when the 3D model tab is selected? ...

Yes, under 'Import other model'. Characters' models are in /ARCHIVE/arc0.narc/data/player/.

Posted by Zeldaman101
...Do I need to make the model I planned to import Mario into a DAE and do the same stuff as in that video with Blender?

Yes, you could also use the OBJ splitting method but that will likely give poor results. For Mario there'll be an extra step, export the original Mario model and after exporting your finished model from Blender, copy the <node> elements from the original Mario model for the skeleton and replace the exported one, eg:


<node id="Armature" name="Armature" type="NODE">
<matrix sid="transform">1 0 0 0 0 -8.78176e-7 -1 0 0 1 -8.78176e-7 0 0 0 0 1</matrix>
<node id="skl_root" name="skl_root" sid="skl_root" type="JOINT">
<matrix sid="transform">1 0 0 0 0 1 0 3.125 0 0 1 -1.49012e-6 0 0 0 1</matrix>
<node id="foot_l" name="foot_l" sid="foot_l" type="JOINT">
<matrix sid="transform">1 0 0 0.8750001 0 1 0 -1.875 0 0 1 1.78814e-6 0 0 0 1</matrix>
</node>
<node id="foot_r" name="foot_r" sid="foot_r" type="JOINT">
<matrix sid="transform">1 0 0 -0.8750001 0 1 0 -1.875 0 0 1 1.78814e-6 0 0 0 1</matrix>
</node>
<node id="hand_l" name="hand_l" sid="hand_l" type="JOINT">
<matrix sid="transform">0.99966 -0.0260748 -9.92388e-11 1.5 0.0260748 0.99966 4.76997e-7 1.499999 -1.23376e-8 -4.76837e-7 1 -0.3027342 0 0 0 1</matrix>
</node>
<node id="hand_r" name="hand_r" sid="hand_r" type="JOINT">
<matrix sid="transform">1 0 0 -1.5 0 1 0 1.5 0 0 1 -0.3027343 0 0 0 1</matrix>
</node>
<node id="head" name="head" sid="head" type="JOINT">
<matrix sid="transform">1 0 0 0 0 1 0 1.875 0 0 1 0 0 0 0 1</matrix>
</node>
</node>
</node>


<node id="skl_root" name="skl_root" sid="skl_root" type="JOINT">
<translate sid="translate">0 3.125 0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
<node id="foot_l" name="foot_l" sid="foot_l" type="JOINT">
<translate sid="translate">0.875 -1.875 0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
</node>
<node id="foot_r" name="foot_r" sid="foot_r" type="JOINT">
<translate sid="translate">-0.875 -1.875 0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
</node>
<node id="hand_l" name="hand_l" sid="hand_l" type="JOINT">
<translate sid="translate">1.5 1.5 -0.3027344</translate>
<rotate sid="rotationZ">0 0 1 1.494141</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
</node>
<node id="hand_r" name="hand_r" sid="hand_r" type="JOINT">
<translate sid="translate">-1.5 1.5 -0.3027344</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
</node>
<node id="head" name="head" sid="head" type="JOINT">
<translate sid="translate">0 1.875 0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
</node>
</node>

This is because Blender exports transformations as 4x4 SRT matrices as opposed to the separate scale, rotation and translation components which are needed to create the BMD model so it matches the original. Decomposing the matrices doesn't give the same values as the original model which would mean the animation wouldn't work correctly.

Celestial
Posted on 09-06-14 03:16 PM (rev. 4 of 09-06-14 03:59 PM) Link | #47873
The editor is not saving the edits that I make to the coin model. Help please! THIS is the model I'm using....

EDIT: Nevermind. I fixed it. I tested the rom and it loads fine on real NDS! I did not test it on emulators though....

Zeldaman101
Posted on 09-07-14 02:54 AM Link | #47893
Alright, using this model.
http://www.models-resource.com/gamecube/ssbm/model/5377/
I took it into Blender, exported it as a DAE, halved the resoloution of all the textures so they'd be able to be imported and went in and replaced all of the lines with Node in it that the model for Mario had and got this error.

http://imgur.com/P2THXQx

Fiachra
Posted on 09-07-14 10:39 AM Link | #47899
Posted by Zeldaman101
Alright, using this model.
http://www.models-resource.com/gamecube/ssbm/model/5377/
I took it into Blender, exported it as a DAE, halved the resoloution of all the textures so they'd be able to be imported and went in and replaced all of the lines with Node in it that the model for Mario had and got this error.

http://imgur.com/P2THXQx

Can you please send me your model? I was able to successfully import the skinned model.

Zeldaman101
Posted on 09-07-14 11:07 AM Link | #47900
Posted by Fiachra
Can you please send me your model? I was able to successfully import the skinned model.

https://mega.co.nz/#!ykt1DY6D!isei5ZmSVRtMabyU9pFoqDg1SzC-Qir-Z9PVJHblFTo
Here, thanks for the help.

Fiachra
Posted on 09-07-14 04:42 PM Link | #47903
The model hasn't been made the same way as in that video:

You've split the model up into separate chunks as is done with the OBJ models, but for this technique you need to first attach the skeleton from the original Mario model. To do this, import the Mario model (DAE) exported from the editor, select the mesh object and delete it, import your Dr. Mario model, scale it so that it matched the skeleton's size, de-select all objects, select your Dr. Mario mesh followed by the skeleton (order matters), press Ctrl+P, select the option 'Armature Deform with empty groups'.

Next, for each bone, select the faces that will be attached to it, for example Mario's left hand, go to 'Weight Paint' mode, open the 'Object Data' panel on the right-hand side (left of the button to show materials) and select the "wrist_l1" bone, select 'Face selection masking for painting' (three buttons right of the 'Weight Paint' dropdown), and press Shift+K. Do this for each bone, don't split the model as you've done.

When you've finished and exported your model, you'll see a <node> element that contains a <skeleton> element - don't copy this one from the original, leave it as is. You'll see a node with "Armature" in its name and below that "mario_all_root" (usually, otherwise just "mario_all_root") - remove this node and its children and replace it with the "mario_all_root" nodes from the original Mario model.

Celestial
Posted on 09-11-14 11:44 PM Link | #48081
May I have a KLC list? I can't find one anywhere and I need one to map levels.....

marioman44
Posted on 09-12-14 09:03 AM Link | #48089
how do you get ds hacks I have action replay dsi and I have a 3ds does that help

____________________
my favorite mario game newer super mario bros wii
__________________________________________________

I want a wii u
__________________________________________________________

Fiachra
Posted on 09-12-14 10:39 AM Link | #48093
Posted by Celestial
May I have a KLC list? I can't find one anywhere and I need one to map levels.....

I assume you mean a list detailing what each of the collision types mean? If you edit a level and select 'CLPS' you can use a list of all known collision types to change the collision types available in your level. This list is based on bin/Release/CLPS_Types.xml

Posted by marioman44
how do you get ds hacks I have action replay dsi and I have a 3ds does that help

To play the hacks created using SM64DSe on a DS you need a flashcart. R4, Acekard 2i, DSTwo and R4i carts are confirmed working with the modified ROM's. The flashcarts compatible with your 3DS will depend on the firmware of your 3DS. GBAtemp should have good advice for that.

Russmarrs2
Posted on 10-01-14 09:30 PM (rev. 2 of 10-02-14 10:26 AM by Fiachra) Link | #48925
Hi, I tried importing a DAE model I put over Mario's body into SM64dse, and this error appeared:

[image]
Do you know why the error is occurring?

Fiachra
Posted on 10-01-14 10:04 PM Link | #48931
Can you post the content of <library_materials>, <library_effects> and <library_images> from your model?

Russmarrs2
Posted on 10-01-14 11:44 PM (rev. 4 of 10-02-14 02:16 AM) Link | #48934
Posted by Fiachra
Can you post the content of <library_materials>, <library_effects> and <library_images> from your model?
I'm not sure where to find those, but all I'm doing is exporting Mario's model as a .dae, putting a texture on it, then exporting it and importing it back in as a .dae as a test, but that error happens. I also tried importing it as a DAE from Blender but when I imported it into SM64dse, it had no textures, but I still tried importing it. Then when I played the game the screen turned white again. P.S. Here is the model of just the head exported as a .DAE from 3ds max, in case you can look at what's wrong with it :) http://www.mediafire.com/view/z7bqz910ajd105d/WaluigiHead.dae

Fiachra
Posted on 10-02-14 10:25 AM (rev. 2 of 10-02-14 10:27 AM) Link | #48947
It appears that 3DS Max is not exporting a valid DAE model - it's not referencing textures correctly in the materials. See here and page 224 of the 1.4.1 specification for technical details.

Is there another exporter you can use to export COLLADA models from 3DS Max? The OpenCOLLADA plugin is meant to be better and should work correctly.

Russmarrs2
Posted on 10-02-14 08:20 PM (rev. 2 of 10-02-14 08:21 PM) Link | #48965
I tried the OpenCollada plugin but the error appeared again, here is an example video of what I'm doing: https://www.youtube.com/watch?v=XfLqJVrfoJQ&feature=youtu.be

Fiachra
Posted on 10-02-14 09:05 PM Link | #48977
That error's a different one, can you please send me the model used in the video?
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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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