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04-20-24 03:02 AM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 1 bot |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
Russmarrs2 |
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Normal user Level: 25 Posts: 27/123 EXP: 80577 Next: 9043 Since: 10-01-14 Last post: 2326 days ago Last view: 946 days ago |
Thank you, I finally finished importing Waluigi's model over Mario! 1. Do you know what the floating/fat Mario's bmd file is? 2. Is it possible to replace sounds? 3. Would I be able to edit the character icons in SM64dse? That's all, the 2nd and 3rd questions are kinda just extra stuff that I think would be nice to have in the game, but the 1st one I should be possible since it's replacing a model. EDIT: I found the Balloon Mario model, I haven't finished editing it yet though. Also, do you know if questions 2 and 3 can be done with Sm64dse? |
Fiachra |
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Local moderator Level: 65 Posts: 629/1065 EXP: 2237156 Next: 98472 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
2: Yes it's possible though I have no experience of it. Skelux made a tutorial that's stickied.
3: Yes, select the option to edit the minimal within the level editor and then open the NCG, NCL and NSC files for that image. I can't remember what they're called but I've found them before. skawo's done for his hack - he may remember the names. Once you've selected you'll need to play about with the width and height, compression and BPP options, again I can't remember them but skawo might. |
Russmarrs2 |
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Normal user Level: 25 Posts: 28/123 EXP: 80577 Next: 9043 Since: 10-01-14 Last post: 2326 days ago Last view: 946 days ago |
Ok thanks, I'll see if I can edit those. Also, there's one little problem the rom has when I import over mario_head_nocap.bmd, the rom works when he loses his cap, but for some reason some levels of Whomp's Fortress freeze when I enter them,(starting with its third level and onward) but only when I have his capless model replaced. For some reason it seems to freeze on those few levels with the other characters to when I have Mario's capless model replaced. Do you know what could be causing that? |
Fiachra |
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Local moderator Level: 65 Posts: 631/1065 EXP: 2237156 Next: 98472 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
Just checked and the same thing happens with my Deku Link model. Only thing I can think of would be to try reducing the size of the textures. To test this, I would just replace all the texture files with the same 32x32 PNG image and try importing the head and body again using this texture; if the game crashes you'll know that's what the issue is and can try to reduce your texture sizes. |
Russmarrs2 |
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Normal user Level: 25 Posts: 29/123 EXP: 80577 Next: 9043 Since: 10-01-14 Last post: 2326 days ago Last view: 946 days ago |
I resized the textures and lowered their color depth, it still froze on those levels though. I'm ok with that though since they're only 5 of the levels on one course, and you can still complete 4 or so of them within the first 2 levels of Whomp's Fortress. I'll probably need to put a readme about those levels though, lol. Also, do you think you'd be able to link me to the tutorial for replacing sounds? (Thanks for helping me with all this BTW ) |
Fiachra |
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Local moderator Level: 65 Posts: 632/1065 EXP: 2237156 Next: 98472 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
Don't know what the problem is then unfortunately. The music tutorial is the stickied thread "Music Importation Explained". |
Russmarrs2 |
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Normal user Level: 25 Posts: 30/123 EXP: 80577 Next: 9043 Since: 10-01-14 Last post: 2326 days ago Last view: 946 days ago |
That's ok, and thanks, I'll take a look at that thread.
EDIT: Do you think you could take a look at this ballon/fat Waluigi file please? When I try to import it as an obj the textures seem to get messed up, and when I try importing it as a DAE, it gets an error message. Here's the blend file with textures: https://www.mediafire.com/?qww82152sq8837z |
Fiachra |
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Local moderator Level: 65 Posts: 633/1065 EXP: 2237156 Next: 98472 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
There are two issues with the textures: 1) when imported the textures get vertically flipped - vertically flip the image before importing and 2) the second issue is due to the height not being a power or 2 - change it to 128 or 256. I didn't get an error message when importing as DAE. |
Celestial |
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Ninji Normal user Level: 33 Posts: 149/234 EXP: 216913 Next: 12266 Since: 03-31-14 Last post: 2669 days ago Last view: 2319 days ago |
I keep forgetting how to import a custom skybox. Can you remind me how to again? |
Fiachra |
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Local moderator Level: 65 Posts: 634/1065 EXP: 2237156 Next: 98472 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
Posted by Celestial Open ROM, "Edit level", "3D model" > "Import other model" > "/data/vrbox/vr**.bmd" where "**" is a number between 1 and 11. Import your model over one of the vr**.bmd models. |
Russmarrs2 |
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Normal user Level: 25 Posts: 31/123 EXP: 80577 Next: 9043 Since: 10-01-14 Last post: 2326 days ago Last view: 946 days ago |
Thank you, I got the Ballon Waluigi working I imported it as an obj instead of a DAE though. Here's an ingame pic: EDIT: When I import the obj, the filesize seems to make all the levels in Whomp's Fortress crash. Do you think it might be possible that if I import it as a DAE that wouldn't happen? |
Fiachra |
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Local moderator Level: 65 Posts: 635/1065 EXP: 2237156 Next: 98472 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
Glad it's working. Importing as DAE won't change the size, there's nothing extra in the OBJ model and the code is the same for generating the BMD model regardless of import format. Lower resolution textures would reduce the size and unchecking the option "Always use cmd 23h..." will get you a tiny reduction. |
Russmarrs2 |
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Normal user Level: 25 Posts: 32/123 EXP: 80577 Next: 9043 Since: 10-01-14 Last post: 2326 days ago Last view: 946 days ago |
Ok thanks, I'll try unchecking that and hopefully it'll work.
EDIT: It didn't work, but I suppose I can release two patches, one with the fat Waluigi model and his head when his cap comes off, and one where those two models aren't replaced because they cause the game to freeze. EDIT: I tried your advice on resizing the textures again, and this time I made the textures the same size as Mario's original textures. It worked and now there's no freezing. |
Russmarrs2 |
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Normal user Level: 25 Posts: 33/123 EXP: 80577 Next: 9043 Since: 10-01-14 Last post: 2326 days ago Last view: 946 days ago |
Another question, whenever I edit the rigging on the model do I have to use a different library_visual_scene? Because when I edited the rigging and used the visual scene you gave me on that file, one of his arms looked a bit out of place when he ran. |
Fiachra |
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Local moderator Level: 65 Posts: 637/1065 EXP: 2237156 Next: 98472 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
What character are you replacing? You should use the one from the character you're replacing otherwise the animations won't work right. |
Russmarrs2 |
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Normal user Level: 25 Posts: 34/123 EXP: 80577 Next: 9043 Since: 10-01-14 Last post: 2326 days ago Last view: 946 days ago |
I'm replacing Mario but using Luigi's bones. I also tried moving his arm bones up and down, one arm looks fine but the other looks kind of deformed when he runs. |
Fiachra |
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Local moderator Level: 65 Posts: 638/1065 EXP: 2237156 Next: 98472 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
That won't work properly; all o Mario's animations are built on Mario's rigging and will only look right with his. Try replacing Mario's run animation with Luigi's. |
Russmarrs2 |
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Normal user Level: 25 Posts: 35/123 EXP: 80577 Next: 9043 Since: 10-01-14 Last post: 2326 days ago Last view: 946 days ago |
Thanks, it fixed his animation. I also want to edit the animation a bit though, and I don't see any ways to edit his animation when I open them up in the animation editor, is there any way to edit animations in it right now, or has that not been implemented yet? |
Fiachra |
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Local moderator Level: 65 Posts: 639/1065 EXP: 2237156 Next: 98472 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
At the minute you can only edit animations by importing DAE models. This works fine for simple skeletons (only joint nodes) and when transformations are split into separate scale, rotation and translation components (SRxRyRzT order only). The problem is that most exporters use SRT matrices which the editor can't properly handle. I haven't been able to determine the reason. Soon you'll also be able to import IMD and ICA (SDK intermediate formats) files but this won't benefit most (I'm adding it because I need it for importing GameCube models). I do intend to add editing to the animation editor. It'll show each bone and you'll be able to click on one and move it about or just update its values for each frame and save the changes back. |
Russmarrs2 |
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Normal user Level: 25 Posts: 36/123 EXP: 80577 Next: 9043 Since: 10-01-14 Last post: 2326 days ago Last view: 946 days ago |
Ok, cool. I'll be looking forward to the revision where you can edit the animations by moving the bones, but I'm pretty happy with how his animations are right now. Also, when I try loading the sprites in the minimap editor, it says: |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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