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

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StapleButter
Posted on 09-04-13 06:12 PM Link | #31880
It would be possible, but not easy. Inserting a command between two 4-command groups would be somewhat easy, however inserting a command inside a group would be significantly trickier.

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NSMBHD - Kafuka - Jul

bolts

Fiachra
Posted on 09-05-13 01:58 PM Link | #31934
Well it shouldn't be necessary; it shouldn't be much longer until I've got bone exporting and importing working. I can currently get simple models eg. Whomp exported, changed and imported with animation still working and I've a good idea why the others aren't working.

Crashdance22
Posted on 09-09-13 03:17 PM (rev. 2 of 09-09-13 03:18 PM) Link | #32162
You say you will have bone importing and exporting implemented, but will the bones be editable in the editor? As in parameters/transforms?

Fiachra
Posted on 09-09-13 03:43 PM Link | #32164
No, I mean you can export a model with it split up into different chunks matching the bones that can be then be edited, eg. in Blender and re-imported and the model's bones and therefore animation will still be working. Bone information is exported and is needed when re-imported and can be edited if you want. This'll allow editing character and enemy models properly. I've actually got that part done (eventually!), I'm trying to fix a problem in the model importer window with the scale being wrong and translucent faces not showing up (they used to but it now gives a preview of the converted BMD file).

RiksKing
Posted on 09-25-13 10:35 AM Link | #33001
All right, this is a really dumb question, and I'm sure somebody has asked it before, but I can't seem to find it anywhere, soo...

How do you compile new versions of the editor?

Fiachra
Posted on 09-25-13 02:04 PM Link | #33010
You can compile it either in Visual Studio 2010 or above or in Monodevelop. You'll need to use an SVN client to download the source first though. For Windows you can use TortoiseSVN or for Linux there's KDESvn.

Here's the newest R60, I'd had to upload it for someone else.

skyluigi_ts142001
Posted on 10-05-13 09:37 PM Link | #33498
I have a model, and it's imported. The only problem is that it is floating in the sky and I can't find any way to move it.

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Can you burn a Luigi board?

Fiachra
Posted on 10-06-13 03:39 AM Link | #33502
You can't move level models around. If you want to makr it higher/lower etc. you have to do that before exporting it from the modelling software. Make sure you apply location before exporting it if you're moving it.

jordansegagalaxy2.5
(post deleted) #34734

Yushe
(post deleted) #34742

natnew
Posted on 11-23-13 03:24 PM (rev. 2 of 11-23-13 08:25 PM) Link | #35286
I used the editor today, and it seems to think literally every placable object other than a minimap change could crash the game on startup. why?

EDIT: and how do the doors work?

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http://natnew32.proboards.com/index.cgi


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Fiachra
Posted on 11-24-13 03:58 AM Link | #35296
You need to have the right Object Bank settings. These specify which objects may be used in each level.

What is you're trying to do with the doors? If you want them to take the player to another level you place an exit warp behind it.

natnew
Posted on 11-24-13 06:48 AM (rev. 2 of 11-24-13 07:06 AM) Link | #35299
well, thanks.

EDIT: how do I move data over to a new ROM?

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http://natnew32.proboards.com/index.cgi


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Fiachra
Posted on 11-24-13 07:32 AM (rev. 2 of 11-24-13 07:34 AM) Link | #35300
Easiest program to use NSMBe. You need to export the overlay for the level, the first level overlay in a modified ROM is 103. You'll also need to export the contents of the /data/stage/ folder for that level which contains the level model, collision and minimap.
Then import them back in over the other (patched) ROM. When asked if you are importing a compressed overlay, select 'No'.

To change Object Bank settings, select the 'Level Settings' option and select which banks you want.

natnew
Posted on 11-24-13 02:30 PM Link | #35312
is there anyway to import the objects/positions? I accidentally corrupted big boo's haunt map x.x

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http://natnew32.proboards.com/index.cgi


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Fiachra
Posted on 11-25-13 02:01 AM Link | #35320
If you don't have a working backup for it then probably not. Importing the level overlay from another ROM over the broken one would allow it to work again.

The level overlays contain a level's settings such as model, collision, minimal file IDs and object bank settings as well as a list of objects and their positions and parameters.

natnew
Posted on 11-25-13 07:09 AM (rev. 2 of 11-26-13 07:10 AM) Link | #35325
alright, thanks.

EDIT: I assume root/data/stage/teresa_house/ is the correct directory? it literally translates to "boo house"

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http://natnew32.proboards.com/index.cgi


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Fiachra
Posted on 11-26-13 01:02 PM Link | #35341
Yes. If you aren't sure you can export the model or minimap from those folders and check.

natnew
Posted on 11-27-13 07:06 AM Link | #35377
which one is the "big boo's haunt" overlay? I can't tell. they just have numbers.

____________________
http://natnew32.proboards.com/index.cgi


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Skelux
Posted on 11-27-13 07:55 AM Link | #35384
Count up starting from 103 where 103 is the first level in the list displayed by SM64DSe.
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