Kuribo64
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04-08-20 02:40 PM
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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Platinatic
Posted on 10-02-15 03:58 PM (rev. 3 of 10-02-15 05:13 PM) Link | #64659
I encountered another problem while trying to import my .obj
I only got this today and i'm thinking it's because i upgraded my blender, i saw that the .obj exporter got alot more detailed, so i didn't press any buttons

The error:

[image]
The exporter settings:

bold=checked by default

-Selection only
-Animation
--Apply Modifiers
--Include Edges
-Smooth Groups
-Bitflag Smooth Groups
--Write Normals
--Include UVs
--Write Materials
-Triangulate Faces
--Write Nurbs
-Polygroups
--Objects as OBJ Objects
-Objects as OBJ Groups
-Material Groups
-Keep Vertex Order

EDIT: I got my model imported through .DAE, but i've encountered yet another problem.
I have one texture that has collision, the other one has too, but it's only from the bottom so you fall straight through!

EDIT 2: I think i fixed it, it flipped the normals.

Fiachra
Posted on 10-02-15 05:18 PM Link | #64662
The first error "The given path's format is not supported." is because the texture's location hasn't been specified in the correct format within the .mtl file - it must be relative to the model, see here

EDIT 2: I think i fixed it, it flipped the normals.

A handy feature in Blender if there are lots of faces facing the wrong direction is "Mesh">"Normals">"Recalculate Outside"/"Recalculate Inside".

Platinatic
Posted on 10-03-15 11:58 AM Link | #64686
I read the solution to the import problem, but i'm not intirely sure about what you meant with it.
Do the texures and the model need to be in the same folder?

Fiachra
Posted on 10-03-15 02:23 PM Link | #64693
Posted by Platinatic
I read the solution to the import problem, but i'm not intirely sure about what you meant with it.
Do the texures and the model need to be in the same folder?

No, it means that the texture location should be relative to the model - not an absolute path so eg.:
If your model is located in c:/Models/model.obj and your texture is located in c:/Models/textures/image0.png, then the map_Kd value in the .mtl file would read "map_Kd textures/image0.png".

I'm going to update the editor so that it allows either relative or absolute paths.

Seemario65
Posted on 10-03-15 08:40 PM Link | #64708
one (more) question: Is it buggy to do this on windows 10?

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Fiachra
Posted on 10-04-15 05:17 AM Link | #64719
Posted by Seemario65
one (more) question: Is it buggy to do this on windows 10?

No.

Platinatic
Posted on 10-05-15 03:41 AM Link | #64761
After seacrching for about two days, i finally found out that you can change the path to "relative" in the obj exporter of blender.

Seemario65
Posted on 10-05-15 04:45 PM (rev. 4 of 10-05-15 04:48 PM) Link | #64777
I can't import my model-when i try to, This[image] and this [image] happens. my model:https://www.sendspace.com/file/gl4vld

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TheKoopaKingdom
Posted on 10-05-15 05:49 PM Link | #64779
When using the img tag, you need the picture url.
Wrong:
http://imgur.com/ZoFbOUU
Right:
http://i.imgur.com/ZoFbOUU.png

[thumbnail]
[thumbnail]

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Fiachra
Posted on 10-06-15 01:52 PM Link | #64787
Posted by Seemario65
I can't import my model-when i try to, This[image] and this [image] happens. my model:https://www.sendspace.com/file/gl4vld

That's because your model has over 200,000 triangles. Neither the DS nor SM64DSe were designed to handle models with that amount of complexity. You should be aiming for around 4000 triangles.

Seemario65
Posted on 10-07-15 05:05 PM (rev. 2 of 10-07-15 05:06 PM) Link | #64806
Sorry, I put the wrong thing in the download link. Is this better?https://www.sendspace.com/file/e27zfh

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Fiachra
Posted on 10-08-15 03:38 PM Link | #64817
Posted by Seemario65
Sorry, I put the wrong thing in the download link. Is this better?https://www.sendspace.com/file/e27zfh

That model's still over 100,000 triangles - that's 25 times higher than the game will be able to handle, you need to greatly reduce the number of triangles. Even if the editor could easily handle such large models, the game never could.

GreenThunder1337
Posted on 10-09-15 02:00 PM Link | #64862
Posted by Fiachra
If you generate the collision by importing the exported level model over the collision map and move the .BMD and .KCL files into another level, you can access the room fine (but without the objects). I don't know why the room appears as black, there must be a reference to some code in the level's overlay or something.

You may also be able to fix the broken texture by importing a new one over through the texture editor. Will try at home later.

Edit:
Yes, it's possible to fix the textures. Here's the BMD with fixed textures and the KCL with working collision for the room:
http://www.sendspace.com/file/w0y724
Import them over another level's and you can explore it (no objects though).

[thumbnail]
Would it be possible to make this area accessible through the door it's behind?

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NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Platinatic
Posted on 10-09-15 03:09 PM Link | #64864
Posted by GreenThunder1337
Would it be possible to make this area accessible through the door it's behind?


yes, you just delete the warp that brings you to the "big playroom"
then you'll be able to go through the door without triggering a warp.

GreenThunder1337
Posted on 10-10-15 05:45 AM Link | #64870
How do you determine what part of the game's progress you're editing in the castle?

(was that worded coherently??)

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NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Fiachra
Posted on 10-10-15 04:42 PM Link | #64883
Posted by GreenThunder1337
How do you determine what part of the game's progress you're editing in the castle?

(was that worded coherently??)

I thought the castle used different stars for this but it seems it doesn't, only the outside does. Things like different objects appearing at different times eg. Boos and rabbits is all either set through objects' parameters or hard-coded.

GreenThunder1337
Posted on 10-10-15 04:51 PM Link | #64885
Ok, pardon my technological impairment at the moment, but that means what exactly?? :I

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NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Arisotura
Posted on 10-10-15 04:54 PM Link | #64886
as far as ROM hacking goes, SM64DS is probably the worst game ever

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GreenThunder1337
Posted on 10-10-15 05:01 PM Link | #64888
Posted by StapleButter
as far as ROM hacking goes, SM64DS is probably the worst game ever
Worse than SMG? :P

____________________
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NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Arisotura
Posted on 10-10-15 05:05 PM Link | #64889
They're different. For the most part, from a technical standpoint, SMG is nicely organized and easier to deal with (even if not perfect), but the entry barrier is awfully high.

SM64DS has a more affordable entry barrier, but technically it's a nightmare to work with. Have you looked at SM64DSe's code?


Back on topic, though.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

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

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