Kuribo64
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09-18-19 02:01 PM
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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Cackletta
Posted on 02-23-14 10:50 AM Link | #38864
If this was true it would be pretty dissapointing, I heard sm64ds can't take levels with more than 2000 triangles but the N64 can take up to 10,000 triangles is this true?

Also can I get a link to sm64dse with Haxxcontrol?

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Fiachra
Posted on 02-23-14 11:54 AM Link | #38865
Posted by Cackletta
If this was true it would be pretty dissapointing, I heard sm64ds can't take levels with more than 2000 triangles but the N64 can take up to 10,000 triangles is this true?

No, the DS can only display 2048 triangles at once but this doesn't mean models are limited to that, SM64DS can handle level models with around 5000 triangles.

Also can I get a link to sm64dse with Haxxcontrol?

The newest version is posted in the 'Editor Development' thread. You need all of the files in bin/Release/ - keep the editor in that folder.

skawo
Posted on 02-25-14 07:35 AM Link | #38947
Is it known where the "climbing-a-tree-leaves-falling-out" particles are stored? Slash, if it'd be possible to disable them.

Fiachra
Posted on 02-25-14 01:08 PM Link | #38955
I don't know where they're stored but if you wanted to get around the problem you could make trees part of your level model or replace a static object and then place poles every where the trees are supposed to be, the player wouldn't be able to tell the difference.

skawo
Posted on 02-25-14 01:24 PM Link | #38956
Not true, because the in-game trees are billboards (i.e always faces camera), and putting them in the level would make them just be flat.

And I don't have enough polygons in this level left to go for 3D trees.

Fiachra
Posted on 02-25-14 01:35 PM Link | #38957
Are there any unneeded objects you could use with an invisible pole object?

I had tried in the past to allow importing billboard polygons but couldn't get it to work.

skawo
Posted on 02-25-14 02:15 PM (rev. 2 of 02-25-14 02:15 PM) Link | #38962
There are some: HS_MOON, HS_STAR...but they're in a bank I'm already using :/

Unless there's a way to copy the bank to another slot somehow. Or add stuff to existing banks.

Fiachra
Posted on 02-25-14 02:27 PM Link | #38963
It might be possible to swap objects in the object banks but Mega-Mario/StapleButter's the person to ask about that.

skawo
Posted on 02-26-14 03:20 PM Link | #39004
Are the textbox width/height settings in the messages file? If so, could an option for editing those be added?

Fiachra
Posted on 02-26-14 03:25 PM Link | #39005
It's not. Here is Mega-Mario's documentation on the BMG format.

skawo
Posted on 02-26-14 03:29 PM Link | #39006
Hm, I see. I wonder where it is then, 'ts pretty annoying to get those incredibly small boxes.

Would probably be hard to find though.

Nightfire
Posted on 03-01-14 07:37 AM Link | #39082
Being that sad 'New Person' who barely knows anything useful, could I perhaps be recommended a program for editing models, or something that supports .obj, for everything I download doesn't and is practically useless.

Fiachra
Posted on 03-01-14 08:28 AM (rev. 2 of 03-01-14 08:29 AM) Link | #39085
Blender is a very good free 3D modelling program which supports (among others) OBJ and DAE.

If you've no experience with 3D modelling you might be better going with Google Sketchup first.

Nightfire
Posted on 03-02-14 06:46 AM Link | #39138
I tried it out, and created a model. I imported it into the game, but I can't move it. Is there something I'm doing wrong? Because I don't want it where it is.

Fiachra
Posted on 03-02-14 06:52 AM Link | #39139
You need to do that in your 3D modelling program. For Blender, posiiton the model where you want it, switch to 'Object Mode' and choose Object>Apply>Location.

skawo
Posted on 03-12-14 06:54 PM Link | #39393
Return from Princess' Peach Slide is handled differently (the game changes the return values at the start of the level instead of when you die or get a power star, like the other ones).

The data appears at 0xe6d84 (02=level to return to) and 0xe6d8c (0e = exit to return to) in the ROM (traditionally, USv1).

NoThisIsStupider
Posted on 03-13-14 01:18 PM (rev. 2 of 03-16-14 03:57 AM) Link | #39400
I'm essentially 100% new to sm64ds hacking, and I wanted to experiment with the bianco hills port, so i patched it to a European sm64ds rom and loaded it, and the video shows what happens when i load the rom. I've tried redownloading the rom, and redownloading xdelta, but nothing seems to work (i ran both DeSmuME and xdelta as administrator)
http://youtu.be/uHhjTJD277E (broken)

Edit: Removed the video because it's pointless, so the link now takes you to an error page.

____________________
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Various other consoles that are hardly used due to emulation existing

Fiachra
Posted on 03-13-14 03:05 PM (rev. 2 of 03-13-14 03:05 PM) Link | #39409
I'm having the same problem using DeSmuME 0.9.10. The latest version that works for me is 0.9.9.

skawo
Posted on 03-13-14 03:34 PM Link | #39412
Same here and my hack, actually.

NoThisIsStupider
Posted on 03-13-14 09:46 PM Link | #39417
Thanks, never thought about the emulator being the issue (funnily enough, it was the only thing i didn't redownload)

____________________
Switch on latest firm happily playing Smash daily
PC with an i7-4790K, RX480, 16GB ram
Various other consoles that are hardly used due to emulation existing
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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