Kuribo64
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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 03-14-14 12:55 PM Link | #39418
How do I implement scrolling textures?

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Fiachra
Posted on 03-14-14 04:28 PM Link | #39422
Use the 'Texture Animation' editor.

Each area has a list of scale, rotation and translation values which you can create, edit or remove. You then add, edit or remove a texture animation within that area, setting the range of scale, rotation and translation values that you want to use and setting the name of the material that you want to animate. The easiest way to understand how it works is to look at the existing ones.

StarLand
Posted on 03-16-14 09:50 AM Link | #39462
How can i edit the "Bom-ob King point"? Also, in area and the border???
And how can i make the in area point & the border for other enemies?
(Big Boo...) And how can i edit Koopa's path? (The Race)

Fiachra
Posted on 03-16-14 09:57 AM Link | #39463
"How can i edit the "Bom-ob King point"?" - No one's been able to get King Bob-Omb working in a different level or location.
"Also, in area and the border???" - I don't understand what you mean.
"And how can i make the in area point & the border for other enemies?" - I don't understand what you mean.
"(Big Boo...) And how can i edit Koopa's path? (The Race)" - To change Koopa The Quick's path, you can either edit the path he currently uses, adding and removing nodes and moving them about or you can create a new path for him to follow and set Parameter 2 to the ID of your new path.

NoThisIsStupider
Posted on 03-16-14 06:28 PM Link | #39473
I've run into a small issue with sm64dse, a lot of times when I start sm64dse, all the object banks say "none". Also I've noticed the objects in the level have Japanese names (e.g. the goomba's are named kuribo's). I've found the only fix to this is deleting and re-extracting the editor, but I have to do it a lot, just wondering if there is a more permanent fix.

____________________
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

Fiachra
Posted on 03-16-14 06:52 PM Link | #39475
It sounds like you're deleting or moving some of the files within bin/Release/ (specifically objectdb.xml) or moving the executable out. You need to keep the executable in that folder.

NoThisIsStupider
Posted on 03-16-14 07:13 PM (rev. 2 of 03-16-14 07:15 PM) Link | #39476
No, i'm not moving anything, it just occurs. If it's any help, it usually happens after I delete and re-extract the rom so I can reverse crashes and such.

____________________
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

Fiachra
Posted on 03-17-14 05:02 AM Link | #39477
The only thing that could cause that behaviour is a missing or corrupt objectdb.xml. What revision are you using (should be R72)?

NoThisIsStupider
Posted on 03-17-14 08:22 PM Link | #39489
How would I go about checking? All I really know is i'm using v2.1. Although objectdb.xml can't be corrupt, since after I re-extract SM64DSe, It works, for the entire session.

____________________
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

Fiachra
Posted on 03-18-14 03:07 AM Link | #39491
Is Object Database automatic update turned on (should be off)?

NoThisIsStupider
Posted on 03-18-14 06:12 PM (rev. 2 of 03-18-14 06:16 PM) Link | #39504
Yeah, it was on, that probably will fix it. Thanks.
Edit: I've removed every single object in the castle grounds and set all the object banks to none, I also moved the warps, so Mario would spawn somewhere safe, but when I try to launch the game it makes a beeping noise like a time bomb and then desmume crashes. (happens on 0.9.10 and 0.9.9) Any idea why?

____________________
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

Fiachra
Posted on 03-18-14 06:44 PM Link | #39505
Are you using R72? Did you remove any entrance objects (particularly 0 - 3)? Did you remove the Mininap Tile ID objects (probably shouldn't)? Did you remove all of the objects for every star - if not the problem's that you're trying to load them with the wrong object banks.

NoThisIsStupider
Posted on 03-19-14 07:23 PM Link | #39513
I've re-extracted the rom to start fresh, re-imported my model, and checked everything, and now I open a file, and there's no beeping noise or crash, but instead a blank white screen. Happens on both 0.9.9 and 0.9.10, I only removed all objects in star 1 and any stars, moved entrances 0-3 to above a solid surface and imported my model, nothing else. I really don't understand this error, is importing into the castle grounds just not possible?

____________________
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

Stomatol
Posted on 03-20-14 03:26 AM Link | #39515
Posted by NoThisIsStupider
I've re-extracted the rom to start fresh, re-imported my model, and checked everything, and now I open a file, and there's no beeping noise or crash, but instead a blank white screen. Happens on both 0.9.9 and 0.9.10, I only removed all objects in star 1 and any stars, moved entrances 0-3 to above a solid surface and imported my model, nothing else. I really don't understand this error, is importing into the castle grounds just not possible?

Same problem for me, I can't import into castle grounds, the screen is just white when I start the rom.

skawo
Posted on 03-20-14 04:24 AM Link | #39516
Did you remove the texture animations?

Stomatol
Posted on 03-20-14 08:21 AM (rev. 2 of 03-20-14 09:35 AM) Link | #39517
Posted by skawo
Did you remove the texture animations?

Yes I did, can't really figure out anything I did wrong :/

Edit: I kinda got it to work but the game froze and it looked really glitchy

[image]

Fiachra
Posted on 03-20-14 03:42 PM Link | #39525
Those glitches are because either your textures weren't indexed or there are too many/too high a resolution, I think this is the first one. Once you add a lot of large or very small tiled textures you start to get glitches in the textures.

NoThisIsStupider: How many polygons are in your model and what size and how many are your textures? The maximum number of polygons is around 5000, depending on textures and complexity of collision map.

Stomatol
Posted on 03-20-14 04:37 PM (rev. 2 of 03-20-14 04:38 PM) Link | #39531
For some reason the level worked when I removed all the rabbits, don't know why they caused a problem though :/

Fiachra
Posted on 03-20-14 05:03 PM Link | #39533
Had you removed the path objects? The rabbits reference path ID's in their parameters and will crash if they're not found.

Cackletta
Posted on 03-21-14 04:52 AM Link | #39543
A level with approximately 6400 polygons imported successfully with no glitches, it may be from the rom version, I really don't know.

____________________
Subscribe to my youtube channel
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My Modification's progress thread here
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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