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04-19-24 07:52 PM |
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0 users reading Looking into SM64DS fixing collision | 1 bot |
Main - General SM64DS hacking - Looking into SM64DS fixing collision | Hide post layouts | Thread closed |
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Normal user Level: 26 Posts: 37/129 EXP: 96113 Next: 6162 Since: 07-08-12 Last post: 3336 days ago Last view: 2308 days ago |
Posted by Skelux That should be correct. What error are you getting? |
Fiachra |
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Local moderator Level: 65 Posts: 8/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
Finished porting blank's new script into the editor - perfect collision!
I've quickly tested it with Skelux's Bob-Omb Islands model and it seems to be working perfectly apart from the small raised bumps around the rim of the floating fort. On top of tower to the right of the floating fort. On top of roof of floating fort. I've committed the code to the repo (http://code.google.com/p/sm64dse/source/list). Posted by Mega-Mario You need to press the 'Save' button (upper left corner) after importing a custom model. Posted by Mega-Mario I've never used Git so I don't know much about it. If you think it's better I'm happy to change. Rewriting to Java'd be good so it worked in Linux. I don't think I could help much with the NitroROM, NitroFile classes or the GLView parts but if those were done I could probably help a good bit with the rest. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 594/9019 EXP: 56223393 Next: 264251 Since: 07-03-12 From: in a box Last post: 8 days ago Last view: 3 days ago |
That is amazing. I don't know what to say... man you have revived a long-dead failed project of mine, and made it successful. I have no idea how I could thank you.
Aside from that, we'll need to add support for editing minimaps. And then we'll be good for a SUPER AMAZING RELEASE I guess. Plans for after said release would be 1) port the editor to Java, 2) put it on Github and 3) make it even more epic. And now I feel bad because I haven't done anything on SM64DSe in ages. But blah, I'll sure be active when making the Java port. But my current priority is Whitehole so uh... ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
ray |
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Normal user Level: 25 Posts: 56/119 EXP: 85165 Next: 4455 Since: 07-07-12 From: In front of my PC Last post: 2740 days ago Last view: 2530 days ago |
Ehhh... Amazing! I'll surely start SM64 DS Hacking again! Thank you so much Fiachra!
EDIT: I get this error when opening a level... Details: ____________________ Check out my Patreon Page if you want to support me |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 599/9019 EXP: 56223393 Next: 264251 Since: 07-03-12 From: in a box Last post: 8 days ago Last view: 3 days ago |
ray |
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Normal user Level: 25 Posts: 57/119 EXP: 85165 Next: 4455 Since: 07-07-12 From: In front of my PC Last post: 2740 days ago Last view: 2530 days ago |
Thanks But I just solved it trough recompiling
EDIT: So I just tried the new KCL importer and I fall trough the ground everytime I reach an edge ____________________ Check out my Patreon Page if you want to support me |
gridatttack |
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Giant Red Paratroopa K64 RPG Overlord Level: 73 Posts: 41/1416 EXP: 3481377 Next: 4491 Since: 08-11-12 From: El Salvador Last post: 1067 days ago Last view: 1060 days ago |
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Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 600/9019 EXP: 56223393 Next: 264251 Since: 07-03-12 From: in a box Last post: 8 days ago Last view: 3 days ago |
We will work on that, one thing at a time
Actually Fiachra has partially addressed the issue already, when importing a new model, texture animation data is erased (am I right?). What'll be left to do is making an interface for entering new texture animation data and we'll be good ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
ray |
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Normal user Level: 25 Posts: 58/119 EXP: 85165 Next: 4455 Since: 07-07-12 From: In front of my PC Last post: 2740 days ago Last view: 2530 days ago |
Posted by ray Ok it was because I didn't triangulate my model. So every hal square had no collision. It would be nice if the collision importer would work with non-triangulated levels as well, since triangulating makes double amount of faces and SM64 DS freezes if it's over 2048 faces. ____________________ Check out my Patreon Page if you want to support me |
Dirbaio |
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Retired staff Level: 30 Posts: 153/184 EXP: 163750 Next: 2119 Since: 07-07-12 From: Spain Last post: 3741 days ago Last view: 2138 days ago |
Hmm... I think KCL's only work with triangles, while BMDs can have quads?
In that case we could triangulate the model to generate the KCL and leave it as-is for the BMD ____________________ Cool Stuff: Dirbaio.net (my boring site) - The NSMB Hacking Domain - Kuribo64 - ABXD DevBoard |
Skelux |
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Banned Level: 27 Posts: 14/148 EXP: 116151 Next: 8 Since: 11-27-12 Last post: 3617 days ago Last view: 2076 days ago |
Here are some of the collision types:
1 - wall 5 - climbable hill 7 - vanishing wall (vanish cap) 10 - fence 13 - slippery hill 15 - grass 18 - path 20 - world edge Also, these levels can be imported over: general test map TTM slide Bowser course 1 Bowser course 3 |
Fiachra |
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Local moderator Level: 65 Posts: 9/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
Posted by ray The executable in the repo is an old version, it doesn't be updated when new code is committed. You need to download and compile the source code to get the newest version. Posted by Mega-Mario Yeah, when you press the 'Save' button, if you've imported a custom model it goes through the level data header for each area: Posted by Skelux Unfortunately the collision types differ for every level, the only one that's the same is zero - solid and it'd be too hard to make a list as some levels have a lot of collision types, eg. Shifting Sand Land has 167 different types (but looks pretty in the KCL editor)! It should be possible to replace all the levels now, for example the main castle grounds can be replaced. |
ray |
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Normal user Level: 25 Posts: 59/119 EXP: 85165 Next: 4455 Since: 07-07-12 From: In front of my PC Last post: 2740 days ago Last view: 2530 days ago |
Posted by Dirbaio Epic fail of me. I always do that for MKDS. Why didn't I think of it now? :nyan: ____________________ Check out my Patreon Page if you want to support me |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 604/9019 EXP: 56223393 Next: 264251 Since: 07-03-12 From: in a box Last post: 8 days ago Last view: 3 days ago |
Posted by Fiachra Oh right. The 'collision types' found within KCL files are only indexes used into a table inside the level header, called 'CLPS chunk' in the doc. The CLPS chunk holds the true collision behaviors. This is also why swapping models/collision maps between levels doesn't always work. When the KCL contains indexes larger than what the CLPS chunk can contain, the game crashes. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Skelux |
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Banned Level: 27 Posts: 15/148 EXP: 116151 Next: 8 Since: 11-27-12 Last post: 3617 days ago Last view: 2076 days ago |
I just discovered another interesting snippet of information - It seems that collecting a star will freeze unless it is the same kind of star intended for that act. For example, using a normal power star (61) for stars 1-6 on bob-omb battlefield will freeze on contact. |
ray |
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Normal user Level: 25 Posts: 64/119 EXP: 85165 Next: 4455 Since: 07-07-12 From: In front of my PC Last post: 2740 days ago Last view: 2530 days ago |
Ehh... Just wanna say, I still have collision holes in my level...
Somewhere at the borders of this: http://prntscr.com/nn39x ____________________ Check out my Patreon Page if you want to support me |
Fiachra |
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Local moderator Level: 65 Posts: 10/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
Posted by ray Can you post a link to the model so I can look at? Did you triangulate the model? |
ray |
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Normal user Level: 25 Posts: 65/119 EXP: 85165 Next: 4455 Since: 07-07-12 From: In front of my PC Last post: 2740 days ago Last view: 2530 days ago |
Here it is:
http://www.mediafire.com/download.php?v9pl5256ve5drya I included the model + kcl, since you can't just import the model and play it, because my model has more than 2048 faces. It's a bit tricky to do, and I don't want to explain it now. Sure, you can remove stuff from the model for testing, so it isn't above 2048 anymore. And yes, I triangulated it when exporting it to .obj (Actually you can see in the screen that it is triangulated). ____________________ Check out my Patreon Page if you want to support me |
Fiachra |
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Local moderator Level: 65 Posts: 11/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
It may be a problem with the normals facing the wrong way. After I exported it to .OBJ and removed duplicate faces and vertices it looked like this:
Some are facing inside instead of outside so the collision also has some faces on the outside and some on the inside. It seems each face is exported twice, with two sets of normals, I'm not sure why. A good tool for cleaning, fixing, simplifying triangulating etc. models is MeshLab. It's a great looking level by the way, hope you get it working. |
ray |
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Normal user Level: 25 Posts: 66/119 EXP: 85165 Next: 4455 Since: 07-07-12 From: In front of my PC Last post: 2740 days ago Last view: 2530 days ago |
Okay thanks I'll try to fix it. I guess it's because I downloaded this coin-model from the internet.
EDIT: I don't see any face facing inside...: http://prntscr.com/nnk57 EDIT2: Also, I had some collision holes in a self-made pipe, that surely had no faces facing inside :/ ____________________ Check out my Patreon Page if you want to support me |
Main - General SM64DS hacking - Looking into SM64DS fixing collision | Hide post layouts | Thread closed |
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