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12-09-19 06:59 PM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 1 bot |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | New reply |
Fiachra |
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Local moderator Level: 60 Posts: 144/1065 EXP: 1755121 Next: 17657 Since: 12-15-12 From: Ireland Last post: 561 days ago Last view: 540 days ago |
Post your questions about SM64DS Editor/editing the game here.
"Why does the screen turn white when loading my custom level?" There are several reasons there might be a white screen: - Have you removed texture animations (go to 'Texture Animations'>'Remove All', then Save)? - If so, do you get a warning when importing your level that the textures may be too big? - Are all of your textures indexed PNG images (GIMP/Photoshop - Image>Mode>Indexed)? Sometimes they cause problems if they're not. - If not, how many faces are in your model (should be fewer than ~5000)? The higher the number of polygons the fewer / detailed the textures you can have. - If your polygon count is high, try making your collision map less detailed. You can do this when importing by setting 'Drop faces below' to a value greater than zero, eg. 0.001 or 0.0005. This will drop very small faces from your collision map that aren't necessary. "I'm new to SM64DS, can you give some information on getting started?" See this post. |
RonaldAwesome |
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Member Normal user Level: 10 Posts: 13/19 EXP: 4019 Next: 395 Since: 06-28-13 Last post: 1987 days ago Last view: 1987 days ago |
Do you know what bca files are the animations for Luigi's head? P.S thanks for the model importing help ____________________ I'MA WARIO, I'MA GONNA WIN! |
Fiachra |
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Local moderator Level: 60 Posts: 159/1065 EXP: 1755121 Next: 17657 Since: 12-15-12 From: Ireland Last post: 561 days ago Last view: 540 days ago |
Luigi's animations will be the ones that start with L_...bca. I don't know which are just for his head, it'll be things like look up, down etc. |
RonaldAwesome |
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Member Normal user Level: 10 Posts: 14/19 EXP: 4019 Next: 395 Since: 06-28-13 Last post: 1987 days ago Last view: 1987 days ago |
I found his head animations and I used LZ decompress with header and I hex edited the first 2 bytes on some of them to zero and some others first 8 bytes to zero but it still keeps freezing for some reason, I'm not sure if I'm doing something wrong or not, I could upload a video of how I decompress and hex edit the files if you think I might be doing something wrong though ____________________ I'MA WARIO, I'MA GONNA WIN! |
Thierry |
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Come to France! We have bread. Level: 44 ![]() Posts: 6/516 EXP: 582183 Next: 29102 Since: 03-08-13 From: your lap, lewding the nearby two people Last post: 15 days ago Last view: 1 min. ago |
I forgot, how can we edit the colors of the mario model? [17:45:16] IceFairyAmy: i don't want a girlfriend tbh, it'd be a waste of time
explodable bicycles, brought to you by the wario recycling factory |
RonaldAwesome |
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Member Normal user Level: 10 Posts: 15/19 EXP: 4019 Next: 395 Since: 06-28-13 Last post: 1987 days ago Last view: 1987 days ago |
Posted by Thierry You download Super Mario 64 DS Editor http://www.sendspace.com/file/sxwjcg and download New Super Mario Bros Editor here http://nsmbhd.net/download/ Copy your Super Mario 64 Ds.NDS rom and open the copy in Super Mario 64 Ds editor and click on any level and click on "Edit Level" then click on "3d Model" and then "import other model" and you will get an error but just click continue, then double click where it says ROM file system and then double click where it says ARCHIVE then double click where it says arc0.narc and then go to data and double click "player". Scroll down to mario_model.bmd click on it and then press ok. Press OK on the window that says to enter a scale for the model. You will get an error again but just click continue, and you will get more errors later but just keep clicking continue on them. Click on "Edit Existing Textures" and export Mario's overall textures. then edit them, and replace his texture with the one you edited. close the texture editor window and the model importer window and click "Save". Then open up the rom you just edited in New Super Mario Bros Editor and go find your mario_model.bmd that you edited and export it. Then open up the original unedited Super Mario 64 ds.nds rom in New Super Mario Bros Editor and find the mario_model.bmd and replace it with the one that you exported. Then close New Super Mario Bros. Editor and open up your rom in your emulator or play it on a ds flashcart and you can play your texture hack ![]() ____________________ I'MA WARIO, I'MA GONNA WIN! |
Arisotura |
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![]() Star Mario in this room you have a pile of apple pies Level: 150 ![]() Posts: 1590/8596 EXP: 41534529 Next: 773161 Since: 07-02-12 From: in a box ![]() Last post: 7 days ago Last view: 57 min. ago |
Thierry |
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Come to France! We have bread. Level: 44 ![]() Posts: 7/516 EXP: 582183 Next: 29102 Since: 03-08-13 From: your lap, lewding the nearby two people Last post: 15 days ago Last view: 1 min. ago |
Thank you very much for the help. You are good at this.
And yes, as Arisotura said, you can put spaces, but your text was helpful without spaces too. [17:45:16] IceFairyAmy: i don't want a girlfriend tbh, it'd be a waste of time
explodable bicycles, brought to you by the wario recycling factory |
DarkBones64 |
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Newcomer Normal user Level: 7 Posts: 8/9 EXP: 1318 Next: 130 Since: 05-29-13 Last post: 1820 days ago Last view: 1816 days ago |
Does anyone know how to bypass the "rom is not a SM64DS rom" error in SM64DS Editor? The reason I ask this is because I unpacked a SM64DS ROM, copied one of the stage folders (Bob-omb Battlefield I believe, in case it matters), gave it a new name (Test_map_c) and repacked the ROM. Alternatively, is it possible to edit the exits manually? In case you care, I'm trying to see if its possible to add an additional level. I don't plan to make a full hack though, just a proof of concept. Also, does anyone know if I'll have to do anything else to get the "new" stage to work?
EDIT: Huh, weird. No$GBA crashes when I try to load the new ROM in it. I've definately done something wrong... |
shibboleet |
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![]() Fire Mario DROP TABLE users; Level: 115 Posts: 1692/4658 EXP: 16553812 Next: 257552 Since: 07-07-12 Last post: 209 days ago Last view: 20 hours ago |
erm...
To add a new area, you have to ASM code it :p ____________________ a |
Arisotura |
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![]() Star Mario in this room you have a pile of apple pies Level: 150 ![]() Posts: 1611/8596 EXP: 41534529 Next: 773161 Since: 07-02-12 From: in a box ![]() Last post: 7 days ago Last view: 57 min. ago |
Posted by DarkBones64 SM64DSe looks at the gamecode in the ROM header. In a hex editor, compare what you have with the header of a clean ROM... ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Crashdance22 |
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Normal user Level: 22 Posts: 25/112 EXP: 58200 Next: 150 Since: 05-03-13 Last post: 1294 days ago Last view: 536 days ago |
Just noticed the Bob-Omb texture is actually rotated about 45 degrees counterclockwise. Is there a rotation parameter in the BMD file? It would be easier and look better than rotating the entire texture. |
Arisotura |
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![]() Star Mario in this room you have a pile of apple pies Level: 150 ![]() Posts: 1613/8596 EXP: 41534529 Next: 773161 Since: 07-02-12 From: in a box ![]() Last post: 7 days ago Last view: 57 min. ago |
Crashdance22 |
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Normal user Level: 22 Posts: 26/112 EXP: 58200 Next: 150 Since: 05-03-13 Last post: 1294 days ago Last view: 536 days ago |
I'm also curious to see if changing the width/height of a texture entry will do anything to allow higher res textures to be used. Does each section of the BMD file have a recognizable header? Otherwise it's difficult to find the start of a certain section, I suppose I could change a single texture or something in the editor, find the new pointer in the texture entry, and work from there. |
Dirbaio |
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Retired staff Level: 28 Posts: 182/184 EXP: 129968 Next: 1370 Since: 07-07-12 From: Spain Last post: 2148 days ago Last view: 546 days ago |
Texture coordinates in DS are referenced by pixels, not by [0..1] range. So I guess you'd have to modify the tex coords in the model data too, not just change the size of the texture itself.
____________________ Cool Stuff: Dirbaio.net (my boring site) - The NSMB Hacking Domain - Kuribo64 - ABXD DevBoard |
Gericom |
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Member Normal user Level: 15 Posts: 36/40 EXP: 13172 Next: 3212 Since: 07-07-12 Last post: 2264 days ago Last view: 2107 days ago |
Crashdance22 |
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Normal user Level: 22 Posts: 27/112 EXP: 58200 Next: 150 Since: 05-03-13 Last post: 1294 days ago Last view: 536 days ago |
Hmm, well we've figured out how touchy that can be. Are there headers for each section of the ROM or is it mainly just touch and go? Say I want to change a bone or something, I would have to distinguish what each section of the BMD file is merely by looking for patterns in data in a hex editor. |
Fiachra |
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Local moderator Level: 60 Posts: 160/1065 EXP: 1755121 Next: 17657 Since: 12-15-12 From: Ireland Last post: 561 days ago Last view: 540 days ago |
The format's been documented by Mega-Mario here in this thread.
You would use this documentation and a hex editor. |
Crashdance22 |
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Normal user Level: 22 Posts: 28/112 EXP: 58200 Next: 150 Since: 05-03-13 Last post: 1294 days ago Last view: 536 days ago |
Right, that's what I've been looking at. But I'm guessing there is no distinct header for every section, making them harder to find? |
Fiachra |
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Local moderator Level: 60 Posts: 161/1065 EXP: 1755121 Next: 17657 Since: 12-15-12 From: Ireland Last post: 561 days ago Last view: 540 days ago |
You use the offsets given at the start of the file to work out where each section begins which may contain further offsets pointing to the address of the first entry. Using the sizes in the documentation, you can work out where the next entry is located.
If you're looking for the texture co-ordinates, they'll be practically impossible to find as they are stored in large lists along with all other geometry commands. |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | New reply |
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