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Main - Archived forums - SMG questions and issues - Super Mario Galaxy 2 Questions Hide post layouts | New reply

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wjg
Posted on 11-06-13 07:29 PM (rev. 3 of 11-06-13 07:59 PM) Link | #34596
Sorry if this does not fall under SMG2 questsion but I can't seem to get the arcTools from galaxyTools to properly work.
It creates the folder it is supposed to put the the .bscv in but the .bscv does not seem to generate.
It does say "The arc file was succesfully extracted to the following directory: D :\Bla\ProductMapObjDataTable".

Edited in order to not be a postcount++.
Thanks for the help hopefully the object will show in dolphin now :D.

shibboleet
Posted on 11-06-13 07:46 PM Link | #34597
GalaxyTools in my opinion, isn't reliable at all.
Use this:
ArcExtract
Just drag ProductMapObjDataTable.arc into that and you should get the bcsv :)

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PaperplateismGuy
Posted on 11-09-13 11:29 PM (rev. 2 of 11-10-13 06:30 AM) Link | #34727
I'm having trouble baking a SM3dland style model. the textures go blurry after I bake it.
it is in the uploader (before baked). I just select everything in edit mode, then click smart uv project, and full render bake.

Edit: actually remembered to upload it :)

____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



shibboleet
Posted on 11-12-13 03:57 AM Link | #34790
(That's something that should be discussed in PM because it isn't nessesarily related to SMG2 but uh what am I to talk)

Well you can bake textures, but if you try to render a certain type of model it will crash because it doesn't support it (Vertex colors)

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PaperplateismGuy
Posted on 11-21-13 04:24 AM Link | #35198
Is it possible to import a model with transparent textures to SMG2?

____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



mibts
Posted on 11-27-13 01:14 AM Link | #35357
Man, I got ninja'd.

Anyway, can someone please provide a video tutorial on exporting translucent textures from Blender and importing them on the Wii? I tried pytex1.py but the files ended up identical.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

Arisotura
Posted on 11-27-13 01:17 AM Link | #35358
Can someone do it for Mr President Mibts and give it to him on a silver plate?

Because obviously he thinks everything is so easy to do.

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

zafkflzdasd

mibts
Posted on 11-27-13 02:13 AM Link | #35361
I asked because it wasn't easy. If it was easy to show translucent objects on a wii, I would have done it myself.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

Arisotura
Posted on 11-27-13 07:55 PM Link | #35400
Anyway, you realize we have better things to do with our time than making a fucking video tutorial just for you?

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

zafkflzdasd

mibts
Posted on 12-13-13 12:38 PM Link | #36009
Is it possible to convert SM64DS BMDs into BDLs?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

shibboleet
Posted on 12-13-13 12:43 PM Link | #36010
SM64DS BMD's are different, so no.
Just export the level model in SM64DSe and use the model imported to import it that way.

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a

PaperplateismGuy
Posted on 12-13-13 07:28 PM Link | #36019
what do you mean?: warp pad, spawn point, warp pipe, checkpoint, or like pressing a switch and mario teleports?

____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



PaperplateismGuy
Posted on 12-17-13 01:24 AM (rev. 2 of 12-17-13 01:26 AM) Link | #36169
I have always been confused about how the whole layers and scenarios work and are linked together. Could someone please clarify how those exactly work? Not that I've been clueless. I know they are linked but I can't figure out how

____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



NWPlayer123
Posted on 12-17-13 01:32 AM (rev. 2 of 12-17-13 01:33 AM) Link | #36170
In the ScenarioData.bcsv, there's an entry for each star. One of the fields is a hash of the Galaxy's name. Linking also applies to zones, but that's what it uses for the galaxy file. The way it works is that it starts with Layer A as 1, Layer B as 2, Layer C as 4, D 8, E 16, etc. The way you'd find the number is that A is actually 2^0, B is 2^1, all the way up to Layer P with 2^15, which is 32768. If you wanted multiple layers, then you would add the two values together, like D and J which is 2^9 and 2^3 which is 512 + 8 which is 520. The same thing applies to zones in that same file. All the fields after the galaxy one excluding D6C80400, which is 0 in every file, are zone hashes. That's what let's the game know to load a zone and it's layers.

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"I hate playing musical chats" ~ Quote of the month

PaperplateismGuy
Posted on 01-22-14 04:54 AM Link | #37863
Is it possible to edit render distances (objects), if so, then how?

____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



NWPlayer123
Posted on 01-22-14 04:56 AM Link | #37864
Nope, you'd have to go derp around in the rendering part of the DOL for years to find it. So if you manage to do that, by all means, let us know. But otherwise, you're out of luck.

____________________
"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 01-22-14 03:20 PM Link | #37876
Galaxy 2, it's a pain in the ass.
Galaxy 1, use LowFlag.

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a

MeTheMarioMan
Posted on 01-26-14 12:22 AM Link | #37995
Is it possible to change the time limit amount on purple coin stars? (or any type of time limit star)

shibboleet
Posted on 01-26-14 12:23 AM Link | #37996
Yep. Just edit the ScenarioData.bcsv and change the CometTimer value.

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a

MeTheMarioMan
Posted on 01-26-14 07:49 PM Link | #38019
Whenever I get the files off of the Scenario.arc with ArcExtract, then pack them, Whitehole doesn't open the galaxy.
But when I get the files off of the arc with rarcdump, the bcsv editor won't open the scenariodata.bcsv, but opens the other two files fine.
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Main - Archived forums - SMG questions and issues - Super Mario Galaxy 2 Questions Hide post layouts | New reply

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