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Main - Archived forums - SMG questions and issues - Model Importing Question New reply

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MeTheMarioMan
Posted on 01-11-14 11:49 AM Link | #37476
Hi everyone,

I'm new to Super Mario Galaxy hacking so I apologize if I ask any n00b questions. But anyway, I'm trying to import a model into Whitehole. I followed Goembario's tutorial on how to turn obj to bdl and all that stuff. I managed to see my (little glitchy) model in Whitehole. But when I tried testing it, the game crashed before the title screen appeared.

Not sure what to do to fix this?

shibboleet
Posted on 01-11-14 11:49 AM Link | #37477
The model is too big, because the game can only hold so much memory for models.

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MeTheMarioMan
Posted on 01-11-14 11:53 AM Link | #37478
Do I need to scale the model down in Whitehole more, or is the model itself too big?

shibboleet
Posted on 01-11-14 11:55 AM Link | #37479
Try reducing the faces and texture sizes on the model, and try again. Also, did you add the model to the ProductMapObjDataTable?

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wjg
Posted on 01-11-14 11:58 AM Link | #37480
What galaxy did you place it in?
Flip-Swap is recommended as its a galaxy that is very modifiable without crashes.

shibboleet
Posted on 01-11-14 12:00 PM Link | #37481
It'll work in any galaxy, it really doesn't matter which one. :)

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MeTheMarioMan
Posted on 01-11-14 12:01 PM Link | #37482
I did add it to ProductMapObjDataTable, but the model was extracted from Super Mario 64 DS. Is that not possible to do?

I put the model over MrRean's blank template of RedBlueExGalaxy.

shibboleet
Posted on 01-11-14 12:02 PM Link | #37483
..did you edit the ClassName in the ProductMapObjectDataTable, to make it SimpleMapObj?

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MeTheMarioMan
Posted on 01-11-14 12:03 PM Link | #37484
Yes, and the ModelName to my level's name.

shibboleet
Posted on 01-11-14 12:21 PM Link | #37485
...weird. Which model are you using from SM64?

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blank
Posted on 01-11-14 12:32 PM Link | #37487
Try uploading your files. It's easier to find your problem if we don't have to blindly guess.

MeTheMarioMan
Posted on 01-11-14 01:09 PM Link | #37488
Um OK here's a link to some files I used. I didn't know which files to put on the download, so I just put a few of the more important files I had. Let me know if there's not enough.

https://www.mediafire.com/folder/v8361dugclc51/SMG2%20Files

blank
Posted on 01-11-14 01:29 PM Link | #37490
The problem is ProductMapObjDataTable.arc. It is supposed to contain ProductMapObjDataTable.bcsv but it contains another ProductMapObjDataTable.arc.

MeTheMarioMan
Posted on 01-11-14 02:13 PM Link | #37491
Thank you everyone, I finally got the model onto the game! But now, there's a few more problems. :(

1. When Mario flies into the galaxy, he dies. But his respawn point is correct.
2. There are many random spots where Mario just falls through and dies.
3. The textures are messed up and some don't work the way I made them in the Collision editor.

MK7tester
Posted on 01-11-14 02:15 PM Link | #37492
Posted by MeTheMarioMan
Thank you everyone, I finally got the model onto the game! But now, there's a few more problems. :(

1. When Mario flies into the galaxy, he dies. But his respawn point is correct.
2. There are many random spots where Mario just falls through and dies.
3. The textures are messed up and some don't work the way I made them in the Collision editor.


1. Change the ScenarioStarter object
2. Collision errors :<
3. Huh, that's odd, are you using the latest full model importer?

blank
Posted on 01-11-14 02:55 PM Link | #37495
Are you using the model you uploaded? Because that is way to small to be used. You should scale your model to the correct size before you create the collision.

MeTheMarioMan
Posted on 01-11-14 10:41 PM Link | #37509
Hi everyone, again.

Now I have the model perfectly on the game. But the collision is all out of whack.

For one, everytime I move, Mario just floats across the ground. In random spots can I walk, but can't jump. This is the first time I've ever imported a model, so I don't really know what I'm doing while fiddling around with the settings.

NWPlayer123
Posted on 01-11-14 10:58 PM Link | #37511
How are you importing it? I recommend obtaining sketchup pro 8 and exporting the collision with these settings http://kuribo64.net/?page=thread&id=812 the sliding thing is really weird, but if you export it with sketchup it usually works if the model is good. If you want I can look at it and import it for you, but I think it's better you learn how to do it on your own. You'll need this plugin once you get sketchup pro tho, it goes in C:\Program Files\Google\Google Sketchup 8\Plugins or at least, that's what it is for me. It could be in Program Files(x86) if you're using a 64 bit system, or in a different folder name in Google, but copy this to that plugins folder For SM64DS I'd recommend importing in kilometers, because that seems to be the scale for SM64DS to SMG2. I assume you're using the model as the collision?
So once that plugin is installed, in sketchup, go to plugins > obj importer > Import OBJ [No Materials] and set it to kilometers, and if it asks you to flip, say yes. Then use the export settings in my thread to export the model and use the obj to import. Simple enough.

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

Jesse
Posted on 01-12-14 03:30 AM Link | #37523
I have a question about the new obj2bdl.py and the extended obj exporter.

first I have to say that the vertex colors works fantastic, it makes my model very professionail.
BUT I saw that there was a little scale problem and that the model is scaled 500 times down. this effects also the collision, its horrible. I don't know if it is the obj2bdl or the extended exporter but I ask if you guys could look at it.(I exporter it from blender of course)

Marionumber1
Posted on 01-12-14 07:46 AM Link | #37529
Imported models are usually really small in-game, so we just edit the level to scale them up.
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Main - Archived forums - SMG questions and issues - Model Importing Question New reply

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