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04-25-24 06:25 AM |
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0 users reading Editor development | 2 bots |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
Fiachra |
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Local moderator Level: 65 Posts: 268/1065 EXP: 2238543 Next: 97085 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 109 days ago |
skawo: I know what the issue is, it's finding the same character (space) in two character lists, should be a very simple fix. As a temporary fix, change line 43 of bin/Release/extended_ascii.txt from "112=1= " to "#112=1= " (without the double quotes).
Crashdance22: That's been a problem for a while, I'll look into it soon. |
skawo |
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Normal user Level: 32 Posts: 29/216 EXP: 194747 Next: 11695 Since: 01-04-14 Last post: 2480 days ago Last view: 1169 days ago |
This seems to be the error that causes that bug with objects (like with the Bob-omb buddy or the 1UP Mushroom). It happens when you try to change which stars the object appears in. By the way, is there a way to disable the fact that certain maps draw an additional part (for instance, the ship in JRB) on the minimap on certain stars? Will there be? |
Fiachra |
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Local moderator Level: 65 Posts: 270/1065 EXP: 2238543 Next: 97085 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 109 days ago |
I think that error is because your overlays have become corrupt. The bug fixes made recently should stop that happening to new overlays. I'm currently working on importing and exporting levels as XML, you'll be able to use that to export, then re-import the corrupted levels and should fix the problem.
It is possible already. If you open the minimap editor, with the default settings you'll see: If you uncheck 'Is minimap', set the size to 256x256, uncheck 'Decompress' for NSC and remove the filename you'll see: Replace the area with the ship with the contents of what the ship would be covering in an image editor. Then import your minimap using these settings. |
skawo |
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Normal user Level: 32 Posts: 30/216 EXP: 194747 Next: 11695 Since: 01-04-14 Last post: 2480 days ago Last view: 1169 days ago |
Wait, all of them? This overlay wasn't touched before, and the error happenned on the last version...
And, nice, thanks for the information. |
Fiachra |
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Local moderator Level: 65 Posts: 271/1065 EXP: 2238543 Next: 97085 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 109 days ago |
"This overlay wasn't touched before, and the error happened on the last version..." - What version was the overlay modified with? Was it R65 or R66? |
skawo |
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Normal user Level: 32 Posts: 31/216 EXP: 194747 Next: 11695 Since: 01-04-14 Last post: 2480 days ago Last view: 1169 days ago |
R66 |
Fiachra |
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Local moderator Level: 65 Posts: 272/1065 EXP: 2238543 Next: 97085 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 109 days ago |
If the overlay wasn't modified at all in a version before R66, can you send me that overlay? What object causes the problem? |
skawo |
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Normal user Level: 32 Posts: 32/216 EXP: 194747 Next: 11695 Since: 01-04-14 Last post: 2480 days ago Last view: 1169 days ago |
Well, uh, let me explain a bit more:
This error sometimes shows up after changing the Object's Star setting. If you just quit the editor after it happens and don't save, after opening it again you are able to change the setting fine, and no problems will occur. Now, you did, it looks like, fix it so that if you don't quit and save after this occurs the object gets deleted or something (before, if you saved, you'd get the BoB problem) but the point is that the arithmetic overflow shouldn't happen in the first place, right? --------------- Also, this reminds me: Adding views/exits/whatever is not fixed; making one, saving, quitting, then viewing the level again will always trigger the "fixer" thing. Sure, you can get it proper that way, but... |
Fiachra |
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Local moderator Level: 65 Posts: 273/1065 EXP: 2238543 Next: 97085 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 109 days ago |
"Adding views/exits/whatever is not fixed" - You're right. It seems the levels I had tested on all had lists with even numbers, ones with odd numbers weren't being handled correctly. I've fixed it now though and it'll be in the next revision. The problem was with calculating how much room needed added, it may (?) have been the cause of the star-changing issue - I'll see if I can reproduce the error. |
Skelux |
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Banned Level: 28 Posts: 113/148 EXP: 116227 Next: 15111 Since: 11-27-12 Last post: 3622 days ago Last view: 2082 days ago |
I'm just wondering, how far has animation editing progressed? I'd like to be able to replace certain enemy models. If it hasn't progressed very far, is there an empty bca which could be used to prevent replaced models from freezing?
Edit: I have an updated method of fixing minigame sound effects which will have 100% of them working. After applying this code, set music byte 2 in your level to 33(0x21). Byte 1 should be 39(0x27). 0xD0BC in SDAT, 0x1DEC in info.bin (pointer 0x1244) 0A 00 00 00 02 04 00 00 32 00 00 00 02 04 00 00 35 00 00 00 02 04 00 00 37 00 00 00 02 04 00 00 38 00 00 00 02 04 00 00 50 00 00 00 02 04 00 00 4C 00 00 00 02 04 00 00 07 00 00 00 02 04 00 00 06 00 00 00 02 04 00 00 0B 00 00 00 01 02 00 00 21 00 00 00 |
skawo |
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Normal user Level: 32 Posts: 34/216 EXP: 194747 Next: 11695 Since: 01-04-14 Last post: 2480 days ago Last view: 1169 days ago |
Hmm, that one doesn't appear to work for me. The sounds do work indeed, but the minigame music doesn't play at all. You sure you didn't edit a SWAR in your ROM or something? |
Skelux |
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Banned Level: 28 Posts: 116/148 EXP: 116227 Next: 15111 Since: 11-27-12 Last post: 3622 days ago Last view: 2082 days ago |
Posted by skawo Corrected. 0x73C4E8 is not a relevant address in this case, you will have to extract the SDAT to apply this. Try 8 as byte 3, I can confirm this one works. |
skawo |
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Normal user Level: 32 Posts: 35/216 EXP: 194747 Next: 11695 Since: 01-04-14 Last post: 2480 days ago Last view: 1169 days ago |
Well, I was doing that in the first place...but...
It seems that you can't change the music in BoB or something. That's why it didn't work... |
Fiachra |
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Local moderator Level: 65 Posts: 275/1065 EXP: 2238543 Next: 97085 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 109 days ago |
Skelux: Importing and exporting models' bones is documented here:
http://code.google.com/p/sm64dse/wiki/ExportingAndImportingModelBones For example you could export Mario's model, split up a new character in a similar way and make you name the 'Objects' the same as in the exported bones file and imported it you'd have a new custom character with good looking animation (I've successfully done this myself). If your new model is of a similar shape/structure it should look fine. If not you'll need to manually edit the animation files. To disable any animation set the first 8 bytes if the .BCA file to zero (sets number of bones to animate to zero). Thanks for the patch, will update the patch in the editor. |
Skelux |
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Banned Level: 28 Posts: 118/148 EXP: 116227 Next: 15111 Since: 11-27-12 Last post: 3622 days ago Last view: 2082 days ago |
Posted by Fiachra Thanks, I think I understand. I'll have a go at importing something and post the results. |
Fiachra |
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Local moderator Level: 65 Posts: 276/1065 EXP: 2238543 Next: 97085 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 109 days ago |
A few other things, some models eg. the characters have textures animated using .BTP files (sequence of textures to swap) such as Mario blinking. You could find every BTP file and manually change the texture, palette and material names but it's much easier to give your new model's materials, textures and palettes the same name. Material names are set using the name defined in your model, texture names are set to the diffuse map filename (leave out the extension to get a match to the original) and palettes are the texture name + "_pl" - most (all?) models use this for palette names so should be fine. If your material, texture and palette names don't match the original and you've not changed the BTP file your level will crash on entry.
Importing bones is also supported for DAE models. Each The part on the wiki page about not scaling refers to: your new model should be about the same size as the one you are replacing, otherwise there'll be gaps between bones as they're still being moved to same positions but they're smaller than the original. If you need to have a different size you'll need to reduce the scale manually in the BCA file. I'll update the wiki page soon to make everything clearer. |
Skelux |
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Banned Level: 28 Posts: 119/148 EXP: 116227 Next: 15111 Since: 11-27-12 Last post: 3622 days ago Last view: 2082 days ago |
I manually changed all of the group names in an OBJ file to 'o' and added the bones file at the beginning, but it keeps producing errors. I'll send you the file in a moment, if you could please take a look. |
skawo |
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Normal user Level: 32 Posts: 36/216 EXP: 194747 Next: 11695 Since: 01-04-14 Last post: 2480 days ago Last view: 1169 days ago |
By the way, level areas...will defining them ever be possible? Or, is it already possible somehow? |
Fiachra |
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Local moderator Level: 65 Posts: 278/1065 EXP: 2238543 Next: 97085 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 109 days ago |
Posted by Skelux Thanks, those are good to have, will add them to patches list. Posted by skawo I believe level areas are defined by parent bones within the level model, with bone importing it should be possible to split your level model up into different chunks and set their parent_offset to 0 within the .bones file when importing. You would then need to manually update the value at 0x74 within the overlay to the number of areas. I've never tried it myself. |
skawo |
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Normal user Level: 32 Posts: 37/216 EXP: 194747 Next: 11695 Since: 01-04-14 Last post: 2480 days ago Last view: 1169 days ago |
The texture editor is a bit broken: sometimes replacing a texture replaces another. Like, say, in Mario's head cap model, replacing mario_eye_2 replaces mario_head. |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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