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04-19-24 07:49 PM |
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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: 320/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
Are you sure R67 was working and not R66? I can't see any changes since R67 that could have affected only the 'Replace model' functionality. Either way, what object are you trying to replace?
"And the texture issue is in a custom level, one that I can't actually share at the moment..." - If you delete all faces apart from one per each texture, do you still get the same problem. If so, could you send me that model? |
skawo |
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Normal user Level: 32 Posts: 59/216 EXP: 194606 Next: 11836 Since: 01-04-14 Last post: 2475 days ago Last view: 1164 days ago |
I'm absolutely sure it's 67.
And...it doesn't seem to happen with only one face per texture :/ |
Fiachra |
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Local moderator Level: 65 Posts: 321/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
What object is it and is it all models or just a specific one? |
skawo |
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Normal user Level: 32 Posts: 60/216 EXP: 194606 Next: 11836 Since: 01-04-14 Last post: 2475 days ago Last view: 1164 days ago |
The Super Mushroom. And it is indeed all models. |
Fiachra |
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Local moderator Level: 65 Posts: 322/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
I think it's due to the incorrect scale being passed to the Model Importer when replacing object models. I've fixed that and also changed how replacing models works - in future when you select 'Replace model' for an object the scale of the object as it appears in-game gets passed to the Model Importer and you can choose to preview how your model will look once imported into the game using the scale passed in (see the list in ObjectRenderer.cs) - this won't affect the scale at which your BMD file is imported, however if you choose this option (checkbox on/off), this scale will be used to match the size of the collision map, otherwise they'll both be the same size (for objects the size of the BMD doesn't match the size of the KCL but does for all others). By default for all models this option is disabled, default values for both model and KCL remain as 1.0. You will no longer be prompted to enter a scale when you select 'Import Other Model' but if you're importing an object you should enable and set this value appropriately.
This change should make importing over objects' model clearer and'll be in the next revision. |
skawo |
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Normal user Level: 32 Posts: 65/216 EXP: 194606 Next: 11836 Since: 01-04-14 Last post: 2475 days ago Last view: 1164 days ago |
I have two requests for the map editor:
- Ability to click on the image itself to choose the background color, it's rather annoying when you have 7839587 shades of the same color next to each other and then have to do a bunch of trial and error just to find the right one to use... - Ability to draw on the image; some of the menu images require the palette and the mappings to remain the same in order to look properly, which makes editing them via importing pretty much impossible. |
Fiachra |
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Local moderator Level: 65 Posts: 326/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
Posted by skawo Can you not export the original, set it to Indexed mode and either edit it then or export the palette, import it into another image and use that to index the image and then import only the NCG file? |
Cackletta |
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Member Permanently banned: taking part in lamer attacks Level: 22 Posts: 13/91 EXP: 52981 Next: 5369 Since: 02-06-14 From: Los angeles california Last post: 3546 days ago Last view: 3546 days ago |
The competency of this editor is really strong but exported model are fallaciously texture mapped. ____________________ Subscribe to my youtube channel Follow me on twitter My Modification's progress thread here |
skawo |
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Normal user Level: 32 Posts: 73/216 EXP: 194606 Next: 11836 Since: 01-04-14 Last post: 2475 days ago Last view: 1164 days ago |
That's just because obj doesn't support the same things as bmd does. |
Cackletta |
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Member Permanently banned: taking part in lamer attacks Level: 22 Posts: 14/91 EXP: 52981 Next: 5369 Since: 02-06-14 From: Los angeles california Last post: 3546 days ago Last view: 3546 days ago |
I'd prefer models were exported as .3DS files they are very similar to .BDL or .BMD model formats ____________________ Subscribe to my youtube channel Follow me on twitter My Modification's progress thread here |
Fiachra |
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Local moderator Level: 65 Posts: 337/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
If any other model exporter is added it'll be DAE as this would allow bones to be exported properly per vertex with the possibility of also exporting animation. |
skawo |
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Normal user Level: 32 Posts: 74/216 EXP: 194606 Next: 11836 Since: 01-04-14 Last post: 2475 days ago Last view: 1164 days ago |
Posted by skawo Found a retail level that does this in R72; Tiny Huge Island inside the mountain. Try exporting, say, iwa3, it'll export iwa_koke. |
Cackletta |
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Member Permanently banned: taking part in lamer attacks Level: 22 Posts: 15/91 EXP: 52981 Next: 5369 Since: 02-06-14 From: Los angeles california Last post: 3546 days ago Last view: 3546 days ago |
Posted by Fiachra I never knew google earth models supported animations i always thought it was .EDL files as they are video sequenced models, oh well. ____________________ Subscribe to my youtube channel Follow me on twitter My Modification's progress thread here |
Fiachra |
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Local moderator Level: 65 Posts: 338/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
Posted by skawo Fixed the exporting, will be in next revision. Is there a problem with importing as well? Posted by Cackletta Exporting models as DAE would allow exporting them exactly the same as they are in the game (apart from the textures), editing bones, animations and then importing them back in. It would take a lot of work though and right now there's not much demand, also I know very little about how 3D animation. |
Fiachra |
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Local moderator Level: 65 Posts: 356/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
R73 2014/03/24
- Added BTP (texture sequence animation) editor to existing texture editor. - Improved how 'Replace model' for objects works, now has optional 'in-game preview' which is used to adjust scale when importing objects to the account for their in-game scale (described in detail in a post recently). - Added orthogonal view/parallel perspective mode to level editor with the ability to 'slice' through a level to view different levels/depths (scroll wheel or Home/End buttons to control) to make creating minimaps much easier. Example. - Added screenshot button to level editor. - Fixed bug for replacing object models where incorrect scale being returned. - Fixed bug in Entrance objects where parameter 3 was a duplicate of Y-Rotation and would overwrite its value. - Fixed bug in texture editor where wrong texture was getting exported. Download: http://www.sendspace.com/file/6xgkwu |
Cackletta |
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Member Permanently banned: taking part in lamer attacks Level: 22 Posts: 20/91 EXP: 52981 Next: 5369 Since: 02-06-14 From: Los angeles california Last post: 3546 days ago Last view: 3546 days ago |
Nice update, I'll wait till textures get exported as 3DS files or DAE files, I know it isn't easy but... ____________________ Subscribe to my youtube channel Follow me on twitter My Modification's progress thread here |
NoThisIsStupider |
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Normal user Level: 31 Posts: 21/207 EXP: 180916 Next: 4447 Since: 03-13-14 Last post: 1914 days ago Last view: 1683 days ago |
Just downloaded the latest version of sm64dse, and it turns out I had downloaded an extremely old version, prob's the first one with model importing. This should probably help XD. ____________________ Switch on latest firm happily playing Smash daily PC with an i7-4790K, RX480, 16GB ram Various other consoles that are hardly used due to emulation existing |
ToxBoxTerror |
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Normal user Level: 5 Posts: 3/4 EXP: 492 Next: 37 Since: 11-29-13 Last post: 3673 days ago Last view: 3647 days ago |
Is this editor like whitehole, where you need that rom thing or something for it to work? Also where is the download?
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StarLand |
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Fiachra |
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Local moderator Level: 65 Posts: 370/1065 EXP: 2237075 Next: 98553 Since: 12-15-12 From: Ireland Last post: 2154 days ago Last view: 104 days ago |
Posted by ToxBoxTerror How else would you edit it if you didn't have a ROM? The download link is 3 posts above yours. Wrong thread for this type of question. |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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