Kuribo64
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03-28-24 12:39 PM
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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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Fiachra
Posted on 03-02-14 08:28 PM Link | #39167
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
Posted on 03-02-14 08:34 PM Link | #39168
I'm absolutely sure it's 67.

And...it doesn't seem to happen with only one face per texture :/

Fiachra
Posted on 03-03-14 05:36 PM Link | #39186
What object is it and is it all models or just a specific one?

skawo
Posted on 03-03-14 06:12 PM Link | #39188
The Super Mushroom. And it is indeed all models.

Fiachra
Posted on 03-03-14 09:03 PM Link | #39191
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
Posted on 03-12-14 01:10 PM (rev. 2 of 03-12-14 01:10 PM) Link | #39383
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
Posted on 03-12-14 09:45 PM Link | #39391
Posted by skawo
- 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.


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
Posted on 03-17-14 05:53 PM Link | #39481
The competency of this editor is really strong but exported model are fallaciously texture mapped.

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skawo
Posted on 03-17-14 06:05 PM Link | #39482
That's just because obj doesn't support the same things as bmd does.

Cackletta
Posted on 03-18-14 05:38 AM Link | #39490
I'd prefer models were exported as .3DS files they are very similar to .BDL or .BMD model formats

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Fiachra
Posted on 03-18-14 07:13 AM Link | #39493
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
Posted on 03-18-14 10:36 AM Link | #39495
Posted by skawo
- The texture editor isn't entirely fixed, it still sometimes replaces wrong textures.


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
Posted on 03-18-14 06:36 PM Link | #39496
Posted by Fiachra
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.

I never knew google earth models supported animations i always thought it was .EDL files as they are video sequenced models, oh well.

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Fiachra
Posted on 03-18-14 07:24 PM Link | #39497
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.

Fixed the exporting, will be in next revision. Is there a problem with importing as well?

Posted by Cackletta
I never knew google earth models supported animations i always thought it was .EDL files as they are video sequenced models, oh well.

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
Posted on 03-24-14 08:52 PM Link | #39604
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
Posted on 03-25-14 06:48 PM Link | #39613
Nice update, I'll wait till textures get exported as 3DS files or DAE files, I know it isn't easy but...

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NoThisIsStupider
Posted on 03-29-14 07:57 PM Link | #39696
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.

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ToxBoxTerror
Posted on 03-30-14 11:19 AM Link | #39713
Is this editor like whitehole, where you need that rom thing or something for it to work? Also where is the download?

StarLand
(post deleted) #39714

Fiachra
Posted on 03-30-14 12:28 PM Link | #39717
Posted by ToxBoxTerror
Is this editor like whitehole, where you need that rom thing or something for it to work? Also where is the download?

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.
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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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