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03-29-24 03:27 PM |
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0 users reading Editor development | 1 guest | 2 bots |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
Fiachra |
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Local moderator Level: 65 Posts: 410/1065 EXP: 2231348 Next: 104280 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
It is an issue, I and others have come across it before. It doesn't happen with all translucent textures, some work fine, some cause all textures to be glitches and others crash the level. |
Greatmystic |
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Newcomer Normal user Level: 6 Posts: 2/5 EXP: 674 Next: 233 Since: 04-15-14 Last post: 3403 days ago Last view: 3401 days ago |
How do I post ppictures on here?
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Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 2100/9016 EXP: 56057033 Next: 430611 Since: 07-03-12 From: in a box Last post: 57 days ago Last view: 16 days ago |
skawo |
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Normal user Level: 32 Posts: 109/216 EXP: 194056 Next: 12386 Since: 01-04-14 Last post: 2454 days ago Last view: 1143 days ago |
https://dl.dropboxusercontent.com/u/4558852/whoops.png
This happened after copying a coin. |
Fiachra |
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Local moderator Level: 65 Posts: 412/1065 EXP: 2231348 Next: 104280 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Yeah, that's that bug in the Model Cache. Just reopen the ROM, the original models aren't touched, it's just the renderer. I'll and fix it for the revision after the next one (currently busy working on a big new feature for the next revision). |
skawo |
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Normal user Level: 32 Posts: 110/216 EXP: 194056 Next: 12386 Since: 01-04-14 Last post: 2454 days ago Last view: 1143 days ago |
Little patch for USv1
At x10fb4 BC to BB to make the star draw distance bigger |
Cackletta |
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Member Permanently banned: taking part in lamer attacks Level: 22 Posts: 41/91 EXP: 52831 Next: 5519 Since: 02-06-14 From: Los angeles california Last post: 3524 days ago Last view: 3524 days ago |
Do you mean 0x10FB49?
Fiachra, will there ever be a model replacer for mario? I don't know if its already in the editor. ____________________ 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: 414/1065 EXP: 2231348 Next: 104280 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Posted by skawo Thanks, I'll add it to the next revision. Posted by Cackletta It looks it he's posted the right address, the value at 0x10FB4 is BC, whilst the value 0x10FB49 is 03. You could have checked that yourself. Posted by Cackletta It's currently possible to replace models with bones in a limited way by splitting OBJ models into different objects. I wouldn't bother with that though as the next revision will allow you to import properly rigged models (skeleton/joints and skinning) using the COLLADA format (I've actually already got that done). |
skawo |
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Normal user Level: 32 Posts: 111/216 EXP: 194056 Next: 12386 Since: 01-04-14 Last post: 2454 days ago Last view: 1143 days ago |
By the way, I should mention that patch is sort of very rudimentary and if you have levels that are verging on the polycount limit, you probably shouldn't use it. |
Skelux |
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Banned Level: 27 Posts: 132/148 EXP: 115855 Next: 304 Since: 11-27-12 Last post: 3596 days ago Last view: 2055 days ago |
This one will make all objects always visible from a distance.
0x110EC: 0A 00 00 EB Causes a lot of lag, not practical if a hack contains any complex levels. |
Cackletta |
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Member Permanently banned: taking part in lamer attacks Level: 22 Posts: 42/91 EXP: 52831 Next: 5519 Since: 02-06-14 From: Los angeles california Last post: 3524 days ago Last view: 3524 days ago |
Lags like? I haven't noticed any since so far, I've also tested it in open levels, what kind of lags are you referring to we'd like to know. Your patch works great. ____________________ 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: 415/1065 EXP: 2231348 Next: 104280 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Posted by Skelux Thanks, this'll be a very patch to have. Posted by Cackletta If there are lots of objects and your level has a high polygon count you'll notice a slowdown. |
Skelux |
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Banned Level: 27 Posts: 133/148 EXP: 115855 Next: 304 Since: 11-27-12 Last post: 3596 days ago Last view: 2055 days ago |
Posted by Fiachra ie, ds Mad Musical Mess has about 5000 polygons and 100 objects. |
skawo |
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Normal user Level: 32 Posts: 112/216 EXP: 194056 Next: 12386 Since: 01-04-14 Last post: 2454 days ago Last view: 1143 days ago |
This lag and polygon disappearance mostly applies to the DS hardware too, as it'll be most noticeable there. |
skawo |
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Normal user Level: 32 Posts: 117/216 EXP: 194056 Next: 12386 Since: 01-04-14 Last post: 2454 days ago Last view: 1143 days ago |
Collision importing on objects doesn't work properly. |
Fiachra |
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Local moderator Level: 65 Posts: 424/1065 EXP: 2231348 Next: 104280 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
When reporting an issue you need to give more detail, your post gives no details regarding what is actually wrong or how to reproduce it. If you don't provide that, how am I supposed to work out what's wrong?
The problem I'm guessing you're referring to is holes in the collision, this is because the objects' model and their collision maps are usually 125 times larger than you see in the editor and the game - the problem is actually with creating collision maps with huge faces - if you subdivide the large faces in your model the collision map will be fine. If not that, you're probably importing them with the wrong scale. |
skawo |
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Normal user Level: 32 Posts: 118/216 EXP: 194056 Next: 12386 Since: 01-04-14 Last post: 2454 days ago Last view: 1143 days ago |
Clearly, you already knew what the issue was. This would be pretty hard to miss. Besides, there's nothing more to this; it just does not work properly. End of story.
@explanation: If there is an issue, why won't fix it? You do realise dividing the model like that would just make each single import object model super high poly for no reason, right? Like, if there's some impossibility in importing large faces, why not do something to work around this? I don't know, import them normal, then scale? I mean, clearly, it's not impossible to have collision that big. Nintendo somehow managed it, afterall. |
Jesse |
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Member Normal user Level: 53 Posts: 222/688 EXP: 1120943 Next: 36176 Since: 09-05-13 Last post: 2351 days ago Last view: 1913 days ago |
I have an issue with scrolling textures. the issue is that you don't have control over which direction the texture is scrolling too. skawo allready told me that I could fix it with the rotation tab, but I figured out that it has the same effect when you rotate the texture while mapping it.
No I talk about that the texture translation is now saying to the texture that it must shift from the upper right pixel to the down left pixel. with seamless textures it won't be that bad but with non seamless textures it looks like horror. could you please add control over the direction from which its scrolling? |
Fiachra |
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Local moderator Level: 65 Posts: 425/1065 EXP: 2231348 Next: 104280 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
skawo: I had just never gotten round to fixing it, turns out it's a very simple bug, I was casting a very large value used to calculate the triangle's vertices to an int when it should have been a long. It'll be fixed in the next revision.
jjess064: skawo is right, you change the rotation value used. This does not have have the same effect as simply rotating the texture, if you change the texture animation in Castle Grounds for the waterfall to have a rotation of 90 degrees, the waterfall's texture will scroll from right to left. |
Jesse |
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Member Normal user Level: 53 Posts: 223/688 EXP: 1120943 Next: 36176 Since: 09-05-13 Last post: 2351 days ago Last view: 1913 days ago |
yeah but its not an seamless texture. If I do that it will look very ugly.
Here is a gif of it |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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