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04-20-24 12:03 PM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 8 bots |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
Stomatol |
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Normal user Level: 29 Posts: 41/178 EXP: 145868 Next: 2017 Since: 12-21-13 From: Sweden Last post: 2483 days ago Last view: 1374 days ago |
Posted by SuperMario64DS It works fine, but you need to remove all animations from the level or else the game will crash. |
Storm |
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Normal user Level: 6 Posts: 3/5 EXP: 673 Next: 234 Since: 05-12-14 From: the Netherlands Last post: 3626 days ago Last view: 3026 days ago |
when I try to play my imported level that changes whomp's fortress it freezes after loading the level. |
Fiachra |
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Local moderator Level: 65 Posts: 429/1065 EXP: 2237257 Next: 98371 Since: 12-15-12 From: Ireland Last post: 2155 days ago Last view: 104 days ago |
If it works when replacing other levels it's almost certainly the texture animations - the game is trying to animate a non-existant texture, either go into 'Texture Animations' and remove the texture animation for Whomp's Fortress or change the name of the material used to match your water texture, if you want yours animated. |
StarLand |
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gtfo Level: 44 Posts: 158/455 EXP: 595587 Next: 15698 Since: 12-28-13 From: Germany Last post: 3395 days ago Last view: 3306 days ago |
How can I add Modes with Animation (Not Texture Animation). Or How can move my Model, How in Skelux new preview? |
Fiachra |
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Local moderator Level: 65 Posts: 431/1065 EXP: 2237257 Next: 98371 Since: 12-15-12 From: Ireland Last post: 2155 days ago Last view: 104 days ago |
Skelux (most likely) used a combination of replacing the models of objects that already had that specific movement and modifying the assembly code for that object. For the latter you'd need to ask him.
There are now two options for changing object movement; - If an object exists with the movement you want, you can simply replace that object's model. - If not, you'll need to add animation to your model within a 3D modelling program such as Blender and export to COLLADA DAE and then import that into the editor to replace the model and the BCA file. This is still a work-in-progress, so I would advise you don't try this at the minute unless your animation is a simple one. |
Storm |
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Normal user Level: 6 Posts: 4/5 EXP: 673 Next: 234 Since: 05-12-14 From: the Netherlands Last post: 3626 days ago Last view: 3026 days ago |
The level works now but it has no collision (I did triangulate it)
I have the newest version of the editor |
Fiachra |
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Local moderator Level: 65 Posts: 434/1065 EXP: 2237257 Next: 98371 Since: 12-15-12 From: Ireland Last post: 2155 days ago Last view: 104 days ago |
That's because if the collision types you're using, by default all faces are assigned a collision type of zero, which in most levels is solid however in Whomp's Fortress it's the 'death floor'. You can either change the collision types your model is imported with, or edit the 'CLPS' data of the level so that collision type zero is solid. I usually copy the CLPS data from JRB - zero for solid and 8 for water. |
Storm |
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Normal user Level: 6 Posts: 5/5 EXP: 673 Next: 234 Since: 05-12-14 From: the Netherlands Last post: 3626 days ago Last view: 3026 days ago |
I changed the collision type to 1,it worked thank you. |
Cackletta |
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Member Permanently banned: taking part in lamer attacks Level: 22 Posts: 51/91 EXP: 52986 Next: 5364 Since: 02-06-14 From: Los angeles california Last post: 3546 days ago Last view: 3546 days ago |
What exactly do I have to do to get a level working? I just Imported a level over Bomb-omb battle field, I placed the "Entrance" where my level was, removed the objects, there was no Texture Animation in BOB was there? Anyway with all that done, I got so hyped to see how the level was in-game I checked all I got was a white screen, nothing else. ____________________ Subscribe to my youtube channel Follow me on twitter My Modification's progress thread here |
Spacey |
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Ninji Normal user Level: 34 Posts: 8/244 EXP: 230508 Next: 23143 Since: 04-15-14 Last post: 2120 days ago Last view: 1294 days ago |
I imported a model but some faces seem to be missing? could it be my model? ____________________ Hacking LM and trying to not suck. Weeeeeeee. |
Cackletta |
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Member Permanently banned: taking part in lamer attacks Level: 22 Posts: 52/91 EXP: 52986 Next: 5364 Since: 02-06-14 From: Los angeles california Last post: 3546 days ago Last view: 3546 days ago |
At least you are able to import a model.
It seems like you are not exporting two sided faces, when doing this just Front faces get exported, even if you texture back faces they don't still get exported. Reverse the face that is missing and texture it(White faces out side, Purple/Blue faces inside). BTW in sketchup White faces are front faces and the blue/purple are back faces. Now I hope some one can help me with my problem. ____________________ Subscribe to my youtube channel Follow me on twitter My Modification's progress thread here |
Spacey |
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Ninji Normal user Level: 34 Posts: 9/244 EXP: 230508 Next: 23143 Since: 04-15-14 Last post: 2120 days ago Last view: 1294 days ago |
Posted by CacklettaYou should read the first post in this thread it deals with this problem Edit: Posted by CacklettaI am exporting with 2 sided faces, bleh its probably just my exporter being my exporter, its really buggy sometimes ____________________ Hacking LM and trying to not suck. Weeeeeeee. |
Stomatol |
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Normal user Level: 29 Posts: 42/178 EXP: 145868 Next: 2017 Since: 12-21-13 From: Sweden Last post: 2483 days ago Last view: 1374 days ago |
When I try to import a .dae file into the editor I get |
Fiachra |
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Local moderator Level: 65 Posts: 439/1065 EXP: 2237257 Next: 98371 Since: 12-15-12 From: Ireland Last post: 2155 days ago Last view: 104 days ago |
Can you try:
Edit Mode Select all Mesh>Clean up>Delete Loose For the textures, open your .DAE file and look for the <init_from> tags and change the file paths from absolute to relative, for example if you have C:/Users/Stomatol/image.png and your model is saved in C:/Users/Stomatol/ you would change the location to just image.png. |
Stomatol |
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Normal user Level: 29 Posts: 43/178 EXP: 145868 Next: 2017 Since: 12-21-13 From: Sweden Last post: 2483 days ago Last view: 1374 days ago |
Thanks alot! I got it working all properly now |
SuperMario64DS |
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Normal user Level: 27 Posts: 47/141 EXP: 107132 Next: 9027 Since: 02-03-13 Last post: 2660 days ago Last view: 2545 days ago |
So, am I correct to assume that the head and body (models) of characters are entirely separate? It seems most games in general that allow for free movement of the head does something like that.
I haven't had much of an opportunity to view anything regarding characters myself properly - At the moment technology limitations prevent me from rendering anything in 3D. |
Fiachra |
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Local moderator Level: 65 Posts: 442/1065 EXP: 2237257 Next: 98371 Since: 12-15-12 From: Ireland Last post: 2155 days ago Last view: 104 days ago |
Both models are stored separately however they're not completely separate; each body model has a 16th bone with no geometry as a placeholder for the head. The head model uses this bone's information to determine its scale, rotation and location. This unfortunately seems to be hardcoded so if you want to import a new character body model, either its bone structure would need to have the head placeholder as the 16th bone or you include the head as part of the body model and import an empty dummy model over the head model. |
Skelux |
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Banned Level: 28 Posts: 148/148 EXP: 116160 Next: 15178 Since: 11-27-12 Last post: 3617 days ago Last view: 2077 days ago |
Is there any easy way to import over thwomp without it freezing because of the animation? Would be nice to not have to debug it and stuff. |
Fiachra |
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Local moderator Level: 65 Posts: 443/1065 EXP: 2237257 Next: 98371 Since: 12-15-12 From: Ireland Last post: 2155 days ago Last view: 104 days ago |
When importing the model, select 'Texture and BTP editor', select 'Load BTP' and load the Thwomp's .btp file. You can either delete all the frames (never tested this) or rename the materials, textures and palettes used to match your new ones. You can delete all but the first frame if you don't want an animated texture. |
Jesse |
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Member Normal user Level: 53 Posts: 248/688 EXP: 1124114 Next: 33005 Since: 09-05-13 Last post: 2373 days ago Last view: 1934 days ago |
can I make a btp for a level? for example: I want to animate the sinking sand of gobies valley from banjo kazooie. I got the textures but is it possible to animate them with a btp? |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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