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03-29-24 03:26 PM
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NWPlayer123
Posted on 03-20-14 09:37 PM Link | #39535
Uh IDK what you're doing but apparently your filedump is incorrect or you're opening the wrong folder or something. Can you be more specific? What version is that, what folder are you opening to list the galaxies (I assume if you do get a list of galaxies that's not the issue, but...). Can you go to StageData and find the folder with the name of the galaxy you're trying to open and open the ______GalaxyMap.arc file in a hex editor?

____________________
"I hate playing musical chats" ~ Quote of the month

Azeroth
Posted on 03-21-14 01:03 PM Link | #39544
I'm using whitehole v1.2 and I open the "normal" folder where you can find anything of SMG2

[image]
When I open the StageData I get more than one folder to one galaxy

[image]
Sry for the dumb question :/
And thanks for your help !:)

NWPlayer123
Posted on 03-21-14 03:24 PM Link | #39547
Hmm, that looks correct, I would try Anarchy to open a map file and see if it works, because if it does then whitehole should work. Also, 1.2 is kinda buggy but it'll work for the most part, I would use my modified 1.1. It doesn't have all the features 1.2 has (areas and such) but it's much more stable and should work better. Then you can use the positioning of another object to edit the coordinates of areas in Anarchy if need be, that's what I do is to edit those manually. Also, yeah, you should open the folder that has StageData/ObjectData/AudioRes etc in it. It should work perfectly. Tell me if there's anything else you don't understand.
Download Whitehole 1.1.1 Here

____________________
"I hate playing musical chats" ~ Quote of the month

Azeroth
Posted on 03-21-14 03:50 PM Link | #39548
Well I still get the error message ._.
And this:

[image]
when I try to open it with Anarchy :/
Maybe I forgot sth to install ?
Or the files are broken ?

NWPlayer123
Posted on 03-21-14 04:01 PM Link | #39549
Hmm I'm starting to think the files are broken, I sent you a PM with the correct files, hopefully that fixes the issue. Tell me if it doesn't help.

____________________
"I hate playing musical chats" ~ Quote of the month

Splitwirez
Posted on 05-27-14 07:19 PM Link | #41862
Posted by Azeroth
Well I still get the error message ._.
And this:

[image]
when I try to open it with Anarchy :/
Maybe I forgot sth to install ?
Or the files are broken ?

You're supposed to acess the folder with stagedata and objectdata in it with whitehole.. Double-click the SMG or SMG2 dump folder (did you name it normal?), not the stagedata folder. Does that help, or is that what you did?

Slacker
Posted on 06-16-14 10:26 PM Link | #42703
Hello.
Sorry for the bump. Just wanted some clarification on getting models to show up in Whitehole 1.1.
The whole process of getting up to speed with these things is painful to say the least.

I suppose my problem would be with packing my files. Just to give you an idea of what I'm doing:

  • I exported my model from my 3D package as a standard .OBJ. (I am not using blank's extended .OBJ for now).
  • Used OBJ2BDL to generate a .BDL file. (v0.4)
  • Used KCLCreate to (v0.7 .exe) to generate .kcl and .pa
  • Placed {.bdl, .kcl, .pa}(model files) all in their own folder.
  • Found PlanetMapDataTable.arc in extracted SMG2's ObjectData folder
  • Used the BCSV editor to add an entry
  • Stripped all "Unknown" fields of the string "Placeholder" in appropriate fields.
  • Ensured all flags had values of 0 (ie. LowFlag, etc)
  • Placed .BCSV in its own folder (separate from model files)
  • Dragged model files folder to RARC and then dragged resulting file onto yaz0 .exe file
  • Dragged .BCSV containing folder to RARC and then dragged resulting file onto yaz0 .exe file
  • Got resulting .arcs; named them after model file name and PlanetMapDataTable
  • Replaced old PlanetMapDataTable.arc with my new PlanetMapDataTable.arc in ObjectData
  • Added .arc into ObjectData folder
  • Launched up Whitehole 1.1 and went to RedBlueExGalaxy (FlipSwap) to check things out.

In the end, I couldn't find my new "planet" in Whitehole. Hopefully I just missed something simple.
The model is a simple cube with one checker texture on it. Texture is a 128x128 .png. Cube is low res with 8 verts, triangulated. Running Windows 7.

I would appreciate if someone could point me in the right direction.


NWPlayer123
Posted on 06-16-14 10:28 PM (rev. 2 of 06-16-14 10:29 PM) Link | #42704
Even if you don't use vertex shaders, you HAVE to import with v0.3 or it won't show up in whitehole, even if you rename an object to the model name.
EDIT: Here https://dl.dropboxusercontent.com/u/56043942/Programs/SMGHackingTools/BDLCreate-0.3.zip

____________________
"I hate playing musical chats" ~ Quote of the month

Jesse
Posted on 06-16-14 10:35 PM Link | #42705
Posted by NWPlayer123
Even if you don't use vertex shaders, you HAVE to import with v0.3 or it won't show up in whitehole, even if you rename an object to the model name.
EDIT: Here https://dl.dropboxusercontent.com/u/56043942/Programs/SMGHackingTools/BDLCreate-0.3.zip

isn't it just easier to fix version 4.0 or fix whitehole?

NWPlayer123
Posted on 06-16-14 10:39 PM Link | #42706
Not when nobody is willing/able to do it. Mega's given up on Whitehole, he's never going to work on it again.

____________________
"I hate playing musical chats" ~ Quote of the month

Slacker
Posted on 06-16-14 11:45 PM (rev. 3 of 06-17-14 02:18 AM) Link | #42715
Posted by NWPlayer123
Not when nobody is willing/able to do it. Mega's given up on Whitehole, he's never going to work on it again.


That's a shame. People don't seem to appreciate and understand the amount of work that goes into a program like that.

Posted by NWPlayer123
Even if you don't use vertex shaders, you HAVE to import with v0.3 or it won't show up in whitehole, even if you rename an object to the model name.
EDIT: Here https://dl.dropboxusercontent.com/u/56043942/Programs/SMGHackingTools/BDLCreate-0.3.zip


Thanks for that. Went through the same process will a .bdl from OBJ2BDL v0.3 -- still doesn't work.

How do you see if your model makes it into Whitehole btw. Maybe I am just doing it wrong.
After I place my files in ObjectData I run Whitehole, select RedBlueExGalaxy and go to "Add Object."
That's pretty much where I am looking for my files.

Is this right way to go about it?

NWPlayer123
Posted on 06-16-14 11:57 PM Link | #42716
You can't just find the model as an object, you have to add a different object and rename it to whatever the model name is.

____________________
"I hate playing musical chats" ~ Quote of the month

Slacker
Posted on 06-17-14 02:09 AM Link | #42723
Thank you very much. I knew it had to be something simple. :)
So strange that renaming must be used to see the model. A view from Whitehole:
[spoiler Whitehole 1.1 View][image]
Though I had to scale the model up by around 80 or so; the models came in awfully small. I suppose I'll have to model larger in my 3D package.


However, when I try things out in game, I the models don't show up.
[spoiler In-Game View][image]
Is there anything that I might be missing here? Maybe the scale has something to do with it.

Before I go any further, should I be asking these questions in a specific thread? I don't wanna derp up this thread too much if I'm being off topic or something..


shibboleet
Posted on 06-17-14 02:10 AM Link | #42724
Did you add it to the PlanetMapDataTable?

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a

Slacker
Posted on 06-17-14 02:12 AM (rev. 3 of 06-17-14 02:24 AM) Link | #42726
Posted by Slacker
  • I exported my model from my 3D package as a standard .OBJ. (I am not using blank's extended .OBJ for now).
  • Used OBJ2BDL to generate a .BDL file. (v0.4)
  • Used KCLCreate to (v0.7 .exe) to generate .kcl and .pa
  • Placed {.bdl, .kcl, .pa}(model files) all in their own folder.
  • Found PlanetMapDataTable.arc in extracted SMG2's ObjectData folder
  • Used the BCSV editor to add an entry
  • Stripped all "Unknown" fields of the string "Placeholder" in appropriate fields.
  • Ensured all flags had values of 0 (ie. LowFlag, etc)
  • Placed .BCSV in its own folder (separate from model files)
  • Dragged model files folder to RARC and then dragged resulting file onto yaz0 .exe file
  • Dragged .BCSV containing folder to RARC and then dragged resulting file onto yaz0 .exe file
  • Got resulting .arcs; named them after model file name and PlanetMapDataTable
  • Replaced old PlanetMapDataTable.arc with my new PlanetMapDataTable.arc in ObjectData
  • Added .arc into ObjectData folder
  • Launched up Whitehole 1.1 and went to RedBlueExGalaxy (FlipSwap) to check things out.


Yup added it to PlanetMapDataTable's bcsv, repacked, and then replaced old arc with my new one.

shibboleet
Posted on 06-17-14 02:49 AM Link | #42727
Let me see your XML structure.

____________________
a

Slacker
Posted on 06-17-14 03:40 AM Link | #42728
Posted by Luigi
Let me see your XML structure.


I ran this test on Dolphin. (Wow, now that I think about, I really should have mentioned that). Dolphin is so much easier for testing since its right on my 3D modelling desktop.
All from this thread: Running SMG on Dolphin without an ISO

So yeah, I am testing by replacing StageData folders with folders I modify with Whitehole.

So far its been working with really, really basic edits. The types that involve adding a couple Goombas or moving around coins and red/blue switch panels. Perhaps this is the problem.

Running on Dolphin 4.0.2 x64.

NWPlayer123
Posted on 06-17-14 04:48 AM Link | #42729
Might want to make it simple and just add it to the ProjectMapObjDataTable with "SimpleMapObj" and see if that fixes the problem.

____________________
"I hate playing musical chats" ~ Quote of the month

Slacker
Posted on 06-17-14 03:39 PM (rev. 3 of 06-17-14 06:51 PM) Link | #42743
I got it to work.
[spoiler In-Game Basic Model Import][image]
I used ProjectMapObjDataTable with field set to "SimpleMapObj" just as you suggested.

Embarrassingly enough, the problem might have been simpler. Since I am working on two computers for this, the problem might have been caused by not transferring everything over correctly. Strange that the game didn't just straight up crash.

Anyway, thanks for the help. :)

EDIT: My carelessness was in fact the problem. I used the PlanetMapDataTable method just now and things worked just fine:
[spoiler In-Game with PlanetTable][image]

shibboleet
Posted on 06-19-14 02:53 PM Link | #42805
And here's v1.1 of the tutorial :P
-Added a gravity part
-Updated the camera data
-Fixed some typos
-Put in a link to another thread where you can test without an ISO

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a
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