Kuribo64
Views: 19,852,469 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
03-28-24 09:42 PM
Guest:

0 users reading Editor development | 2 bots

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

Pages: 1 2 3 4 5 ... 19 20 21 22 23 24 25 26 27 28 29 30 31
SuperMario64DS
Posted on 05-18-14 04:09 PM Link | #41352
I have a question myself - When you say "normals", are you referring to culling? Perhaps it would be better just to have the option to disable/enable culling based on the material?

Another suggestion - Why not allow for the exportation/importation of the games shader properies? A long runnjng issue I've had is materials appearing too dark in game, and I'd like to enter some I've written myself.

Fiachra
Posted on 05-18-14 07:44 PM Link | #41364
Posted by SuperMario64DS
I have a question myself - When you say "normals", are you referring to culling? Perhaps it would be better just to have the option to disable/enable culling based on the material? ...


No, I'm referring to setting the normal for each vertex separately to allow giving the appearance of a curved surface as described here: http://nocash.emubase.de/gbatek.htm#ds3dpolygonlightparameters

I plan to use the <double_sided> <extra> tag in COLLADA to allow a material to be double or single sided.

Posted by SuperMario64DS
... Another suggestion - Why not allow for the exportation/importation of the games shader properies? A long runnjng issue I've had is materials appearing too dark in game, and I'd like to enter some I've written myself.

If they appear too dark, it's probably just that your exported material settings are wrong. If a material is too dark, try increasing the Kd (diffuse) colour for OBJ or for DAE, the <diffuse> value to be closer to white.

StarLand
Posted on 05-19-14 01:08 PM Link | #41392
Fiachra Would you like add a directory for SM64DS in SM64DSe?

Jesse
Posted on 05-19-14 03:28 PM Link | #41394
Posted by smirkogm
Fiachra Would you like add a directory for SM64DS in SM64DSe?

if you mean that there are different folders where you start when you open the rom and open a model, if yes because its very annoying to search every time the right folder.

StarLand
Posted on 05-19-14 03:37 PM Link | #41397
Or included as part function.

Fiachra
Posted on 05-19-14 04:55 PM Link | #41399
I don't understand what either of you two mean. The folder opened when you open a file within the editor is the last folder you opened a file from.

StarLand
Posted on 05-19-14 06:00 PM Link | #41405
Posted by Fiachra
I don't understand what either of you two mean. The folder opened when you open a file within the editor is the last folder you opened a file from.


I mean, can you make a directory function (File directory) how in NSMB Editor?

Fiachra
Posted on 05-20-14 04:36 PM Link | #41469
I'll probably add something like that for extracting, replacing, compressing and decompressing files.

Skelux
Posted on 05-22-14 02:22 PM Link | #41633
I started making a tutorial on swapping instrument sets manually, but I realised that might not be necessary if you think you can automate the process in an update. It's quite simple, really. Open up info.bin from the sdat and go to 0x40 for a table. First word is the number of entries in the table, each after it is a pointer to details on each sequence and the sseq/sbnk/swar loaded. After going to where one of the entries points, you'll find the first 4 bytes identify the sseq. The next 4 bytes identify the sbnk and swar, also effecting which byte 1 and 2 need to be set in that level with that music. You can easily copy these from any other sequence to use the same instrument sets multiple times.

Fiachra
Posted on 05-22-14 05:57 PM Link | #41644
Sounds easy enough, I'll add it for the next revision.

NoThisIsStupider
Posted on 05-25-14 01:00 PM Link | #41794
Just wondering, for the next revision of SM64DSe, You should add a delete all for objects, would help for starting a new stage and wanting to clear it, instead of clicking 50 billion times. Just a thought. Or maybe i'm missing something.

____________________
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

Fiachra
Posted on 05-25-14 03:30 PM Link | #41801
I've meaning to add a 'clear level' option for a while.

Apache Thunder
Posted on 06-05-14 04:59 PM Link | #42248
Posted by Fiachra

Apache Thunder: I know you use 3DS Max, can you (or someone else) please import an animation exported from the game into 3DS Max and then export to COLLADA and send me the file?



Sorry about being late on replying to this. Had been caught up in other projects so hadn't had a chance to do anything SM64DS related. Sure I'll give that a try. I do know that the Collada format has changed in newer versions of Max as I recall only getting Collada files from Max 7 to work. But it's been awhile. I'll take a look. :D

____________________
[image][image][image]
I have cameras in your head!

Fiachra
Posted on 06-05-14 05:36 PM Link | #42250
Thanks very much, those'll be very useful :)

StarLand
Posted on 06-26-14 12:58 PM Link | #43087
Is it possible to insert a skybox importer?

Jesse
Posted on 06-26-14 01:20 PM Link | #43088
Posted by smirkogm
Is it possible to insert a skybox importer?

you can overwrite an skybox by importing over another model. like in this video, the sky model is changed. https://www.youtube.com/watch?v=3kFFwSQf5k8

StarLand
Posted on 06-28-14 11:52 AM Link | #43200
Have found a trick!

I do not need add a object: "Star Marker". I add a Power Star with: Parameter: 1 without Star Marker and I can see the position of my Star.

Fiachra
Posted on 06-28-14 07:57 PM (rev. 2 of 06-28-14 10:21 PM) Link | #43235
I'm going to rewriting most of the DAE importing using the open source csharpcollada project for parsing it, hopefully this will make importing DAE models more stable with support for more complex models and should make it easier to add support for more features in future.

StarLand
Posted on 07-05-14 08:04 PM Link | #43668
Have found the skybox.

./data/vrbox

vr1.bmd = Sea
vr2.bmd = Sky
vr3.bmd = Cloudy sky
vr4.bmd = Snowy mountain
vr5.bmd = Hounted forest
vr6.bmd = Desert
vr7.bmd = Flamming sky
vr8.bmd = Underwater city
vr9.bmd = Foggy forest
vr10.bmd = Bowser in the dark world
vr11.bmd = Bowser in the sky

Or is that known?

Jesse
Posted on 07-05-14 10:30 PM Link | #43673
Posted by smirkogm
Have found the skybox.

Or is that known?

yeah its pretty much known. but good that you listed it. so then I know what I will replace. also a tip for importing skyboxes. make them really big, because they will appear smaller in game.
Pages: 1 2 3 4 5 ... 19 20 21 22 23 24 25 26 27 28 29 30 31

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

Page rendered in 0.065 seconds. (2048KB of memory used)
MySQL - queries: 28, rows: 148/148, time: 0.016 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.