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04-27-24 06:54 AM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 1 bot |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
Fiachra |
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Local moderator Level: 65 Posts: 505/1065 EXP: 2239088 Next: 96540 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
What emulator are you using? There are problems with DeSmuME 0.9.10. I would doubt the editor or the ROM, seeing as plenty of people have been making large hacks involving lots of levels eg. Skelux's and skawo's hacks. |
skawo |
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Normal user Level: 32 Posts: 149/216 EXP: 194799 Next: 11643 Since: 01-04-14 Last post: 2482 days ago Last view: 1171 days ago |
0.9.10 will fail to boot the ROM period due to some checksum fail, so that's not it. |
StarLand |
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gtfo Level: 44 Posts: 336/455 EXP: 596123 Next: 15162 Since: 12-28-13 From: Germany Last post: 3402 days ago Last view: 3313 days ago |
I use 0.9.9 JIT and my rom won't freeze. |
Jesse |
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Member Normal user Level: 53 Posts: 319/688 EXP: 1125096 Next: 32023 Since: 09-05-13 Last post: 2380 days ago Last view: 1941 days ago |
I tested it with a smaller model. and it works. so its probably my model, it has now:
3007 Faces 25 Materials 25 Textures I don't get any texture error but I think there are too much faces. its still fascinating how a level imported in bob-ombs battlefield can let crash the playroom and lethal lava land... that doesn't make much sense to me. |
SuperLuigiFan66 |
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Newcomer Normal user Level: 5 Posts: 1/3 EXP: 310 Next: 219 Since: 07-09-14 Last post: 3579 days ago Last view: 3579 days ago |
How Do I Edit Models & Textures Of The Game? |
StarLand |
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gtfo Level: 44 Posts: 347/455 EXP: 596123 Next: 15162 Since: 12-28-13 From: Germany Last post: 3402 days ago Last view: 3313 days ago |
Go to: 3d models > Import other model. Click on a *.bmd file and edit.
When you open a bmd file: Texture and btp editor For *.bca with the Animation editor. |
SuperLuigiFan66 |
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Newcomer Normal user Level: 5 Posts: 2/3 EXP: 310 Next: 219 Since: 07-09-14 Last post: 3579 days ago Last view: 3579 days ago |
Posted by smirkogm Thanks. Also, How Do I Make Models? |
Stomatol |
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Normal user Level: 29 Posts: 67/178 EXP: 145999 Next: 1886 Since: 12-21-13 From: Sweden Last post: 2490 days ago Last view: 1381 days ago |
Use a 3d modeling software like SketchUp or Blender |
SuperLuigiFan66 |
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Newcomer Normal user Level: 5 Posts: 3/3 EXP: 310 Next: 219 Since: 07-09-14 Last post: 3579 days ago Last view: 3579 days ago |
Posted by Stomatol I'd Rather Use SketchUp Because It's Impossible For Me To Do Anything On Blender... (Except For Importing Models) BTW Thanks And If SketchUp's Installer Needs An Admin Password, Then I Guess I'll Immediately Watch Some Blender Tutorials. Well... The Installer's Taking Longer Than I Expected To Download... I'm Gonna Try Blender... & Maybe Watch Some Blender Tutorials... |
Jesse |
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Member Normal user Level: 53 Posts: 325/688 EXP: 1125096 Next: 32023 Since: 09-05-13 Last post: 2380 days ago Last view: 1941 days ago |
you should really give blender a chance. I know it looks hard at the beginning but that was the same with me. once you know how everything works you can create everything. |
StarLand |
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gtfo Level: 44 Posts: 352/455 EXP: 596123 Next: 15162 Since: 12-28-13 From: Germany Last post: 3402 days ago Last view: 3313 days ago |
Blender is hard. I know it, I use Blender. But all the tutorials on many webpages can help you. |
shibboleet |
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Parashoe |
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Member Normal user Level: 12 Posts: 1/24 EXP: 7032 Next: 889 Since: 07-11-14 Last post: 3033 days ago Last view: 2996 days ago |
I am having an issue importing my 3D models created in Sketchup into the game. I use Sketchup's built in Collada export however when I go to import it as a course model in SM64DSe, I receive the following error:
Here's the model I am attempting to import (without the texture files): |
Fiachra |
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Local moderator Level: 65 Posts: 514/1065 EXP: 2239088 Next: 96540 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
It's not an issue with Sketchup, it's due to a lazy assumption I made when reading in the material settings, I'll post an fixed copy of the editor when I'm back home.
Edit: I was able to fix the material issue however it seems that there's another problem that is Sketchup's fault. Each <mesh> element should have a <vertices> element which is supposed to contain at least one <input> element (pages 112 and 168 of 1.4.1 specification) however it doesn't include any. Neither Blender no MeshLab will open this model either. I'll see if I can add a workaround. Edit 2: I was able to get around the above but ran into 2 more problems, one mine, one Sketchup's. I'll be away for a few days but will post a fixed version when I get back. I noticed that your model wasn't using vertex colours or any other DAE specific features, until then you could get away with exporting to OBJ, there are at least two free plugins for doing that. |
Parashoe |
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Member Normal user Level: 12 Posts: 3/24 EXP: 7032 Next: 889 Since: 07-11-14 Last post: 3033 days ago Last view: 2996 days ago |
Posted by Fiachra After examining my post I realized that the <input> elements were taken as HTML tags by Blargboard, thats why they aren't included within my spoiler but on my file they are there; sorry for that confusion. As for the material issue being fixed do I just SVN update to get the fix? Also if anyone's interested, here is an image of how my model appears in Sketchup. It's the spawn of a docks based slide stage, I hope it will import well once the issues are fixed: I uploaded the whole model with textures to the file uploader for debugging if it would help. Also, Sketchup gives the following options when exporting Collada. The boxes I have checked is what I use to export. |
Fiachra |
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Local moderator Level: 65 Posts: 517/1065 EXP: 2239088 Next: 96540 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
I haven't promoted the changes yet, I'll need to undo the changes around the <input> elements but the code's not in a state to be promoted as-is as there are several big changes being worked on that I'll need to exclude.
I don't think I'll have time for that but I'll post the executable in the morning to do until it's ready, sorry for the delay. |
StarLand |
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gtfo Level: 44 Posts: 358/455 EXP: 596123 Next: 15162 Since: 12-28-13 From: Germany Last post: 3402 days ago Last view: 3313 days ago |
Is it possible to modified the physik in few courses? Also speed, jump-speed, jump-height... |
Jesse |
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Member Normal user Level: 53 Posts: 335/688 EXP: 1125096 Next: 32023 Since: 09-05-13 Last post: 2380 days ago Last view: 1941 days ago |
Posted by StarLand the answer is: skelux. |
Fiachra |
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Local moderator Level: 65 Posts: 518/1065 EXP: 2239088 Next: 96540 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
Parashoe:
This should be it fixed now: https://kuribo64.net/get.php?id=f4ByRXjcGPsXtshd StarLand/Jesse: When the player first jumps, the following function sets the initial speed: 020BF300 (in memory) to 00 02 5C BC. That's somewhere to start looking. I had a look at Skelux's v0.1 Control Patches a while ago, you may find some of these useful: Version 0.1: *Disabled run-up when holding run button and standing still *Camera starts zoomed out *Increased acceleration *Faster turning *Can side-flip from slower speeds *Player has more mid-air control *All players but Yoshi can wall-jump *Luigi does not spin at the end of a backflip Start with camera zoomed out (already known): arm9.bin 0x8F14: 12 AA 00 EB 01 10 A0 E3 02 00 A0 E3 CD 18 C5 E5 54 01 85 E5 disable intro. (already known): arm9.bin FDF4: 88 All players but Yoshi can wall-jump: overlay002 (decompressed) 0x14760: 03 00 50 E3 09 00 00 0A Disabled run-up when holding run button and standing still (already known): overlay002 (decompressed) 0x259E4: 3A 00 00 EA Faster turning: overlay002 (decompressed) 0x265C8: 02 4A A0 E3 Can side-flip from slower speeds: overlay002 (decompressed) 0x26858 03 19 A0 E3 ??? overlay002 (decompressed) 0x268E8: 2A 00 00 EA Luigi does not spin at the end of a backflip: overlay002 (decompressed) 0x33F14: 08 00 00 EA Player has more mid-air control: overlay002 (decompressed) 0x353E8: 0C 20 A0 E3 10 3C A0 E3 |
Parashoe |
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Member Normal user Level: 12 Posts: 4/24 EXP: 7032 Next: 889 Since: 07-11-14 Last post: 3033 days ago Last view: 2996 days ago |
I downloaded the build with the fix. When I attempt to import the level I receive a new error: and then another error after I press OK: I hope there will be an easy fix/solution to this. You can download my model here for debugging: https://kuribo64.net/get.php?id=FrhkCw3OWv0FUhGT I'm sorry to really be living to my rank "Newcommer". Hopefully I will be able to give back to the community soon. Thank you for all the help given, I really was not expecting my issue to get to much attention and I am grateful it was. |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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