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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here Hide post layouts | New reply

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StarLand
Posted on 07-13-14 09:14 PM (rev. 2 of 07-14-14 02:16 PM) Link | #44117
Posted by Parashoe
and then another error after I press OK:

[image]

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.


2. I thing the answer is: Make you model smaller.

edit:

I have a problem, I have imported a model.
But the screen was white when I enter the Level.

I have removed the Texture Animations. And I have set the "Drop faces below"
to 0.0005.

Fruit Smasher
Posted on 07-14-14 11:27 PM (rev. 7 of 07-14-14 11:32 PM) Link | #44220
Posted by "StarLand" id="43524

]
Posted by Somebody Else
[
Posted by smirkogm
Posted by Somebody Else
yet again another nooby question. yeah im new at this. anyway how can i edit the original SM64DS courses? also how can i play my courses on my 3DSXL?


Use SM64DSe for course editing.
And for playing you can use r4i 3ds (Wood Firmware)
where can i get r4i 3ds? and how can i edit the levels using SM64DSe? whwn i run SM64DSe it requires me to have an actual level to create one...

Quick:

You can make models with SKetchUp, blender etc. Export as: dae or obj.
And the R4 can you buy on almost all flashcards online shops
And the Wood firmware can you download from the r4 homepage.

________________________________________________________________________________________________

can I play my courses on a DS emulator? I think its called dsema9.9. where can I find dsema9.9 and how can I play another super Mario 3D on it? sorry for all the questions.

blimpfruit00
Posted on 07-15-14 12:34 AM Link | #44223
Yes, you can play it using an emulator, such as desmume 0.9.9. To find it, just google it, and to play another super mario 3d, follow the instructions in the readme of the download of the hack.

Fruit Smasher
Posted on 07-15-14 01:39 AM Link | #44226
yeah I just figured that out. when ever I push patch on xdelta.exe it says'' xdelta3: target window checksum mismatch XD3_INVALID_INPUT.'' help?

StarLand
Posted on 07-15-14 06:23 AM (rev. 2 of 07-15-14 06:24 AM) Link | #44230
Or with the N5.

Fruit Smasher
Posted on 07-15-14 05:31 PM (rev. 3 of 07-15-14 05:42 PM) Link | #44247
Posted by StarLand
Or with the N5.
im using dsema9.9. yeah I just figured that out. when ever I push patch on xdelta.exe it says'' xdelta3: target window checksum mismatch XD3_INVALID_INPUT.'' help? sorry that im posting so many questions. I really am. but I found hacking SM64DS fun...

Fiachra
Posted on 07-16-14 06:33 PM Link | #44311
Posted by Parashoe
I downloaded the build with the fix. When I attempt to import the level I receive a new error:

[image]


and then another error after I press OK:

[image]

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.

This should be it working now, I was able to successfully import your model.

Posted by Somebody Else
When ever I push patch on xdelta.exe it says'' xdelta3: target window checksum mismatch XD3_INVALID_INPUT.'' help? sorry that im posting so many questions. I really am. but I found hacking SM64DS fun...

You're trying to patch the wrong version of the ROM, the patch's author will likely have specified the version to use. Please at least try to use correct grammar and punctuation when asking for help.

Fruit Smasher
Posted on 07-16-14 07:10 PM (rev. 3 of 07-16-14 07:22 PM) Link | #44314
Posted by Fiachra
Posted by Parashoe

I downloaded the build with the fix. When I attempt to import the level I receive a new error:

[image]


and then another error after I press OK:

[image]

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.

This should be it working now, I was able to successfully import your model.

Posted by Somebody Else
When ever I push patch on xdelta.exe it says'' xdelta3: target window checksum mismatch XD3_INVALID_INPUT.'' help? sorry that im posting so many questions. I really am. but I found hacking SM64DS fun...

You're trying to patch the wrong version of the ROM, the patch's author will likely have specified the version to use. Please at least try to use correct grammar and punctuation when asking for help.
oh ok. i'll try to find that one.

Parashoe
Posted on 07-17-14 08:42 AM Link | #44332
Thank you Fiachra, my Sketchup models are importing now. However, around the same time when you posted the first fixed build, I decided to switch to another program after getting fed up with both the issues and limitations I was finding in Sketchup. I have decided to use Wings 3D. Wings 3D is a relatively simple 3D modeler, compared to say Blender, however it's much more featured and powerful than Sketchup. Wings 3D appears to be geared towards low-poly models; it's open source and based of "Nendo" which I heard was Nintendo's choice of 3D editor when they created their early 3D games such as Super Mario 64, which means it's perfect for modding Super Mario 64 DS. Unfortunately, I'm getting errors importing the model I exported from Wings 3D in Collada format. I'm able to import a Wavefront export of my model however the UV mapping seems to be inverted (Note this "inverted UV mapping" was also occuring in my Sketchup models with both .obj and .dae, when both importing and exporting) and (inevitably) vertex colors are lost.
I've uploaded my new model for debugging: https://kuribo64.net/get.php?id=3HILk1PovBKaE0Xn
Here's some images of: my model as seen in Wings 3D, my export settings, and error message:

[image]
[image]
[image]

Any more help would be greatly appreciated, thanks.
P.S. Does my model need to be triangulated before importing?

Jesse
Posted on 07-17-14 09:46 AM (rev. 2 of 07-17-14 09:46 AM) Link | #44334
you really want to use blender, because blenders .dae is supported in the importer.

Fruit Smasher
Posted on 07-17-14 05:48 PM (rev. 2 of 07-17-14 05:50 PM) Link | #44376
Posted by jjesss064
you really want to use blender, because blenders .dae is supported in the importer.

oh and yes. your model needs to be triangulated.
I didn't see a difference triangulating it. it workd (ish) without it. also I use sketchup and it works as well. except mario goes through the ground. also isn't using a ROM and an Emulator (together of course) illegal?

Celestial
Posted on 07-17-14 06:35 PM (rev. 3 of 07-17-14 06:36 PM) Link | #44385
Posted by Somebody Else
I didn't see a difference triangulating it. it workd (ish) without it. also I use sketchup and it works as well. except mario goes through the ground.

That's because you need to assign collision to each triangle(assuming collision is assighned the same way as Banjo Kazooie which it is probably completely different)

Fiachra
Posted on 07-17-14 07:20 PM Link | #44388
Posted by Parashoe
Thank you Fiachra, my Sketchup models are importing now. However, around the same time when you posted the first fixed build, I decided to switch to another program after getting fed up with both the issues and limitations I was finding in Sketchup. I have decided to use Wings 3D. Wings 3D is a relatively simple 3D modeler, compared to say Blender, however it's much more featured and powerful than Sketchup. Wings 3D appears to be geared towards low-poly models; it's open source and based of "Nendo" which I heard was Nintendo's choice of 3D editor when they created their early 3D games such as Super Mario 64, which means it's perfect for modding Super Mario 64 DS. Unfortunately, I'm getting errors importing the model I exported from Wings 3D in Collada format. I'm able to import a Wavefront export of my model however the UV mapping seems to be inverted (Note this "inverted UV mapping" was also occuring in my Sketchup models with both .obj and .dae, when both importing and exporting) and (inevitably) vertex colors are lost.
I've uploaded my new model for debugging: https://kuribo64.net/get.php?id=3HILk1PovBKaE0Xn
Here's some images of: my model as seen in Wings 3D, my export settings, and error message:

[image]
[image]
[image]

Any more help would be greatly appreciated, thanks.
P.S. Does my model need to be triangulated before importing?


I know what the problem is but it'll be a few days before I have time to fix it. In the meantime your models will import if you "pretty print" your DAE model.

Models need to be triangulated when importing collision maps (KCL) though not when replacing BMD models only.

Parashoe
Posted on 07-17-14 10:22 PM (rev. 3 of 07-18-14 02:05 AM) Link | #44407
Posted by Fiachra

I know what the problem is but it'll be a few days before I have time to fix it. In the meantime your models will import if you "pretty print" your DAE model.

I pretty printed my model. I am able to import it without any errors, however it does not seem to appear in the editor. I've tried different scales but it's just void other than the Mario scale reference at the center, "AHG!". I suppose I'll use Wavefront until Collada is more stable.
Also, when both importing and exporting models, the texture mapping is definitely inversed in someway. I opened my model made in Wings 3D, from both .obj and .dae, in mesh lab and the UV mapping appears correct and as it does in Wings 3D, however when I go to import my model using the editor (from .obj, but I predict it would be the same with .dae if I had any success with that format) It is rotated or inversed or something:

[image][image]
Same goes for exporting models:

[image]
I'm sorry to be bringing bad luck :( but I suppose someone has to do bug reporting :).
Posted by Fiachra
Models need to be triangulated when importing collision maps (KCL) though not when replacing BMD models only.

Does the "import level model" traingulate them automatically? When I import an untriangulated model, the BMD is not triangulated however KCL is triangulated automatically? or is this done manually? Does it matter which models are triangulated or not triangulated, what is best/most efficient for the game engine?
EDIT:

I took Jesse's advice and decided to dive into Blender> I'm finding Blender a little tuff and overwhelming but I managed to create a model and it imports to the game however the Y/Z axis appears switched. In Blender the up axis is Z while I believe the importer is taking Y as the up axis. There is Z_UP in the file Blender exported, could you add support for this? I'm sure I could find a workaround like rotating my model before export but it is an inconvenience. Also the UV mapping issues I spoke about are present.

Fruit Smasher
Posted on 07-18-14 01:34 AM Link | #44408
Posted by SR13DS
Posted by Somebody Else
I didn't see a difference triangulating it. it workd (ish) without it. also I use sketchup and it works as well. except mario goes through the ground.

That's because you need to assign collision to each triangle(assuming collision is assighned the same way as Banjo Kazooie which it is probably completely different)
I just make my model on sketchup and replace the level with that one. I don't know how to trangulate it. also isn't using an emulator and a rom together illegal?

Fiachra
Posted on 07-18-14 06:10 AM Link | #44414
Parashoe: I was able to see your model in the editor, did you try zooming out, it may just have a large scale?

That inverted UV problem has always been there. It's not just a case of flipping the images on export because not all of them require it.

When importing an untriangulated model it is not converted automatically, BMD supports quadrilaterals and these are kept from the imported model. KCL however only supports triangles but the model is not converted, you lose half of each quadrilateral which is why there'd be holes.

I was already planning on adding support for <UP_AXIS> in future. Until then, in Blender: R X -90, Object>Apply>Rotation, R X 90. Now your model will export the right way around and will also appear the right way around when editing.


Somebody Else: No it's not. ROM's aren't illegal if you've dumped it yourself from a legitimate copy you own.

Fruit Smasher
Posted on 07-18-14 04:43 PM (rev. 2 of 07-18-14 04:44 PM) Link | #44435
Posted by Fiachra

Somebody Else: No it's not. ROM's aren't illegal if you've dumped it yourself from a legitimate copy you own.
how can I do that? will that brick my 3DSXL if I try to dump it from my copy?

Fiachra
Posted on 07-18-14 05:29 PM Link | #44440
Posted by Somebody Else
How can I do that? will that brick my 3DSXL if I try to dump it from my copy?

See the instructions here:
http://forum.romulation.net/index.php?topic=61091.0

It should be simple enough and it won't brick your 3DS.

Fruit Smasher
Posted on 07-18-14 05:55 PM (rev. 2 of 07-18-14 05:59 PM) Link | #44442
Posted by Fiachra
Posted by Somebody Else
How can I do that? will that brick my 3DSXL if I try to dump it from my copy?

See the instructions here:
http://forum.romulation.net/index.php?topic=61091.0

It should be simple enough and it won't brick your 3DS.
ok! thanks! im going to try to use my friends regular o'l DS and use my game to dump it. PKSparkss on youtube said it'll bust up your 3DS and you should do it on your ds. thanks!! :D

Parashoe
Posted on 07-18-14 06:23 PM (rev. 4 of 07-18-14 06:32 PM) Link | #44445
I believe I am close to successfully importing a model into the game full with vertex colors and all. I'm able to import my Blender model and it appears correctly (- UV) in the level editor, however it does not appear at all in the game, but the collisions imported and work. The issue may have to do with my model, Blenders UV/texture system is super confusing for me, but I have no clue what. But it's weird it appears in the editor and not the game.

[image][image]
Also I'm still unable to import my model created in Wings 3D, you said you were able to, do you remember the scale? Again, I don't get errors but it's just void after importing the model.
Posted by Fiachra
That inverted UV problem has always been there. It's not just a case of flipping the images on export because not all of them require it.

Will this be fixed in the future? Can I do anything about it until it is? Is it just a matter of rotating or flipping the texture files before import? I'm a little confused with this.
Also the fixed build you sent me for Sketchup exports gave me a strange error and the editors UI became weird. After restarting, the error never reappears but the UI is still messed up. I imported the Blender model (this model) with R74 due to this.
I love SM64 and I'm really interested in modding it, expect to see some hopefully quality stuff from me as soon as my problems are solved.

EDIT: The error with the UI fixed itself, weird. Maybe it's because I imported a model with the other version over a model I imported with the build you sent me? sounds irrational but it's the only thing I know to have changed since I last ran that build.

Also I uploaded the blender model for debugging: https://kuribo64.net/get.php?id=Y4QXS19l9oDKnGP2
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here Hide post layouts | New reply

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