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04-25-24 12:10 PM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 2 bots |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
Russmarrs2 |
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Normal user Level: 25 Posts: 6/123 EXP: 80639 Next: 8981 Since: 10-01-14 Last post: 2331 days ago Last view: 951 days ago |
Yeah, the model I used in the video was just for an example but here's the model though: https://www.mediafire.com/?1e6ys0zkho0yyt2
Also, here's the model I'm trying to import (with textures) http://www.mediafire.com/download/s8ug3x5z529kcym/waluigihead.rar If you could figure out how to fix that model and how to make it able to be imported into the game, I would greatly appreciate it. Also thanks for helping me with this EDIT: I figured out how to fix the error, I just had to soften the model in 3ds max (although the error still appears with some other models), but when I import it into the game I still got the frozen white screen, have you found out why it's not working yet? |
Fiachra |
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Local moderator Level: 65 Posts: 605/1065 EXP: 2238608 Next: 97020 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by Russmarrs2 Please see my latest post in the 'Editor Development' thread. |
MPG |
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Member Banned for a while: low post quality Level: 36 Posts: 3/296 EXP: 300802 Next: 7308 Since: 10-06-14 Last post: 3341 days ago Last view: 2609 days ago |
Hey, I'm a complete newbie to SM64DS hacking. How do I use SM64DSe to make levels, from scratch? ____________________ My unfinished forum: http://mpgforums.freeforums.net/ |
Russmarrs2 |
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Normal user Level: 25 Posts: 7/123 EXP: 80639 Next: 8981 Since: 10-01-14 Last post: 2331 days ago Last view: 951 days ago |
I used the new importer and although the error message disappeared for some of the models I tried I still got the frozen white screen when I tried to play it, I tried importing my blender one and the 3ds max one but they both got the same result. I also hope this isn't too much to ask, but do you think you could edit this model: https://www.mediafire.com/?3dw4qi208tw9ta4 (it's the model exported from Blender) so that it could be successfully imported into SM64ds? You don't have to if you don't want to since requests can be time consuming, and since you've already helped me alot with this. Thank you for helping me with this so far |
Fiachra |
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Local moderator Level: 65 Posts: 606/1065 EXP: 2238608 Next: 97020 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by Russmarrs2 See the section "Tips on texture sequence animations (BTP)" in this wiki page - the texture animations are referencing textures, palettes and materials that no longer exist in the head model. Posted by MPG There's too much to cover in one go. The first you'll need to do is to create a level model in a 3D modelling program such as Blender or Google Sketchup. Once you've your model created you can import it into game, creating a new level model and collision map. You can then remove, add and edit objects (coins, Goombas, Stars etc.) within the level. It'll be easier to help if you have a specific part that you're stuck on. You'll find a lot of your questions already answered in this thread. Start with making your model. If you haven't used a 3D modelling tool before, Google Sketchup would probably be best. Your model shouldn't be more than ~5000 triangles and you shouldn't use high resolution or too high a number of textures. You can use the game's original models as a reference for texture sizes and amounts. Once done, open the level you're replacing in the editor, select "3D Model" > "Import Level Model" and import your model. You should then remove any texture animations that reference materials that no longer exist (Texture Animations button within level editor). |
MPG |
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Member Banned for a while: low post quality Level: 36 Posts: 9/296 EXP: 300802 Next: 7308 Since: 10-06-14 Last post: 3341 days ago Last view: 2609 days ago |
Okay, thanks. I'll try that this weekend. ____________________ My unfinished forum: http://mpgforums.freeforums.net/ |
Russmarrs2 |
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Normal user Level: 25 Posts: 9/123 EXP: 80639 Next: 8981 Since: 10-01-14 Last post: 2331 days ago Last view: 951 days ago |
Does what it says on the wiki page mean I'm supposed to give the texture and the model the same names? I think I understand some of it, but some other parts are a bit confusing, do you think you could explain what some of it means please? |
Fiachra |
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Local moderator Level: 65 Posts: 607/1065 EXP: 2238608 Next: 97020 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
BTP files animate textures by swapping them in a sequence, like a .gif image. To do this it uses a list of textures and palettes and the combination and sequence to use and lists the material which will be animated. For example the tx_wait.btp file swaps between 3 textures to make Mario blink. When you import a custom model, the material, texture and palette names are no longer valid and the game crashes when it can't find them. You can either (1) edit every BTP animation and edit the names to match those in your model (2) edit every BTP animation so it does nothing (3) rename the names within your model before importing it so that it matches those in the BTP animation.
I would recommend option 3. You can export my Deku Link model and look at it in the BTP editor for an example of how to import over Mario's head and preserve blinking. |
Russmarrs2 |
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Normal user Level: 25 Posts: 10/123 EXP: 80639 Next: 8981 Since: 10-01-14 Last post: 2331 days ago Last view: 951 days ago |
Ok thanks, I'll give it a try.
BTW How do I edit the textures so they have no animation? |
Fiachra |
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Local moderator Level: 65 Posts: 608/1065 EXP: 2238608 Next: 97020 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by Russmarrs2 Load the BTP file you want to edit and then remove each frame, each material, each texture and each palette. Save changes. Edit: Posted by Russmarrs2 Delete the bone object and then merge the various mesh objects into one mesh. I think you also have to name the mesh object "mario_head". |
Russmarrs2 |
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Normal user Level: 25 Posts: 11/123 EXP: 80639 Next: 8981 Since: 10-01-14 Last post: 2331 days ago Last view: 951 days ago |
I made it one mesh with the "mario_head" name and I managed to delete all the frames and material from Mario's BTP files, but it still didn't work for some reason. I used this model: https://www.mediafire.com/?b3n3o5i35mmowzd |
Fiachra |
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Local moderator Level: 65 Posts: 609/1065 EXP: 2238608 Next: 97020 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by Russmarrs2 There's a duplicate mesh and when exported there are two nodes with the ID's "node-node_mario_head" and "node-node_mario_head_1". Delete the duplicate mesh and if necessary, manually rename the node within the "visual_scene" to "mario_head" after exporting to DAE. |
Russmarrs2 |
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Normal user Level: 25 Posts: 12/123 EXP: 80639 Next: 8981 Since: 10-01-14 Last post: 2331 days ago Last view: 951 days ago |
Do I remove the mesh and rename the node with 3ds max/Blender, SM64dse or Notepad? Sorry, I'm a bit confused for what program I'm supposed to use to do that since it makes the duplicate after I export it. |
Fiachra |
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Local moderator Level: 65 Posts: 610/1065 EXP: 2238608 Next: 97020 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by Russmarrs2 I used Blender to delete the mesh and I deleted the bone (separate object) before exporting to DAE. When open the exported model in a text editor you should see a <node> element containing and <instance_geometry> element. Ensure that the 'id', 'sid' and 'name' attributes are set to "mario_head". Note that Blender doesn't apply textures when importing DAE models (think it's a bug) so you'll need to select all faces, go to UV editor and select the image from the list. When exporting make sure you check the option 'Include material textures'. Edit: Posted by GalaxyFan225 1: Most users here use either Blender or Sketchup. Both are free. Blender is much more advanced but is also more difficult to learn. As you haven't done any 3D modelling before, Sketchup would probably be better for you. I can't give you tutorials on that but there are plenty available. Perhaps someone else can provide a link to a good tutorial. 2: They're in the same file as the rest of the text, menaing you can edit them in the 'Text editor', "Edit text" from the main form. You can search for the names using the search option. They're stored sequentially anyway so they're easy to find. 3: Select a level and select "Edit level". The object tab is selected by default, "Add object" presents a list of objects to add, select one and then click to place it. You can edit its postion, rotation and parameters in the properties box on the left. Select an object and then select "Remove object" to get rid of them. The objects available in a level are set through the "Object Bank" settings within the "Level Settings". 4: You have to edit the existing ones. 52 should be enough though. |
Russmarrs2 |
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Normal user Level: 25 Posts: 13/123 EXP: 80639 Next: 8981 Since: 10-01-14 Last post: 2331 days ago Last view: 951 days ago |
I edited and exported it straight from Blender so that it had no second mesh/node to delete (which also showed up as 1 material in the editor) and when I looked at the file in Notepad it seemed to have the ids and name pointed to mario_head. But when I exported it, it still crashed for some reason. As a test I also exported a model straight from the model's resource without editing it or positioning it (the model's resource test model I used was over the body though) and even though the rigging and some things were messed up, the model from there imported into the game. I think it might have something to do with the exporter but I'm still not sure. Is there anything you did differently with Deku Link than the regular DAE importing that might work? (Thanks for helping me with this BTW ) |
Fiachra |
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Local moderator Level: 65 Posts: 612/1065 EXP: 2238608 Next: 97020 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
I used OBJ as it was easier to modify:
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Russmarrs2 |
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Normal user Level: 25 Posts: 14/123 EXP: 80639 Next: 8981 Since: 10-01-14 Last post: 2331 days ago Last view: 951 days ago |
I sorta tried that but it didn't work because I think I did it wrong. When I opened up the obj in the text editor the only usemtl was followed by "Material #6", so I changed it to say "mat_head" and I only used the mario_head texture and didn't get around to using eye textures, so I only imported the mat_head part of the mtl over the mtl. I think I might've done something wrong in Blender with the materials. |
Fiachra |
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Local moderator Level: 65 Posts: 613/1065 EXP: 2238608 Next: 97020 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
It failed because you didn't change use the mat_eye which the BTP files are still referencing. It would look a lot better if you spent the time getting the animated eye textures working. |
Russmarrs2 |
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Normal user Level: 25 Posts: 15/123 EXP: 80639 Next: 8981 Since: 10-01-14 Last post: 2331 days ago Last view: 951 days ago |
If I animate the eye textures, do I use the UV editor in Blender to add the eye textures and rename them? (I'm using the rom where I deleted the texture animations and materials so I'm not sure what to do) |
Fiachra |
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Local moderator Level: 65 Posts: 614/1065 EXP: 2238608 Next: 97020 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
You should add a new "mat_eye" material and texture as in the following screenshot:
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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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