Kuribo64
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Russmarrs2
Posted on 10-19-14 09:49 PM (rev. 3 of 10-20-14 12:24 AM) Link | #49898
Thank you, I finally finished importing Waluigi's model over Mario! :D

[image]
Also, one last few group of questions:
1. Do you know what the floating/fat Mario's bmd file is?
2. Is it possible to replace sounds?
3. Would I be able to edit the character icons in SM64dse?
That's all, the 2nd and 3rd questions are kinda just extra stuff that I think would be nice to have in the game, but the 1st one I should be possible since it's replacing a model.

EDIT: I found the Balloon Mario model, I haven't finished editing it yet though. Also, do you know if questions 2 and 3 can be done with Sm64dse?

Fiachra
Posted on 10-20-14 06:03 AM Link | #49913
2: Yes it's possible though I have no experience of it. Skelux made a tutorial that's stickied.

3: Yes, select the option to edit the minimal within the level editor and then open the NCG, NCL and NSC files for that image. I can't remember what they're called but I've found them before. skawo's done for his hack - he may remember the names. Once you've selected you'll need to play about with the width and height, compression and BPP options, again I can't remember them but skawo might.

Russmarrs2
Posted on 10-20-14 11:00 AM (rev. 2 of 10-20-14 11:06 AM) Link | #49921
Ok thanks, I'll see if I can edit those. Also, there's one little problem the rom has when I import over mario_head_nocap.bmd, the rom works when he loses his cap, but for some reason some levels of Whomp's Fortress freeze when I enter them,(starting with its third level and onward) but only when I have his capless model replaced. For some reason it seems to freeze on those few levels with the other characters to when I have Mario's capless model replaced. Do you know what could be causing that?

Fiachra
Posted on 10-20-14 11:29 AM Link | #49923
Just checked and the same thing happens with my Deku Link model. Only thing I can think of would be to try reducing the size of the textures. To test this, I would just replace all the texture files with the same 32x32 PNG image and try importing the head and body again using this texture; if the game crashes you'll know that's what the issue is and can try to reduce your texture sizes.

Russmarrs2
Posted on 10-20-14 11:37 PM Link | #49959
I resized the textures and lowered their color depth, it still froze on those levels though. I'm ok with that though since they're only 5 of the levels on one course, and you can still complete 4 or so of them within the first 2 levels of Whomp's Fortress. I'll probably need to put a readme about those levels though, lol. Also, do you think you'd be able to link me to the tutorial for replacing sounds? (Thanks for helping me with all this BTW :D)

Fiachra
Posted on 10-21-14 05:59 AM Link | #49968
Don't know what the problem is then unfortunately. The music tutorial is the stickied thread "Music Importation Explained".

Russmarrs2
Posted on 10-21-14 07:49 PM (rev. 2 of 10-22-14 01:33 AM) Link | #49976
That's ok, and thanks, I'll take a look at that thread. :)

EDIT: Do you think you could take a look at this ballon/fat Waluigi file please? When I try to import it as an obj the textures seem to get messed up, and when I try importing it as a DAE, it gets an error message. Here's the blend file with textures: https://www.mediafire.com/?qww82152sq8837z

Fiachra
Posted on 10-22-14 01:46 PM Link | #50008
There are two issues with the textures: 1) when imported the textures get vertically flipped - vertically flip the image before importing and 2) the second issue is due to the height not being a power or 2 - change it to 128 or 256. I didn't get an error message when importing as DAE.

Celestial
Posted on 10-22-14 04:41 PM Link | #50012
I keep forgetting how to import a custom skybox. Can you remind me how to again?

Fiachra
Posted on 10-22-14 07:19 PM Link | #50017
Posted by Celestial
I keep forgetting how to import a custom skybox. Can you remind me how to again?

Open ROM, "Edit level", "3D model" > "Import other model" > "/data/vrbox/vr**.bmd" where "**" is a number between 1 and 11. Import your model over one of the vr**.bmd models.

Russmarrs2
Posted on 10-22-14 08:47 PM (rev. 2 of 10-22-14 08:56 PM) Link | #50018
Thank you, I got the Ballon Waluigi working :D I imported it as an obj instead of a DAE though. Here's an ingame pic:

[image]
Now all I have left to do is replace the icons and sounds :)

EDIT: When I import the obj, the filesize seems to make all the levels in Whomp's Fortress crash. Do you think it might be possible that if I import it as a DAE that wouldn't happen?

Fiachra
Posted on 10-22-14 09:11 PM Link | #50022
Glad it's working. Importing as DAE won't change the size, there's nothing extra in the OBJ model and the code is the same for generating the BMD model regardless of import format. Lower resolution textures would reduce the size and unchecking the option "Always use cmd 23h..." will get you a tiny reduction.

Russmarrs2
Posted on 10-22-14 09:20 PM (rev. 4 of 10-23-14 01:54 AM) Link | #50024
Ok thanks, I'll try unchecking that and hopefully it'll work. :D

EDIT: It didn't work, but I suppose I can release two patches, one with the fat Waluigi model and his head when his cap comes off, and one where those two models aren't replaced because they cause the game to freeze.

EDIT: I tried your advice on resizing the textures again, and this time I made the textures the same size as Mario's original textures. It worked and now there's no freezing. :)

Russmarrs2
Posted on 10-24-14 02:11 AM Link | #50046
Another question, whenever I edit the rigging on the model do I have to use a different library_visual_scene? Because when I edited the rigging and used the visual scene you gave me on that file, one of his arms looked a bit out of place when he ran.

Fiachra
Posted on 10-24-14 09:09 PM Link | #50074
What character are you replacing? You should use the one from the character you're replacing otherwise the animations won't work right.

Russmarrs2
Posted on 10-24-14 09:14 PM Link | #50075
I'm replacing Mario but using Luigi's bones. I also tried moving his arm bones up and down, one arm looks fine but the other looks kind of deformed when he runs.

Fiachra
Posted on 10-25-14 08:30 AM Link | #50123
That won't work properly; all o Mario's animations are built on Mario's rigging and will only look right with his. Try replacing Mario's run animation with Luigi's.

Russmarrs2
Posted on 10-26-14 01:36 AM Link | #50199
Thanks, it fixed his animation. I also want to edit the animation a bit though, and I don't see any ways to edit his animation when I open them up in the animation editor, is there any way to edit animations in it right now, or has that not been implemented yet?

Fiachra
Posted on 10-26-14 03:08 PM Link | #50223
At the minute you can only edit animations by importing DAE models. This works fine for simple skeletons (only joint nodes) and when transformations are split into separate scale, rotation and translation components (SRxRyRzT order only). The problem is that most exporters use SRT matrices which the editor can't properly handle. I haven't been able to determine the reason. Soon you'll also be able to import IMD and ICA (SDK intermediate formats) files but this won't benefit most (I'm adding it because I need it for importing GameCube models). I do intend to add editing to the animation editor. It'll show each bone and you'll be able to click on one and move it about or just update its values for each frame and save the changes back.

Russmarrs2
Posted on 10-26-14 04:31 PM (rev. 2 of 10-26-14 04:31 PM) Link | #50237
Ok, cool. I'll be looking forward to the revision where you can edit the animations by moving the bones, but I'm pretty happy with how his animations are right now. Also, when I try loading the sprites in the minimap editor, it says:

[image]
It also seems there's only the ncg and ncl files for the icons, I'm not that sure on how to load the sprites.
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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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