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03-29-24 03:13 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 |
Fiachra |
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Local moderator Level: 65 Posts: 640/1065 EXP: 2231346 Next: 104282 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Use the below settings, you don't the NSC file.
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Russmarrs2 |
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Normal user Level: 25 Posts: 37/123 EXP: 80328 Next: 9292 Since: 10-01-14 Last post: 2304 days ago Last view: 924 days ago |
Thanks, I tried it and it's working for the character sprites like the one you're editing in the picture. However, the lives icons seem to have the same issue as earlier though, I think it might have to do with what size I'm supposed to put the settings as. |
Stomatol |
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Normal user Level: 29 Posts: 115/178 EXP: 145444 Next: 2441 Since: 12-21-13 From: Sweden Last post: 2461 days ago Last view: 1353 days ago |
Posted by Russmarrs2 Mario's voice samples are located in the 'SWAR' folder of the sound_data in '38NCS_WAVE_SE_VOICE_MARIO.swar'. You can use MKDSCM to listen to each sample, but to add your own voice clips you need Swav2Swar which both can convert Wav files to Swav and make a Swar file using multiple swav files. To use your own sounds you have to recreate the Swar using your new Swavs and you need to arrange them in the same order as the original Swar. Then replace '38NCS_WAVE_SE_VOICE_MARIO.swar' with your new Swar. Also, you need to be sure that the Wav files don't use too high of a sample rate |
Fiachra |
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Local moderator Level: 65 Posts: 641/1065 EXP: 2231346 Next: 104282 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Posted by Russmarrs2 What filesa re you trying to load? |
Russmarrs2 |
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Normal user Level: 25 Posts: 38/123 EXP: 80328 Next: 9292 Since: 10-01-14 Last post: 2304 days ago Last view: 924 days ago |
Posted by Stomatol Thanks, I'll give that a try Posted by Fiachrad_2d_btm_icon_ncg.bin |
Fiachra |
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Local moderator Level: 65 Posts: 642/1065 EXP: 2231346 Next: 104282 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
The settings are true, "data/2D_cad/d_2d_btm_icon_ncg.bin", "data/2D_cad/d_2d_btm_icon_ncl.bin", false, blank, width: 256, height: 64, bits per pixel: 4, false.
However, the palette doesn't display properly for this image (and several others) but I'm not sure why. When you import over it, it'll appear correctly in the editor but not the game. |
Russmarrs2 |
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Normal user Level: 25 Posts: 39/123 EXP: 80328 Next: 9292 Since: 10-01-14 Last post: 2304 days ago Last view: 924 days ago |
Thanks, is there any way to make the texture appear as solid pieces instead of seperate tiles though? |
Fiachra |
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Local moderator Level: 65 Posts: 643/1065 EXP: 2231346 Next: 104282 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
I don't understand your question; what texture and in what way should it be "solid"?. |
Russmarrs2 |
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Normal user Level: 25 Posts: 40/123 EXP: 80328 Next: 9292 Since: 10-01-14 Last post: 2304 days ago Last view: 924 days ago |
Each sprite appears to be in separate parts, I can show you a picture of it if you want. |
Stomatol |
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Normal user Level: 29 Posts: 116/178 EXP: 145444 Next: 2441 Since: 12-21-13 From: Sweden Last post: 2461 days ago Last view: 1353 days ago |
Is it possible to make an object use a texture as a reflection, like for example the bullet bill does? I've tried figuring out a way to replicate it, but when exporting and reimporting the bullet bill model the effect won't work anymore. |
Fiachra |
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Local moderator Level: 65 Posts: 644/1065 EXP: 2231346 Next: 104282 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
I don't know how that type of effect is set up. Mega-Mario might know, if I knew how the effect was created I'd try to add the option to allow importing it. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 2685/9016 EXP: 56056972 Next: 430672 Since: 07-03-12 From: in a box Last post: 57 days ago Last view: 16 days ago |
Fiachra |
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Local moderator Level: 65 Posts: 645/1065 EXP: 2231346 Next: 104282 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Posted by StapleButter I think Stomatol means the way that some models apprear shiny, for example the Power Stars appear shiny in the game but when exported they're just plain yellow. |
Stomatol |
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Normal user Level: 29 Posts: 118/178 EXP: 145444 Next: 2441 Since: 12-21-13 From: Sweden Last post: 2461 days ago Last view: 1353 days ago |
Posted by Fiachra Yeah, like uh, it uses a texture but instead of mapping it to the model it reflects the texture. It's pretty hard to explain but the effect kinda shows here: |
Russmarrs2 |
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Normal user Level: 25 Posts: 41/123 EXP: 80328 Next: 9292 Since: 10-01-14 Last post: 2304 days ago Last view: 924 days ago |
Here's how the sprites look: Also, Stomatol, I looked at the sounds in MKDS Course Modifier, but I'm not sure how to replace them though. I want to replace most of Mario's sounds with Luigi's since they sound similar to Waluigi's. EDIT: Since I have almost all the parts I mainly need complete, I've decided to release a patch for this: https://kuribo64.net/?page=thread&id=1774 I might make a second version where I update some of the animations when that update is made to Sm64dse, and when I get to replace sounds too, although I had to release this one right now since I've got some animations to work on. Thank you to everybody who helped me! |
SuperMario64DS |
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Normal user Level: 27 Posts: 51/141 EXP: 106845 Next: 9314 Since: 02-03-13 Last post: 2638 days ago Last view: 2523 days ago |
Question - Why would this ever happen?
I've been messing around a bit, and tried replacing the castle-interior model. Not only are textures invisible - But Yoshi looks really weird as well. |
Fiachra |
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Local moderator Level: 65 Posts: 657/1065 EXP: 2231346 Next: 104282 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
It's because of how that level is set up to use areas. Areas are defined by root bones within the BMD model and the game only displays the geometry in the current area. It's easier if you just use another level for the Castle ground floor. |
SuperMario64DS |
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SuperMario64DS |
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Normal user Level: 27 Posts: 53/141 EXP: 106845 Next: 9314 Since: 02-03-13 Last post: 2638 days ago Last view: 2523 days ago |
(A solution to the previous was discovered, and was deleted in error)
Dae importation and the the warp-based triggers are working within the castle interior. However, I seem to be having an issue - Textures do not import alongside the Dae, but the material do. Any solutions, perhaps? The paths to the texture files haven't changed, so that possibly couldn't be an issue. |
Fiachra |
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Local moderator Level: 65 Posts: 660/1065 EXP: 2231346 Next: 104282 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
First, make sure that the paths in the DAE model are relative to the model and not absolute.
If there are no textures in the DAE (under <library_images>) and you're using Blender, make sure each material has an associated texture and check the option "Include material textures" when exporting. What did you do to get it working? |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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