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Fiachra
Posted on 10-26-14 05:23 PM Link | #50244
Use the below settings, you don't the NSC file.

[image]

Russmarrs2
Posted on 10-26-14 05:35 PM Link | #50245
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
Posted on 10-26-14 05:47 PM Link | #50246
Posted by Russmarrs2
Now all I have left to do is replace the icons and sounds :)


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
Posted on 10-26-14 06:02 PM Link | #50247
Posted by Russmarrs2
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.

What filesa re you trying to load?

Russmarrs2
Posted on 10-26-14 06:23 PM Link | #50248
Posted by Stomatol
Posted by Russmarrs2
Now all I have left to do is replace the icons and sounds :)


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


Thanks, I'll give that a try :)

Posted by Fiachra
What files are you trying to load?
d_2d_btm_icon_ncg.bin

Fiachra
Posted on 10-26-14 08:49 PM Link | #50269
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
Posted on 10-26-14 09:30 PM Link | #50278
Thanks, is there any way to make the texture appear as solid pieces instead of seperate tiles though?

Fiachra
Posted on 10-27-14 06:59 AM Link | #50289
I don't understand your question; what texture and in what way should it be "solid"?.

Russmarrs2
Posted on 10-27-14 02:16 PM Link | #50295
Each sprite appears to be in separate parts, I can show you a picture of it if you want.

Stomatol
Posted on 10-27-14 02:26 PM (rev. 2 of 10-27-14 02:26 PM) Link | #50296
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
Posted on 10-27-14 05:05 PM Link | #50307
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
Posted on 10-27-14 08:44 PM Link | #50331
The BMD format stores texture parameters in the same way as the DS expects. Those parameters include how the texture should be repeated: no repeat, normal repeat, mirrored repeat.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

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Fiachra
Posted on 10-27-14 09:07 PM Link | #50338
Posted by StapleButter
The BMD format stores texture parameters in the same way as the DS expects. Those parameters include how the texture should be repeated: no repeat, normal repeat, mirrored repeat.

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
Posted on 10-27-14 10:00 PM (rev. 2 of 10-27-14 10:18 PM) Link | #50343
Posted by Fiachra
Posted by StapleButter
The BMD format stores texture parameters in the same way as the DS expects. Those parameters include how the texture should be repeated: no repeat, normal repeat, mirrored repeat.

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.

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:

[image]

Russmarrs2
Posted on 10-27-14 10:39 PM (rev. 3 of 10-28-14 03:57 AM) Link | #50348
Here's how the sprites look:

[image]
I'm not sure if they're supposed to be like that or not since I'm not used to dealing with sprites like that (other than when I'm editing GBA games) I'll be fine if I can't get them edited though, since I've already edited the sprite of Mario's head (the one that you showed in your picture that showed the config options), and since replacing the models and that is enough for me. :D

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! :D

SuperMario64DS
Posted on 11-28-14 03:20 AM Link | #51876
Question - Why would this ever happen?


[image]

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
Posted on 11-28-14 07:55 PM Link | #51903
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
(post deleted) #51925

SuperMario64DS
Posted on 12-02-14 02:34 AM (rev. 3 of 12-02-14 02:40 AM) Link | #52131
(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
Posted on 12-02-14 07:00 AM (rev. 2 of 12-02-14 07:01 AM) Link | #52146
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?
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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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