Kuribo64
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SuperMario64DS
Posted on 12-07-14 02:52 AM Link | #52349
Posted by Rainbow Mario
Jesse added a ball to Flip-Swap and it crashed. Any idea why? Does the ball need any text or something? There was a MSBT file named "Tamakoro" that had the text for the ball turorials. Does an new entry in the the text file have to be added and link to the ball or something?


The best thing to do in situations like that is to examine a level that uses the object and compare it to the level you're currently editing. Perhaps it requires the "Star Ball opener" object?

Jesse
Posted on 12-07-14 08:38 AM Link | #52372
Posted by SuperMario64DS
Posted by Rainbow Mario
Jesse added a ball to Flip-Swap and it crashed. Any idea why? Does the ball need any text or something? There was a MSBT file named "Tamakoro" that had the text for the ball turorials. Does an new entry in the the text file have to be added and link to the ball or something?


The best thing to do in situations like that is to examine a level that uses the object and compare it to the level you're currently editing. Perhaps it requires the "Star Ball opener" object?

No, the ball itself doesn't need any side object for so far I saw. It is however connected with a death area, but I don't think that has someting to do with crashing.

shibboleet
Posted on 12-07-14 02:10 PM Link | #52392
Said spawned PowerStar needs a CameraID.

What I would do, is port over TamakoroSliderGalaxy and delete everything for those 2 objects. (or any others.)

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KoopaTroopaMan
Posted on 12-07-14 11:11 PM Link | #52451
How does Power Star appear switches work? The Power Stars don't use SW_Appear. It doesn't have much settings. Almost just an Obj_arg with 2 or something.

shibboleet
Posted on 12-08-14 12:30 AM Link | #52457
The object itself has a PowerStar trigger. It activates through a camera.

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KoopaTroopaMan
Posted on 12-08-14 09:04 PM Link | #52488
What is the collision floor code that freeze Mario? A thing that use this collision is those calling ice pieces in Shiverburn.

NWPlayer123
Posted on 12-08-14 09:13 PM Link | #52490
There isn't a floor code. It's hardcoded. Also, someone has asked this before IIRC.

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KoopaTroopaMan
Posted on 12-08-14 09:36 PM Link | #52492
Why doesn't the game crash when you replace Flip-Swap's mini icon with another model and delete the BCK animation? The game can't find the animation so it would crash but it doesn't.

Jesse
Posted on 12-08-14 09:41 PM Link | #52493
you need to see the animation as an add on. I can make a model with btk but I can also make a model without. The model itself doesn't need bck.

KoopaTroopaMan
Posted on 12-08-14 09:48 PM Link | #52494
Yeah, the game read the files automatically when the files inside has the same name as the ARC. Other files that doesn't have the same name is controlled by the code and/or a BCSV file. But when I removed Cosmic Mario's animations the game crashed. But they had the same name as the ARC. So is the code still looking for them?

KoopaTroopaMan
(post deleted) #52545

Stomatol
Posted on 12-10-14 05:27 PM Link | #52546
Sketchup PRO does cost money, so giving you a link to download it for free would count as piracy

Do not post or link to warez, porn or other inappropriate materials.
Any post violating this rule will be deleted, and a ban may follow depending on the circumstances.


KoopaTroopaMan
(post deleted) #52548

KoopaTroopaMan
Posted on 12-14-14 07:01 PM Link | #52716
How does Power Star appear switches work?

shibboleet
Posted on 12-15-14 01:47 AM Link | #52733
There's no such thing as a "power star appear switch.'
As I said earlier, Power stars are generated by an object, and the powerstar triggers from that object. (mostly by flying to it's position with a camera)

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KoopaTroopaMan
Posted on 12-20-14 04:11 PM Link | #52870
How do you export and re-import SMG models with Blender when it doesn't have a plugin that convert the textures to PNG?

PaperplateismGuy
Posted on 12-20-14 08:02 PM Link | #52877
I convert the textures from the model by opening the model in BMDview2 exporting as dds and using a dds to jpg converter. Then I open the textures in paint, and convert jpg to png.

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Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



KoopaTroopaMan
Posted on 12-20-14 09:41 PM Link | #52881
Yeah I export with TGA textures and convert them to PNG. But then I have to put the texture on them again when it's PNG and the textures doesn't be the same as before. SketchUp converter the TGAs to JPEG when you export and obj2bdl 0.5 support them but Blender leave them as TGA.

PaperplateismGuy
Posted on 12-20-14 11:48 PM Link | #52885
Oh, at first I couldn't understand what you were saying, but you actually have to manually reselect the PNGs in blender. Cause Blender automatically recognizes the TGA's and uses those, so you have to tell it to use the PNG's instead.

____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



KoopaTroopaMan
Posted on 12-26-14 02:17 AM Link | #53151
What does FooLine.bti do that is in Mario and Luigi's files? It's just a BTI file that contains a transparent image.
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Main - Archived forums - SMG questions and issues - Questions that don't require their own thread Hide post layouts | New reply

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