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04-24-24 11:16 AM |
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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 |
Jesse |
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Member Normal user Level: 53 Posts: 452/688 EXP: 1124688 Next: 32431 Since: 09-05-13 Last post: 2377 days ago Last view: 1938 days ago |
I also got a texture import problem, The all mesh joining tip worked btw. But when I import my map now everything looks fine in the importer. but when I play it all the textures are black. this didn't happen when I had seperated mesh, because then I saw random mesh with a imported texture applied on that.
Besides all of that I got a main rom problem which is that everytime I import a level in bob-ombs battle field or another level, some levels will crash. but not the imported once. Like I imported in bob-omb battle field a level and I cannot go to peaches room to change player. Skelux actually told me once a "fix" but I didn't get it [17:54:21] jesse: sounds a little bit like my problem, importing one level and another level crashes [17:54:37] jesse: it seems that there are unstable levels in the game [17:55:18] SKELUX: you can fix some of them by manually fixing anomalies in the level script [17:55:42] SKELUX: like the second test level |
Fiachra |
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Local moderator Level: 65 Posts: 661/1065 EXP: 2238328 Next: 97300 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 108 days ago |
I just noticed the DAE black textures myself; the issue occurs when the model has normals defined. I don't know why as normals are working fine in IMD. I'm just going to disable them for DAE.
I'm about to (today) release an update which finally fixes the issue where the camera is irreversibly messed up after importing a level from an XML. This will allow you to export all your levels and re-import them from XML over a clean ROM. |
Stomatol |
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Normal user Level: 29 Posts: 136/178 EXP: 145944 Next: 1941 Since: 12-21-13 From: Sweden Last post: 2487 days ago Last view: 1378 days ago |
So uh, tried importing an IMD model and got this error;
Any clue on what I might have done wrong? Seems like it has to with KCL, since the model itself imported fine but I got another error when tring to open the KCL editor afterwards |
Fiachra |
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Local moderator Level: 65 Posts: 663/1065 EXP: 2238328 Next: 97300 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 108 days ago |
Jesse and Stomatol: Should be fixed, please try the latest version, details. |
SuperMario64DS |
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Normal user Level: 27 Posts: 56/141 EXP: 107183 Next: 8976 Since: 02-03-13 Last post: 2664 days ago Last view: 2549 days ago |
Posted by Fiachra What do you mean when you say that, exactly? |
Fiachra |
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Local moderator Level: 65 Posts: 664/1065 EXP: 2238328 Next: 97300 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 108 days ago |
Posted by SuperMario64DS You said: Posted by SuperMario64DS What did you change in your model to allow you to successfully import over the Castle ground floor? To answer your deleted question, I don't know how a level is set to use snow. There appears to be an AR code that allows you to turn it on so I'll look at that, it's probably possible to make a patch to enable it. |
SuperMario64DS |
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Normal user Level: 27 Posts: 57/141 EXP: 107183 Next: 8976 Since: 02-03-13 Last post: 2664 days ago Last view: 2549 days ago |
Posted by Fiachra Oh, okay. To trigger the rendering of anything linked to other portions of the model, you set the in/out area's value of the door to that of the bone. So, if you'd like a door to render area 2 (Mesh linked to r2-node) when you enter, you set the in value to 2. To render are 7 when you leave that door (r7-node), then set out value to 7. I'd imagine that it only can up to 255. Edit: It would appear as if I were mistaken, the name the mesh/group plays a role as well. I'll arrange an explanation once I've have it sorted out. |
Jesse |
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Member Normal user Level: 53 Posts: 453/688 EXP: 1124688 Next: 32431 Since: 09-05-13 Last post: 2377 days ago Last view: 1938 days ago |
yush that would be awesome for gruntilda's lair since its giant. |
SuperMario64DS |
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Normal user Level: 27 Posts: 58/141 EXP: 107183 Next: 8976 Since: 02-03-13 Last post: 2664 days ago Last view: 2549 days ago |
It turns out it's slightly more complicated than I figured. I'll make a thread on it. |
DarkBones64 |
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Newcomer Normal user Level: 8 Posts: 9/9 EXP: 1703 Next: 484 Since: 05-30-13 Last post: 3417 days ago Last view: 3413 days ago |
Out of curiosity, is it possible to make it so you don't have a star select screen like the castle secret stars, but still have multiple stars in the level (effectively making the level stay the same for every star)? I pretty much ask out of curiosity, as I probably wouldn't finish a SM64DS hack even if I started... |
Fiachra |
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Local moderator Level: 65 Posts: 668/1065 EXP: 2238328 Next: 97300 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 108 days ago |
Yes, there's no issue having multiple stars like that, it's done in the original game. |
Stomatol |
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Normal user Level: 29 Posts: 141/178 EXP: 145944 Next: 1941 Since: 12-21-13 From: Sweden Last post: 2487 days ago Last view: 1378 days ago |
So I get this black texture problem when importing OBJ models with normals as well;
Works fine when exporting without normals though |
Fiachra |
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Local moderator Level: 65 Posts: 670/1065 EXP: 2238328 Next: 97300 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 108 days ago |
Posted by Stomatol I'm not sure why that happens. I don't know what's different between the normals in OBJ and IMD; they're both read in and stored the same and they appear to be the same format. I'm just going to disable normals for OBJ until it's ever worked out. There's not really any benefit to having them in OBJ anyway. |
Jesse |
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Member Normal user Level: 53 Posts: 475/688 EXP: 1124688 Next: 32431 Since: 09-05-13 Last post: 2377 days ago Last view: 1938 days ago |
My rom is still crashing when importing a big level over bob-ombs battle field. The whole rom! You seem to use levels with much textures and polygons, So I would guess I would just work. Or is it normal that this happens? |
Fiachra |
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Local moderator Level: 65 Posts: 680/1065 EXP: 2238328 Next: 97300 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 108 days ago |
If the whole ROM's crashing and B.O.B. is the only level you've modified then it must be corrupt. If you can open the level in the editor, you can export it as XML and import it into a new ROM. |
Jesse |
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Member Normal user Level: 53 Posts: 476/688 EXP: 1124688 Next: 32431 Since: 09-05-13 Last post: 2377 days ago Last view: 1938 days ago |
I have not only modified B.O.B. but also shifting sand land. When I import a (oversized) level in B.O.B. the game is already half crashing. I mean that you cannot visit some levels anymore because they will crash. You can also not go to peaches room. And when I import another Not oversized level, the game will crash totally.
I use the 0022 - Super Mario 64 DS (E)(Wet 'N' Wild) rom. Is that a wrong rom? |
Fiachra |
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Local moderator Level: 65 Posts: 682/1065 EXP: 2238328 Next: 97300 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 108 days ago |
That shouldn't happen. If B.O.B.'s model is too large only that level should be affected. Can you try importing again in a clean ROM. Yes, "0022 - Super Mario 64 DS (E)(Wet 'N' Wild)" is correct. |
Jesse |
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Member Normal user Level: 53 Posts: 477/688 EXP: 1124688 Next: 32431 Since: 09-05-13 Last post: 2377 days ago Last view: 1938 days ago |
I am pretty sure the rom is not corrupt.
- I imported a level with two textures. Nothing happened. - Then I imported a level with more textures which loads more then 48k in the vram. Other levels crashes but the imported level works fine. - Then I imported the two textured model again and everything was working fine again. The odd thing is that some levels crash and some not. Like lethal lavaland and peaches room crashes. but shifting sandland and B.O.B. never crash. This was all done in a clean rom yes. |
Fiachra |
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Local moderator Level: 65 Posts: 683/1065 EXP: 2238328 Next: 97300 Since: 12-15-12 From: Ireland Last post: 2159 days ago Last view: 108 days ago |
I've never come across that issue before and I have no idea as to why it might be happening. You may just need to reduce the textures in your model and try again. |
SGC |
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Yellow Level: 40 Posts: 16/369 EXP: 420216 Next: 21093 Since: 09-09-14 Last post: 1547 days ago Last view: 1218 days ago |
When i import a model the textures are all upside-down why is this happening? ____________________ MKDS Hacking & Modding Discord: https://discordapp.com/invite/CAktUYP |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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