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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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Fiachra
Posted on 01-24-15 11:55 AM Link | #55115
Posted by supergamecube
When i import a model the textures are all upside-down why is this happening?

It always happens, SM64DS seems to flip the texture co-ordinates about the Y axis, you just need to flip the textures before importing. Irfanview has a batch option that can do that for you really quickly.

Posted by jjesss064
Yes I did, 7 times actually. The rom is not corrupt, stuff in the rom has been shifted or something. When I import a low texture and polygon level in B.O.B then peaches room will not crash (and many other levels)

Have you perhaps set one of the BMD, KCL or minimap files ID's within B.O.B. to point to another level's or object's? Please post the contents of the <LevelSettings> element within the exported XML file and any <MinimapTileIDObject> elements in full (include the XML comments).

SGC
Posted on 01-24-15 12:17 PM (rev. 2 of 01-24-15 01:46 PM) Link | #55118
Hey when i attempt to test my level all the textures are entirely black and, the collision is fucked! When I went into the kcl viewer to see what was up I discovered large chucks of the level have no collision at all and, there are holes everywhere in the collision model!

____________________
MKDS Hacking & Modding Discord:
https://discordapp.com/invite/CAktUYP

Stomatol
Posted on 01-24-15 01:48 PM Link | #55124
Uh, are you sure you triangulated your model before exporting? That's usually the problem when people have collision issues.

SGC
Posted on 01-24-15 01:51 PM Link | #55125
It happens with triangulated models as well...

____________________
MKDS Hacking & Modding Discord:
https://discordapp.com/invite/CAktUYP

Fiachra
Posted on 01-24-15 02:01 PM Link | #55127
Posted by supergamecube
It happens with triangulated models as well...

Set "Drop faces below:" to zero.

Posted by Stomatol
Uh, are you sure you triangulated your model before exporting? That's usually the problem when people have collision issues.

That actually shouldn't cause issues any more - a couple of revisions ago I set it to automatically triangulate models for creating the collision map.

SGC
Posted on 01-24-15 02:14 PM Link | #55129
But why are all the textures black? o.O

____________________
MKDS Hacking & Modding Discord:
https://discordapp.com/invite/CAktUYP

Fiachra
Posted on 01-24-15 02:47 PM Link | #55130
Posted by supergamecube
But why are all the textures black? o.O

- Ensure that the diffuse colour isn't set to black (0, 0, 0).
- If you're using OBJ format ensure that you're using the latest version of the editor.

SGC
Posted on 01-29-15 04:55 PM Link | #55529
I imported a New 3D model over the castle grounds, but I get a white screen after the file select!
What am I doing wrong?

____________________
MKDS Hacking & Modding Discord:
https://discordapp.com/invite/CAktUYP

Fiachra
Posted on 01-29-15 06:03 PM Link | #55534
See the first post in this thread. It's most likely that it's the texture animations.

Russmarrs2
Posted on 01-31-15 05:10 PM Link | #55638
Hey, I'm trying to replace Luigi's head right now but need the MTL file to replace in notepad. Do you think you might be able to give me the MTL for Luigi? Thanks

SuperMario64DS
Posted on 01-31-15 10:38 PM Link | #55650
Would it be acceptable to ask a question outside the scope of the editor itself?

Curious - What tools are to be used for dis-assembling & re-assembling as far as DS games go? More specifically, I'd like to experiment modifying the core functions of a title (SM64DS (PAL)).

Fiachra
Posted on 02-01-15 05:35 AM Link | #55658
Posted by Russmarrs2
Hey, I'm trying to replace Luigi's head right now but need the MTL file to replace in notepad. Do you think you might be able to give me the MTL for Luigi? Thanks

- First, export the Luigi head model to OBJ
- Select 'Import other model' and select Luigi's head model
- Select 'Texture and BTP Editor'
- Export each of the textures in the list
- Open the exported .mtl and add materials so that all textures are included, the names of the extra materials don't matter as long they're unique
- Remove the ".png" extension from the textures in the .mtl file and rename the files themselves so they've no extension

The final .mtl should look like:

newmtl mat_eye
Ka 0.5176471 0.5176471 0.5176471
Kd 1 1 1
Ks 0 0 0
d 1
illum 2
map_Kd luigi_eye_1

newmtl mat_eye_2
Ka 0.5176471 0.5176471 0.5176471
Kd 1 1 1
Ks 0 0 0
d 1
illum 2
map_Kd luigi_eye_2

newmtl mat_eye_3
Ka 0.5176471 0.5176471 0.5176471
Kd 1 1 1
Ks 0 0 0
d 1
illum 2
map_Kd luigi_eye_3

newmtl mat_eye_4
Ka 0.5176471 0.5176471 0.5176471
Kd 1 1 1
Ks 0 0 0
d 1
illum 2
map_Kd luigi_eye_4

newmtl mat_eye_5
Ka 0.5176471 0.5176471 0.5176471
Kd 1 1 1
Ks 0 0 0
d 1
illum 2
map_Kd luigi_eye_5

newmtl mat_head
Ka 0.5176471 0.5176471 0.5176471
Kd 1 1 1
Ks 0 0 0
d 1
illum 2
map_Kd luigi_head_2

newmtl mat_head_2
Ka 0.5176471 0.5176471 0.5176471
Kd 1 1 1
Ks 0 0 0
d 1
illum 2
map_Kd luigi_head_1

Posted by SuperMario64DS
... What tools are to be used for dis-assembling & re-assembling as far as DS games go? More specifically, I'd like to experiment modifying the core functions of a title (SM64DS (PAL)).

Dis-assembling: no$gba debug version (free). For static analysis of the dis-assembled code there's a DS plugin for IDA Pro (not free), tutorial on loading a RAM dump into IDA Pro can be found here. I tend to use no$gba all the time and would hardly ever need to use IDA Pro.

Re-assembling: For SM64DS there's the SM64DS ASM Hacking Template. It's based on the NSMB ASM Hacking Template by Dirbaio which can be made to work with any game as long as you find the location of the OS_GetInitArenaLo function.

Russmarrs2
(post deleted) #55701

Celestial
Posted on 02-02-15 02:53 PM Link | #55753
I am trying to replace the texture for the wooden doors (and for star doors), but the edits do not show up. I tried using the texture over the another door, and it showed up fine. I even tried replacing the model with the other doors bmd, but still no luck. What am I doing wrong?

Jesse
Posted on 02-02-15 03:46 PM Link | #55761
Posted by Fiachra
Have you perhaps set one of the BMD, KCL or minimap files ID's within B.O.B. to point to another level's or object's? Please post the contents of the <LevelSettings> element within the exported XML file and any <MinimapTileIDObject> elements in full (include the XML comments).




<ObjectBankSettings>
1
1
2
1
3
2
1
7
</ObjectBankSettings>

<!--data/stage/bombhei_map/bombhei_map_all.bmd-->
./bombhei_map_all.bmd


<!--data/stage/bombhei_map/bombhei_map.kcl-->
./bombhei_map.kcl



<!--data/stage/bombhei_map/bombhei_map_icg.bin-->
./bombhei_map_icg.bin


<!--data/stage/bombhei_map/bombhei_map_icl.bin-->
./bombhei_map_icl.bin

1600

1
0
1

6
33
58

0




<!--1764-->

<!--data/stage/bombhei_map/bombhei_map_00_isc.bin-->
./bombhei_map_00_isc.bin



Fiachra
Posted on 02-04-15 04:53 AM Link | #55846
Posted by Celestial
I am trying to replace the texture for the wooden doors (and for star doors), but the edits do not show up. I tried using the texture over the another door, and it showed up fine. I even tried replacing the model with the other doors bmd, but still no luck. What am I doing wrong?

You may not be editing the correct model, what's the door model that you're using?

Posted by jjesss064
Posted by Fiachra
Have you perhaps set one of the BMD, KCL or minimap files ID's within B.O.B. to point to another level's or object's? Please post the contents of the <LevelSettings> element within the exported XML file and any <MinimapTileIDObject> elements in full (include the XML comments).




<ObjectBankSettings>
1
1
2
1
3
2
1
7
</ObjectBankSettings>

<!--data/stage/bombhei_map/bombhei_map_all.bmd-->
./bombhei_map_all.bmd


<!--data/stage/bombhei_map/bombhei_map.kcl-->
./bombhei_map.kcl



<!--data/stage/bombhei_map/bombhei_map_icg.bin-->
./bombhei_map_icg.bin


<!--data/stage/bombhei_map/bombhei_map_icl.bin-->
./bombhei_map_icl.bin

1600

1
0
1

6
33
58

0




<!--1764-->

<!--data/stage/bombhei_map/bombhei_map_00_isc.bin-->
./bombhei_map_00_isc.bin



That looks correct, I thought that perhaps the overlay you were importing over had its settings such that it was referring to file ID's used in another level and then when importing those other level's files would be replaced but that's not the case here. I don't honestly know what the problem could be, that was the only thing I could think, sorry. One level shouldn't have any effect on another.

PSISly
Posted on 02-07-15 09:51 AM Link | #55967
Ok, i've decided that I want to begin my first hack. I had tried before, using Blender and other tools, but I could never get anything working right, as I have never tried ROM Hacking before.
Basically, I want to make "Donkey Kong 64 DS", by importing the levels from the game. I don't mean to be any trouble, but I don't even know where to begin. I was wondering if someone could talk me through the steps, or guide me in the correct direction. Thank you.

Jesse
Posted on 02-07-15 12:19 PM Link | #55971
Posted by PSISly
Basically, I want to make "Donkey Kong 64 DS", by importing the levels from the game.

If you are going to make such hack... please let me know if you get a weird bug which will crash random level. Thanks

Fiachra
Posted on 02-07-15 01:29 PM Link | #55972
Posted by PSISly
Ok, i've decided that I want to begin my first hack. I had tried before, using Blender and other tools, but I could never get anything working right, as I have never tried ROM Hacking before.
Basically, I want to make "Donkey Kong 64 DS", by importing the levels from the game. I don't mean to be any trouble, but I don't even know where to begin. I was wondering if someone could talk me through the steps, or guide me in the correct direction. Thank you.

Well, the first step will be creating the models. Before you start you should be aware of the limitations:
- The DS can only display a maximum of 2048 triangles on screen at any one time, going over results in graphical glitches such as lines across the screen and missing polygons. This doesn't mean your model is limited to 2048 triangles but just that you need to be careful how much of the level is visible at any one time.
- The maximum number of triangles your model can have is around 5000 but try and aim for a maximum of around 4000 for less chance of graphical glitches and allowing a more detailed collision map and more objects.
- The more detailed your collision map, the fewer triangles your model can have and the fewer objects you can place in a level. Try and make the collision map as simple as you can.
- The DS has very limited texture memory, export some of the original levels and have a look at the quantity and sizes of their textures to get an idea of what you can import.

Importing the models:
Since you've decided to start this hack you probably already know how to dump models from N64 games but if not, you can use the LemD3D8 plugin for Project64. You can find several tutorials for dumping N64 models. I would recommend Blender as you'll need to tidy them up a bit most likely. SM64DSe supports importing models in OBJ, DAE and IMD format. Blender can export OBJ and DAE and can export OBJ models with vertex colours using blank's Extended OBJ plugin which I'd recommend as it's the simplest to use for level models, especially for beginners. To import a level model, open the level in a level editor and select 3D model>Import level model. You can probably leave the settings with their default values and change the scale if you want. Clicking 'Import' will generate a model and a collision map for the level.

Collision map:
A level is made up of a model in BMD format and a collision map in KCL format. The BMD file is what is drawn and what the player sees, the KCL contains a list (not actually a list, more complex) of triangles that tells the game what areas are solid eg. the ground. Each triangle in the collision map will have a "collision type" which will be an integer. This value is an index into the "CLPS" table in the level overlay which tells the game what type of surface the triangle is, eg. the CLPS table of a level may have at entry 3 a collision surface of type "water", to designate a triangle as being water you would give a triangle a collision type value of "3". These values can be specified when importing your model per material, so any face you want as water, you'd assign to the same material and when importing, give that material a collision type value of "3". The collision surfaces available in a level can be modified to edit existing ones, add new types and remove types. This can be accessed through opening the level editor and selecting 'CLPS'.

Texture animations:
Levels can contain texture animations which specify a material name and a series of scale, rotation and translation values to cycle through to produce eg. a moving water effect. If you've imported a model with different material names, the level will crash. You can either change the name of the referenced material to your own eg. water material, remove them and add your own ones with your own values or remove them altogether. At first it'll be easier to just remove them all upon importing.

Start by trying to dump and import a small level or part of a level and ask here if you encounter any issues.

PSISly
Posted on 02-08-15 09:10 AM (rev. 2 of 02-08-15 09:23 AM) Link | #56024
I tried ripping the starting area from DK64 (DK's Treehouse, ect.) and imported the wrl. into Blender. The model isn't only untextured, but some of the ground is missing as well, but i'm sure this is due to in-game render distance, as the area behind Donkey Kong is what was missing.
Regardless, I deleted unnecessary models and exported it as an Obj., and when I tried to import over the SM64DS Test Level, it took a while to load, and when it eventually did, I changed the scale to 7, which seemed to match the size of Donkey Kong compared to Mario. I clicked import, and the long loading continued, followed by a crash.
I'm probably just too inexperienced to do all of this. I apologize for always bugging you in your SMS64DS forum, and here as well, i've just taken an interest in hacking, and hoped to start my own. I really enjoy the Nintendo 64 platformers, and wanted to re-create some of those using SM64DSe. I like the fact that most of the N64-era platformers take inspiration from Super Mario 64, (Banjo Kazooie, Donkey Kong 64, Conker's Bad Fur Day, ect.) and Jesse's Spiral Mountain import inspired me to do this.
Thank you for willing to help me with this, I really do appreciate it.

*Edit*
I re-tried it exporting the model as a DAE, and it imported, but the model's faces are all inverted, appearing invisible on the front side.
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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