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04-26-24 07:18 PM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 1 guest | 3 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: 741/1065 EXP: 2238958 Next: 96670 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
I can't really tell just by those error messages, can you send me your models? |
Lite Dash |
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Member Account likely fucked. Password scrambled for security. Level: 14 Posts: 8/32 EXP: 10458 Next: 2613 Since: 03-07-15 From: The Deepest Depths of Hell Last post: 3292 days ago Last view: 3282 days ago |
I'm replacing the 1st floor castle textures, and they all just kinda... tiled. How do I fix that, maybe stretch them or something?
(also, how do you upload pics on this board?) Edit: the same thing happened when I replaced the textures in Bob-omb Battlefield. I'm doing sumthing wrong... ____________________ 3DS FC: "Lite Dash" (1478 - 6066 - 8456) Playing: Super Mario 3D Land Progress: Complete Death toll: who's counting anymore... - Lives: crowncrowncrown >idon'tknowwhypplsaysm3dlishard #stillgotsweg |
Fiachra |
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Local moderator Level: 65 Posts: 743/1065 EXP: 2238958 Next: 96670 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
Posted by Lite Dash It's because the BMD format supports texture parameters that other formats don't tend to support such as "flip repeat". You may however use these extra parameters when importing DAE models by using a SM64DSe-specific <extra> tag as described in this post. This allows you to use all of the same parameters as the BMD format. These don't yet get included when exporting to DAE though it's something I'm going to add. Posted by Lite Dash When the Uploader's back you can use that, until then you need to upload them to an external image hosting site such as postimage.org. |
Hiccup |
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Normal user Level: 58 Posts: 186/815 EXP: 1516863 Next: 60683 Since: 09-06-12 Last post: 1692 days ago Last view: 48 days ago |
Are there any objects that aren't on the object list? (Like the actors that aren't associated with "sprites" in New Super Mario Bros.). |
Fiachra |
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Local moderator Level: 65 Posts: 749/1065 EXP: 2238958 Next: 96670 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
Not that I'm aware of but I'm not very familiar with how the objects are set up in SM64DS - StapleButter would be the best person to answer this. |
Hiccup |
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Normal user Level: 58 Posts: 187/815 EXP: 1516863 Next: 60683 Since: 09-06-12 Last post: 1692 days ago Last view: 48 days ago |
Okay. I'll send him a PM here, linking to my post. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 3573/9020 EXP: 56278250 Next: 209394 Since: 07-03-12 From: in a box Last post: 1 day ago Last view: 1 day ago |
Hiccup |
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Normal user Level: 58 Posts: 188/815 EXP: 1516863 Next: 60683 Since: 09-06-12 Last post: 1692 days ago Last view: 48 days ago |
Funnily enough I added the a number for the "Actor" of each unused object, to TCRF.
I can't remember where I got the info from. Maybe from an old (probably dead now) document about replacing objects using AR codes. Hopefully I still have one of them on a backup. The crash screen shows the name of the actor that causes the crash. One of them is "STAGE". |
Antmagic1 |
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Antmagic1 |
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Newcomer Normal user Level: 5 Posts: 2/3 EXP: 298 Next: 231 Since: 04-23-15 Last post: 3289 days ago Last view: 3204 days ago |
Repost because instead of hitting Link I hit Delete on my post above me.
I've been lurking on this forum for quite a while now and I've been inspired to create a hack. However, I want the main character to be a Bowser Jr model put over Mario. However, I don't know how to import models and I can't find a tutorial on how to. If anybody could help me with this, that'd be amazing. Thanks! |
Hiccup |
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Normal user Level: 58 Posts: 189/815 EXP: 1516863 Next: 60683 Since: 09-06-12 Last post: 1692 days ago Last view: 48 days ago |
Answer to my own question: The OBJdb lists the actor ID for the object. You can swap actors using those "swap" action replay codes (I think(. I'll make a list of them soon. There are probably some that aren't objects, but can be spawned (using the codes (maybe), or other methods, if they exist). |
Fiachra |
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Local moderator Level: 65 Posts: 753/1065 EXP: 2238958 Next: 96670 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
Posted by Antmagic1 Just posted a tutorial here Posted by Hiccup If you want to spawn objects in code (ASM Hacking Template): Add the following line to symbols.x: SpawnActor = 0x02010E2C; Add the following to SM64DS.h: extern "C" { // Spawns an object with specified Actor ID, // Object Bank settings must allows object in current level, // Returns address of the new object unsigned int SpawnActor( short int actor_id, unsigned short int parameter01, int* xyz_positions, short int* xyz_rotations); } and then you can spawn objects yourself whenever you like. |
Hiccup |
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Normal user Level: 58 Posts: 190/815 EXP: 1516863 Next: 60683 Since: 09-06-12 Last post: 1692 days ago Last view: 48 days ago |
Thanks for that code.
--- Does anybody know where the actor names can be found? I'd like to find the names for the actors that don't have objects. --- Here is that list I said I would make: https://docs.google.com/spreadsheets/d/1B8Srbz6HSThWmGsnk8RzwrJ_EDAfFEKGDkRCGzoA2qI/edit?usp=sharing -Feel free to contribute. -There are 38 actors that don't have objects (they are marked with an ✗ in the object ID field) -All numbers are in decimal |
Hiccup |
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Normal user Level: 58 Posts: 193/815 EXP: 1516863 Next: 60683 Since: 09-06-12 Last post: 1692 days ago Last view: 48 days ago |
I've found a list of Actors in arm9.bin
Here is the list numbered from 0-391. They don't seem to be ordered by the Actor ID or Object ID. I've removed the dots, but they might have some significance, because different Actors had different amounts of dots. http://pastebin.com/raw.php?i=C2DysMnY I didn't include the L7ZZ that was before OWL, as I wasn't sure it was an actor. |
Antmagic1 |
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Newcomer Normal user Level: 5 Posts: 3/3 EXP: 298 Next: 231 Since: 04-23-15 Last post: 3289 days ago Last view: 3204 days ago |
Posted by Fiachra Wow man, thanks! |
Stomatol |
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Stomatol |
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Normal user Level: 29 Posts: 164/178 EXP: 145989 Next: 1896 Since: 12-21-13 From: Sweden Last post: 2489 days ago Last view: 1381 days ago |
Is there anyway to avoid getting the textures turn into really low quality when importing? Some textures always end up looking like this:
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Fiachra |
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Local moderator Level: 65 Posts: 756/1065 EXP: 2238958 Next: 96670 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
Posted by Stomatol Not at the minute but it's something I plan on implementing soon. The DS supports 7 texture formats. In order to get the best quality (for opaque textures) you'd use 256 Colour Palette texture however the editor uses the 4x4 texel compressed format. At the minute if you want the 256 colour one you need to import in IMD format. |
Stomatol |
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Normal user Level: 29 Posts: 165/178 EXP: 145989 Next: 1896 Since: 12-21-13 From: Sweden Last post: 2489 days ago Last view: 1381 days ago |
Ah, I see, thank you for explaining. I should really try to learn how to create IMDs better. |
Celestial |
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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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