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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 03-15-15 07:38 AM Link | #57799
I can't really tell just by those error messages, can you send me your models?

Lite Dash
Posted on 03-17-15 12:32 PM (rev. 3 of 04-22-15 05:21 PM) Link | #58062
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
Posted on 03-17-15 03:35 PM Link | #58072
Posted by Lite Dash
I'm replacing the 1st floor castle textures, and they all just kinda... tiled. How do I fix that, maybe stretch them or something?

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
(also, how do you upload pics on this board?)

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
Posted on 04-22-15 03:16 PM Link | #59158
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
Posted on 04-22-15 03:39 PM Link | #59160
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
Posted on 04-23-15 06:44 AM Link | #59172
Okay. I'll send him a PM here, linking to my post.

Arisotura
Posted on 04-23-15 10:52 AM Link | #59173
Nothing that I know of. The best I know about is the FIRERING thing.

____________________
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Hiccup
Posted on 04-23-15 01:09 PM (rev. 2 of 04-23-15 01:09 PM) Link | #59175
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
(post deleted) #59177

Antmagic1
Posted on 04-23-15 06:33 PM Link | #59180
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
Posted on 04-24-15 06:29 AM (rev. 5 of 04-25-15 05:06 AM) Link | #59187
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
Posted on 04-24-15 03:19 PM (rev. 3 of 04-24-15 03:20 PM) Link | #59202
Posted by Antmagic1
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!

Just posted a tutorial here

Posted by Hiccup
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'll make a list of them soon. There are probably some that aren't objects, but can be spawned (using the codes, or other methods, if they exist).

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
Posted on 04-25-15 06:10 AM (rev. 5 of 04-25-15 09:32 AM) Link | #59213
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
Posted on 04-25-15 09:42 AM (rev. 2 of 04-25-15 09:42 AM) Link | #59219
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
Posted on 04-25-15 11:09 AM Link | #59221
Posted by Fiachra
Just posted a tutorial here


Wow man, thanks! :D

Stomatol
(post deleted) #59328

Stomatol
Posted on 04-28-15 01:41 PM Link | #59329
Is there anyway to avoid getting the textures turn into really low quality when importing? Some textures always end up looking like this:

[image]

Fiachra
Posted on 04-28-15 02:38 PM Link | #59332
Posted by Stomatol
Is there anyway to avoid getting the textures turn into really low quality when importing? Some textures always end up looking like this:

[image]

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
Posted on 04-28-15 03:30 PM Link | #59334
Ah, I see, thank you for explaining. I should really try to learn how to create IMDs better.

Celestial
(post deleted) #59389
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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