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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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Fiachra
Posted on 01-24-15 08:24 AM Link | #55102
Triangle strips only help if the level is crashing due to too many polygons; it won't fix a corrupt ROM or a level broken for any other reason. Did you try exporting each level as XML and importing them into a clean ROM like I suggested before?

Stomatol
Posted on 01-24-15 08:25 AM Link | #55103
Oh wow, this is really exciting! I'm looking forward to trying out the environment mapping when I get home

Jesse
Posted on 01-24-15 10:19 AM Link | #55107
Posted by Fiachra
Triangle strips only help if the level is crashing due to too many polygons; it won't fix a corrupt ROM or a level broken for any other reason. Did you try exporting each level as XML and importing them into a clean ROM like I suggested before?

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)

Fiachra
Posted on 01-24-15 04:56 PM Link | #55117
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)

Continued in the general help thread as more appropriate.

SuperMario64DS
Posted on 02-01-15 04:25 AM (rev. 3 of 02-01-15 04:35 AM) Link | #55652
Not sure if this is a bug or a function of the game/importer - There seems to be no support for negative scale values, which is an issue because I wish to invert a model. I've read the documentation and attempted to do so manually, yet I seem to be missing something (The 'offset' to the bone section both relative and not relative does not appear to be the 'bone section' as described by the documentation of the bone section).

Fiachra
Posted on 02-01-15 10:54 AM (rev. 3 of 02-01-15 10:55 AM) Link | #55659
Posted by SuperMario64DS
Not sure if this is a bug or a function of the game/importer - There seems to be no support for negative scale values, which is an issue because I wish to invert a model. ...

The editor does allow you to enter a negative scale value, after doing so the textures appear to be inside-out however this seems correct given that scaling by a negative value is supposed to do just that - turn the object inside-out. If you need to you could just make the faces all double-sided, for DAE this is described here, can be done for OBJ by adding the option "PDF both" to the material definition and can be set in material settings for IMD. Is there a reason you couldn't just invert it before importing?

Posted by SuperMario64DS
... I've read the documentation and attempted to do so manually, yet I seem to be missing something (The 'offset' to the bone section both relative and not relative does not appear to be the 'bone section' as described by the documentation of the bone section).

The address given at offset 0x08 in the BMD header is the offset from the start of the file at which the bone headers begin. Note that it's stored in Little-Endian format so, for example if it gives the value (0x)"56 34 12 00" then the bones section begins at offset 0x00123456 from the beginning of the file.



SuperMario64DS
(post deleted) #55660

Fiachra
Posted on 03-18-15 11:35 AM Link | #58123
R91 2015/03/18

  • Fixed bug which didn't properly patch ROM for use with NSMBe's patch insertion
  • Fixed bug whereby texture tiling parameters weren't written correctly when importing models to BMD
  • Fixed issues when importing translucent textures caused by palette not being 4-byte aligned
  • Additional texture parameters are now included when exporting models to DAE
  • Fixed bug in DAE importing caused by empty polylist, triangle etc
  • tags
  • Fixed bug in DAE importing caused by geometry without assigned material
  • Re-added required files from bin/Release/ not copied from Google Code

Shows many people there are making ASM hacks, that first bug which prevents SM64DS ROM's working properly with NSMBe's ASM insertion has been there since October and no-one noticed. :P The reason I didn't spot it was because I had patched mine manually.

Download in Latest SM64DSe Download thread.

Hiccup
Posted on 04-28-15 10:27 AM Link | #59316
This appeared when I tried to open the USA Kiosk Demo rom:

---------------------------
SM64DS Editor
---------------------------
The following error occured while loading the ROM:
Unknown ROM version. Tell Mega-Mario about it.
---------------------------
OK
---------------------------

Fiachra
Posted on 04-28-15 12:52 PM Link | #59321
Posted by Hiccup
This appeared when I tried to open the USA Kiosk Demo rom:

---------------------------
SM64DS Editor
---------------------------
The following error occured while loading the ROM:
Unknown ROM version. Tell Mega-Mario about it.
---------------------------
OK
---------------------------

That's because it's not supported - only the European, US v1 and v2 and one of the Japanese ROM's are supported. Any others aren't supported and there are no plans to support them as the supported versions should do for any one looking to modify it.

Hiccup
Posted on 04-28-15 02:42 PM Link | #59322
Could you not enable support for the demo, if it uses all the same formats?

Fiachra
Posted on 04-28-15 02:52 PM Link | #59324
Posted by Hiccup
Could you not enable support for the demo, if it uses all the same formats?

Why would you want to be able to edit a restricted version instead of the proper version? There's no point - it's not worth the effort. If someone else wants to, the editor's code is open source.

Hiccup
Posted on 04-28-15 06:19 PM (rev. 2 of 04-28-15 06:20 PM) Link | #59331
I agree, it is not a priority. I shouldn't have directed it at "you", like a direct request. No pressure intended. :)

EDIT:
About the point: just for fun really, testing things out (e.g. differences to the main game).

Fiachra
Posted on 04-28-15 06:41 PM Link | #59333
Posted by Hiccup
I agree, it is not a priority. I shouldn't have directed it at "you", like a direct request. No pressure intended. :)

EDIT:
About the point: just for fun really, testing things out (e.g. differences to the main game).

If you just wanted to check the contents of the levels, you could extract overlays 8 - 59 from the demo version, insert them using NSMBe into a clean EUR/US/JAP ROM and then let the editor patch it, the levels should open as before.

Celestial
Posted on 04-29-15 11:02 PM Link | #59390
Will the editor ever support text editing for the level names in the unused stage select?

Fiachra
Posted on 04-30-15 07:13 AM Link | #59405
Posted by Celestial
Will the editor ever support text editing for the level names in the unused stage select?

It already is possible - text entry 0x195:
"While searching for Power
Stars, you found a strange
yellow cap. When you wear it,
you suddenly look and act
just like Wario!
Unfortunately, you also smell
just like him. Plus, your
stubby legs make you a slow
walker.

But, you are also very
powerful. You can break
hard objects just by
punching them!

Now, go retrieve more
Power Stars!"

The three spaces at the start is where the course number would go. You'll notice that this is just before the other level names and uses this entry because it's treated as course number zero, BOB uses 0x196 (+1), WF 0x197 (+2) etc.

Hiccup
Posted on 04-30-15 08:12 AM Link | #59406
But unless you find a way to edit course selects, you cannot play the other missions - unless you swap the course select "255" (which maybe represents "not applicable") with another one.

Fiachra
Posted on 04-30-15 05:59 PM Link | #59409
Posted by Hiccup
But unless you find a way to edit course selects, you cannot play the other missions - unless you swap the course select "255" (which maybe represents "not applicable") with another one.

If someone found where the act selector settings were stored I'd try and add the option to edit them. I don't have the time at the minute to look for it but will try some time.

Hiccup
Posted on 05-01-15 09:38 AM Link | #59425
It's fine. I'm not requesting anything, just saying stuff :P

Fiachra
Posted on 10-12-15 07:48 PM (rev. 2 of 10-12-15 08:38 PM) Link | #64929
SM64DSe R92 v2.3 BETA 2015/10/11

  • Added support for all BMD texture types when importing models or replacing textures. Model importer has options: smallest size/better quality when sensible/always best quality
  • Re-structured BMD texture code
  • Models are now automatically triangulated upon import
  • Added option to vertically flip all textures when importing models
  • Fixed bug in triangle stripper whereby degenerate faces weren't being removed
  • Fixed NullReferenceException bug in triangle stripper when only one possible strip for choosing best strip
  • OBJ importing now supports either absolute or relative texture paths
  • Fixed bug when importing DAE models due to duplicate material or joint names
  • Fixed bug in BMD exporting caused by duplicate material names
  • DAE exporter now writes IDREF array for bones
  • Fixed bug when importing level XML whereby texture animation material names could become corrupted
  • Fixed bug in level editor whereby Y rotation wasn't being copied when using Ctrl + C / Ctrl + V
  • Fixed bug in level editor whereby exception was thrown if remove button clicked on non-object TreeView node
  • Added some useful methods and examples to SM64DS ASM Hacking Template

Download in SM64DSe Git repo and last download thread.
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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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