Kuribo64
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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 06-05-15 05:16 AM Link | #60672
Posted by Mixlas
Uhm... this is the original unfinished model:

https://www.dropbox.com/s/gf33cipaab3qrkk/ForestMap.zip?dl=0

Thanks.

I think I know what's causing the issue but I don't know why it's happening: in your model the texture co-ordinates for the affected faces have very high values away from zero eg.
vt -55.729698 6.689470
vt -56.921700 6.559720
vt -69.330101 5.016580
vt -69.356598 5.547870
vt -71.801498 5.006050

[thumbnail]

However, when I moved them (using Blender) to be closer to zero (but moving in multiples of the texture dimensions so it looked the same):
vt 8.270302 2.689470
vt 7.078300 2.559720
vt -5.330101 1.016580
vt -5.356598 1.547870
vt -7.801498 1.006050

After shifting X 2048 pixels and Y -256:
[thumbnail]

the model worked fine. I suspect the issue is with the game trying to handle such large values.

Mixlas
Posted on 06-13-15 04:38 AM Link | #60923
Which format is the best to export a model?

Fiachra
Posted on 06-13-15 05:58 AM Link | #60924
Posted by Mixlas
Which format is the best to export a model?

For level maps:
Depends on the 3D modelling program you're using; if the program supports vertex colours eg. Blender, then DAE is probably best but if it doesn't, eg. SketchUp then it doesn't matter whether you use OBJ or DAE.

If you're looking to replace character models, then you should definitely be using DAE (or IMD/ICA Nitro SDK formats).

Mixlas
Posted on 06-13-15 07:25 AM Link | #60927
(Sketchup) The thing is, when I use OBJ the textures become more darker than normally. And when I use DAE the textures become "funny" and I fell through the model while playing.

Fiachra
Posted on 06-13-15 11:48 AM (rev. 2 of 06-13-15 12:00 PM) Link | #60937
Posted by Mixlas
(Sketchup) The thing is, when I use OBJ the textures become more darker than normally. And when I use DAE the textures become "funny" and I fell through the model while playing.

The textures becoming darker is due to the material settings you have. If you open the .mtl file you'll see the materials will have a "Kd" value with 3 values < 1. These three values indicate the colour of the material with "1 1 1" being white and "0 0 0" being black. Somewhere in SketchUp there should be the option of setting the material colours - ensure that they're white.

The issue with DAE will again be something in SketchUp, in SketchUp I think it shows textures as being on both sides of a face even if it's only on one and when it exports the model it uses <double_sided>1</double_sided> tags to specify that textures should be drawn on both sides. The collision map however only looks at the direction the face is actually facing and creates the collision for its "up" side only. I'm not sure how SketchUp works but there's likely an option called something like "back-face culling" which you should set to true so that you can see the true direction of the model's polygons.
Edit: Seems you can't enable back-face culling, instead you need to select any faces that are shown as grey instead of white, right-click and select "Reverse face".

TheKoopaKingdom
Posted on 06-13-15 01:57 PM Link | #60944
Not sure if Fiachra said this, but if your model is textured and you need to see whether you need to reverse it or not, go to View > Face Style > Monochrome
[thumbnail]

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WhatTheHack
Posted on 06-13-15 06:19 PM Link | #60954
Sorry if this seems like a silly thing to ask, but what would be a recommended program with which to begin designing a custom level's terrain? Again, I know this is most likely an amateur question, but that is what I am; an amateur at Super Mario 64 DS hacking.

____________________
I got nothing. To put here, that is.

GreenThunder1337
Posted on 06-13-15 06:46 PM Link | #60956
Posted by WhatTheHack
Sorry if this seems like a silly thing to ask, but what would be a recommended program with which to begin designing a custom level's terrain? Again, I know this is most likely an amateur question, but that is what I am; an amateur at Super Mario 64 DS hacking.
Blender.

You'll have to export it after that.

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Fiachra
Posted on 06-14-15 03:57 AM Link | #60976
Posted by WhatTheHack
Sorry if this seems like a silly thing to ask, but what would be a recommended program with which to begin designing a custom level's terrain? Again, I know this is most likely an amateur question, but that is what I am; an amateur at Super Mario 64 DS hacking.

Do you have any 3D modelling experience? If not, SketchUp may be better to start with as it's less complex and better suited to beginners. Otherwise I'd recommend Blender.

Mixlas
Posted on 06-14-15 11:58 AM Link | #60986
I know this question was asked now and then but I can't find it... is there a complete tutorial about "drawing" a minimap, export and import it?

WhatTheHack
Posted on 06-14-15 01:21 PM (rev. 2 of 06-14-15 01:21 PM) Link | #60989
Posted by Fiachra
Do you have any 3D modelling experience? If not, SketchUp may be better to start with as it's less complex and better suited to beginners. Otherwise I'd recommend Blender.


I was actually debating whether or not to ask about using Sketchup, seeing as I have no experience with 3D modeling or Blender, but you have answered my question. Thanks, Fiachra!

____________________
I got nothing. To put here, that is.

Fiachra
Posted on 06-15-15 07:08 AM Link | #61015
Posted by Mixlas
I know this question was asked now and then but I can't find it... is there a complete tutorial about "drawing" a minimap, export and import it?

Here, finally got around to doing it.

GreenThunder1337
Posted on 06-15-15 10:06 AM Link | #61019
How do you export the game's original levels into a format Blender (or even Sketchup) can read?

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Fiachra
Posted on 06-15-15 10:31 AM Link | #61021
Posted by GreenThunder1337
How do you export the game's original levels into a format Blender (or even Sketchup) can read?

The editor supports exporting to DAE and OBJ both of which Blender understand and of which DAE is supported in SketchUp (there might be an OBJ import plugin, don't know). Open the level you want to export, click on "3D model" along the top and then "Export level model". In the save file dialogue you can select the export format, DAE is selected by default.

WhatTheHack
Posted on 06-19-15 04:54 PM Link | #61177
Hope no one minds my asking such a simple question, but I have honestly looked everywhere and yet have been unable to find what I need. I seek a tutorial on how to import a .obj file, presuming that is the correct, supported file format, into SM64DSe. Does such a tutorial exist anywhere? I would look through this thread for help, but I honestly don't want to read almost 30 pages of replies in search of the particular information.

____________________
I got nothing. To put here, that is.

Fiachra
Posted on 06-19-15 06:21 PM (rev. 2 of 06-19-15 06:23 PM) Link | #61178
Is it that out can't find the option within the editor or that there's an issue once you try to import it?

To import a model, open the level editor for the level whose model you want to replace, along the top click on "3D model" and then on "Import level model". This will open the model importer window. Along the top, click on the button "Open" and select your 3D model, SM64DSe supports models in (extended) OBJ, DAE and IMD format. You can then set the scale of the model, a movable Mario figure is shown to help judge the right scale. Below that you can choose whether you want to generate a collision map for the level, usually this will be yes. Unless your model has over around 4000 faces just set the "Drop faces below" value to zero. Generally you should leave the remaining check boxes as they are.

Finally you can set the collision ID's for each material; the value (integer) you specify here corresponds to the list of collision types available in the level under the "CLPS" button (search the forum for "CLPS" for more details). Once you've entered the collision ID's, click on "Assign types" and then finally on the "Import" button along the top. It may appear to freeze for a minute but that's just because the collision map takes a while being generated. Once it's done the GUI will become responsive again and you'll see model update in the level editor window.

WhatTheHack
Posted on 06-21-15 03:20 PM Link | #61263
It was more the last part that was confusing me, the collision map generation. I (mostly) understood what it was for, but I was unsure of how to go about it. I will follow your instructions and try again. Thank you once again, Fiachra!

____________________
I got nothing. To put here, that is.

Fiachra
Posted on 06-21-15 03:24 PM Link | #61264
Posted by WhatTheHack
It was more the last part that was confusing me, the collision map generation. I (mostly) understood what it was for, but I was unsure of how to go about it. I will follow your instructions and try again. Thank you once again, Fiachra!

This post should also help.

that guy over there
Posted on 06-22-15 12:04 PM Link | #61298
can this eventually come to a chromebook?

____________________

Fiachra
Posted on 06-22-15 04:03 PM Link | #61311
Posted by that guy over there
can this eventually come to a chromebook?

I certainly have absolutely no intention of rewriting SM64DSe for Chromebooks - it would be far too much work to rewrite it for 1 person and to then have to maintain two different versions when it can already be run on Windows, Mac and Linux which covers practically everyone. It's open source so someone else could if they wanted to though.
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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