Kuribo64
Views: 19,851,706 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
03-28-24 06:05 PM
Guest:

0 users reading SM64DS Editor Help Thread - Post your questions here | 1 bot

Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here Hide post layouts | New reply

Pages: 1 2 3 4 5 ... 36 37 38 39 40 41 42 43 44 ... 62 63 64 65 66
Fiachra
Posted on 09-25-15 06:26 AM Link | #64423
Posted by Seemario65
when I try to replace toad, nothing happens.Then, any place with toad doesn't work!

You need to give more information. Were you trying to follow my model replacing tutorial? Please outline the steps you took in replacing it.

Seemario65
Posted on 09-26-15 02:47 AM (rev. 4 of 09-30-15 01:29 AM) Link | #64442
i followed best i can, but this happens [image]when ever I open a level with the charracter i am replacing.

____________________
is not a bad signature

Fiachra
Posted on 09-26-15 10:45 AM Link | #64447
That's not helpful, I need to see the full error message.

You also have not explained which steps you followed to import your model but the fact you had to ask about how to edit in notepad suggests you haven't followed every step.

Seemario65
Posted on 09-29-15 08:21 PM Link | #64528
that was all there was in the error message.

____________________
is not a bad signature

CodingKoopa
Posted on 09-29-15 08:25 PM Link | #64529
You can press the details button for more info.

____________________
Website | Twitter


Seemario65
Posted on 09-30-15 01:29 AM (rev. 2 of 09-30-15 02:15 AM) Link | #64558
I have one more question for now.(I am very stupid, I know what I did wrong. Don't bother to answer my last pointless question- I am very stupid.)Where are the files for the power stars?

____________________
is not a bad signature

GreenThunder1337
Posted on 10-01-15 01:09 AM Link | #64594
1. When I try to place objects in the castle, they don't show in game. What do?

2. How to you replace enemy models?

____________________
Kuribo64 / NSMBHD / MMM

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

Arisotura
Posted on 10-01-15 01:11 AM Link | #64595
Posted by GreenThunder1337
1. When I try to place objects in the castle, they don't show in game. What do?

2. How to you replace enemy models?

1. maybe give us more details? (did you forget to click the Save button? well I guess not, but you never know)

2. have you searched the board? pretty sure this has already been covered somewhere

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

GreenThunder1337
Posted on 10-01-15 01:16 AM Link | #64596
I tried to place a boo, a sign, and a ribbon to test placement.
I did save, and even went through all the stars to see if that was the issue, no luck.

Also, what's the ideal aspect ratio for custom textures?

____________________
Kuribo64 / NSMBHD / MMM

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

Fiachra
Posted on 10-01-15 06:30 AM (rev. 2 of 10-01-15 06:15 PM) Link | #64599
Posted by GreenThunder1337
I tried to place a boo, a sign, and a ribbon to test placement.
I did save, and even went through all the stars to see if that was the issue, no luck.

Also, what's the ideal aspect ratio for custom textures?

You couldn't possibly have gone through all the stars - the game doesn't let you pick the star for inside the castle, it's determined based on the state of your save file. Try changing the act selector ID to another level's eg. 6 and select different stars upon entering.

A texture's dimensions should be powers of 2 only eg. 8,16,32 etc. Note that 8 x 8 pixels is the minimum size.

Arisotura
Posted on 10-01-15 01:10 PM (rev. 2 of 10-01-15 01:16 PM) Link | #64604
From what I remember, typical textures are 16x16 or 32x32 (or variations thereof), rarely bigger. The DS has pretty limited texture RAM, so you can't get too big.


Edit- there are a few 64x64 or 32x64 textures too (ground/walls/etc). I doubt it gets bigger than that though.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Platinatic
Posted on 10-01-15 02:46 PM (rev. 2 of 10-01-15 02:50 PM) Link | #64605
When i save my (very simple) level model.
Sometimes some faces disappear for a second.
My model is a plane subdivided about 8 times with a bit of height variation and a very simple texture used in another nintendo game, i also didn't triangulate my model.

Is there anyway to fix this? because i would be surprised if it is because of the amount of tri's

Fiachra
Posted on 10-01-15 06:19 PM Link | #64608
Posted by Platinatic
When i save my (very simple) level model.
Sometimes some faces disappear for a second.
My model is a plane subdivided about 8 times with a bit of height variation and a very simple texture used in another nintendo game, i also didn't triangulate my model.

Is there anyway to fix this? because i would be surprised if it is because of the amount of tri's

Collision maps usually require different scaling than the model eg. level models are 1000x larger; the editor just shows the scaled size being used for the collision map. If you test your level it'll be fine.

It doesn't matter whether or not you triangulated your model - the editor does it for you automatically.

Platinatic
Posted on 10-01-15 06:21 PM Link | #64609
I meant that it happend ingame

Fiachra
Posted on 10-01-15 07:12 PM Link | #64610
If your original comment is accurate then it'll be because of far too many triangles in your model; when you subdivide a mesh:
1x: 8
2x: 32
3x: 128
4x: 512
5x: 2048
6x: 8192
7x: 32768
8x: 131072 triangles
The DS can display a total of 2048 triangles on-screen at once, with a limit of around 4000 triangles in total in the level model if the collision map has the same number.

Platinatic
Posted on 10-01-15 07:33 PM (rev. 2 of 10-01-15 07:34 PM) Link | #64611
Oh no, that can't be the case, it's an 8x8 grid so it should be 64 vertices. (i was talking about the blender 3d subdivide function)
I was just testing if i was able to import a model, so it would be very dumb to import a model with that many triangles

Seemario65
Posted on 10-01-15 08:16 PM Link | #64616
How do you change mario's colours?(I am trying to make him short-sleeved.)

____________________
is not a bad signature

Fiachra
Posted on 10-01-15 09:40 PM Link | #64633
Posted by Platinatic
Oh no, that can't be the case, it's an 8x8 grid so it should be 64 vertices. (i was talking about the blender 3d subdivide function)
I was just testing if i was able to import a model, so it would be very dumb to import a model with that many triangles

You'll need to send me your model so I can see the problem.

Posted by Seemario65
How do you change mario's colours?(I am trying to make him short-sleeved.)

To edit models' textures, open the level editor, click on "3d model", "Import other model", browse for and select your model, click on "Texture and BTP editor".

Characters' models are located in: /ARCHIVE/arc0.narc/data/player/

Fiachra
Posted on 10-02-15 06:09 PM Link | #64656
I don't know what the reason is but the problem only occurs with non-triangulated models; it turns out that the editor doesn't automatically triangulate models - it only does it when creating the collision map, the model is imported as a list of quadrilaterals. Aside from not being able to take advantage of the triangle lists' increased efficiency, this creates a second problem whereby the collision map may not match the rendered model.

I'll update the editor to always triangulate, I can't think of any reason to use quadrilaterals.

Platinatic
Posted on 10-02-15 06:50 PM Link | #64658
Luckily there's a "triagulate" modifier in blender, so if it only happens with blender it might just be easier to just use that.
Pages: 1 2 3 4 5 ... 36 37 38 39 40 41 42 43 44 ... 62 63 64 65 66

Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here Hide post layouts | New reply

Page rendered in 0.060 seconds. (2048KB of memory used)
MySQL - queries: 30, rows: 240/240, time: 0.015 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.