Kuribo64
Views: 19,850,735 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
03-28-24 01:08 PM
Guest:

0 users reading SM64DS Editor Help Thread - Post your questions here | 1 guest | 2 bots

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

Pages: 1 2 3 4 5 ... 39 40 41 42 43 44 45 46 47 ... 62 63 64 65 66
Fiachra
Posted on 10-31-15 05:01 PM Link | #65291
This issue has been fixed. See here for the latest download link.

Also, that model is not going to work; there are around 20,000 triangles which is 5 times higher than the maxmimum supported number of approximately 4000 triangles.

I also noticed that there were no textures on that model; when exporting DAE models from Blender you need to select "Include UV Textures" and "Include Material Textures".

KCL is the format used for the collision map within SM64DS - it's made up of a list of triangles similar to the model which tell the game where solid surfaces are and which behaviour they should have eg. grass or water. For importing levels this is generally something you'll want. The value of "0.0005" gets rid of very small faces which may to too small for Mario to interact with however if you find that there are some holes which Mario falls through, set this value to zero.

pacmainia&luigi
Posted on 10-31-15 05:42 PM (rev. 3 of 10-31-15 05:45 PM) Link | #65292
Thanks. ;)

____________________
Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

LarryKoopaIsAwesome
Posted on 11-19-15 07:33 AM Link | #65745
Can i please have some help with this here - https://drive.google.com/open?id=0Bzebmq1lTBScNjZ4Rzg2ZHNLZVE, It is a Larry Koopa over Mario project im trying to work on, The main problem i have is that I can no longer continue blender parts because I do not have a Numpad therefore cannot select places on the model

pacmainia&luigi
Posted on 11-24-15 12:35 AM (rev. 4 of 11-24-15 07:41 PM by Fiachra) Link | #65851
Posted by LarryKoopaIsAwesome
Can i please have some help with this here - https://drive.google.com/open?id=0Bzebmq1lTBScNjZ4Rzg2ZHNLZVE, It is a Larry Koopa over Mario project im trying to work on, The main problem i have is that I can no longer continue blender parts because I do not have a Numpad therefore cannot select places on the model

go on File/user preferences and find it there, and hit the save button when you check the "emulate numpad" thing.



I can't "Extract (Raw)". This is the error message when I try to extract goomba's animation:
[thumbnail] :S

____________________
Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

Fiachra
Posted on 11-24-15 07:42 PM Link | #65872
Posted by pacmainia
I can't "Extract (Raw)". This is the error message when I try to extract goomba's animation:
[thumbnail] :S

When choosing a filename remove any forward-slashes ("/") eg. call it "kuribo_run.bca".

pacmainia&luigi
Posted on 11-25-15 02:48 AM (rev. 5 of 11-26-15 06:32 PM) Link | #65885
thanks! ;)

yesterday, I tried to import a strolling Stu from super Mario sunshine (you can find it on sketchup's 3d warehouse) it didn't go so well, because the game crashed. could you please tell me what I'm doing wrong? o_O

____________________
Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

Fiachra
Posted on 11-26-15 09:52 PM Link | #65914
You need to describe what it is you actually did. Which model did you try to replace? Were you following my tutorial?

pacmainia&luigi
Posted on 11-27-15 02:55 AM Link | #65916
I was following your tutorial. I replaced goomba, and when I played BOB, the game crashed. I don't get what I'm doing wrong. Is it the animation?

____________________
Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

Ambiance 69
Posted on 11-28-15 04:33 PM (rev. 2 of 11-28-15 04:34 PM) Link | #65948
Posted by Robokai
EDIT: Hmm, never mind, got it imported...and now it seems the palette is screwed up.
[image]
what do ??


Make you sure you decompress the palette (if you compressed it) back after editing. If you decompressed before editing, then compress it.

____________________
You can't escape me.

Fiachra
Posted on 11-29-15 10:09 AM Link | #65964
Posted by pacmainia&luigi
I was following your tutorial. I replaced goomba, and when I played BOB, the game crashed. I don't get what I'm doing wrong. Is it the animation?

You'll need to post the model you tried to import.

pacmainia&luigi
Posted on 11-30-15 08:42 PM (rev. 2 of 12-01-15 12:38 AM) Link | #65988
okay.https://www.sendspace.com/file/f10j0o here you go!

Also, how does water work?

____________________
Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

FireMario74
Posted on 12-02-15 05:21 PM Link | #66028
How do I make a map?

Fiachra
Posted on 12-02-15 07:02 PM Link | #66031
Posted by pacmainia&luigi
okay.https://www.sendspace.com/file/f10j0o here you go!

Also, how does water work?

Is this the model that you tried to import into SM64DSe directly?

See "Basics of Importing a Custom Level Model 2" in my "Getting Started" tutorial.

Posted by FireMario74
How do I make a map?

See the tutorial "How to Import Custom Minimaps".

pacmainia&luigi
Posted on 12-03-15 11:04 PM Link | #66057
Yeah, it is. Is there something wrong with it?

____________________
Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

Fiachra
Posted on 12-04-15 07:22 AM Link | #66066
Yeah, there is no vertex weighting an skeleton. The tutorial describes the process of importing the bone structure from the original SM64DS model and attach your custom model to it. You should end up with a DAE model with the same bone structure as that which you're replacing.

that guy over there
Posted on 12-04-15 07:58 PM Link | #66076
how does one add paths to the bolders from bob-omb battlefield and the loose chain chomp

____________________

Fiachra
Posted on 12-06-15 10:13 AM Link | #66122
Once you have created a path object:

Loose Chain Chomp:
Set parameter 1 to 30X where X is the path index.

Boulder:
Set parameter 1 to X20 where X is the path index.

pacmainia&luigi
Posted on 12-06-15 10:13 PM Link | #66128
I can't import my custom level.(sorry if I'm annoying, but the bugs love me.) Yes, I have checked the poly count. Yes, I know that there are no textures. My model:https://www.sendspace.com/file/gwox4j

____________________
Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

Fiachra
Posted on 12-07-15 07:58 PM Link | #66149
Posted by pacmainia&luigi
I can't import my custom level.(sorry if I'm annoying, but the bugs love me.) Yes, I have checked the poly count. Yes, I know that there are no textures. My model:https://www.sendspace.com/file/gwox4j

The editor doesn't support importing models with nested <node>s of type "NODE" as SM64DS doesn't support it. As this is a static level:
- Open Blender and go into Object mode
- Select > Select All by Type > Mesh
- Object > Join
- Object > Apply > Rotation
- Type "r x -90"
- Object > Apply > Rotation
- Export as DAE

Alternatively, just export as OBJ. If you want vertex colours you can use blank's extended OBJ plugin and export as OBJ.

pacmainia&luigi
Posted on 12-07-15 10:09 PM (rev. 4 of 12-24-15 11:01 AM by Fiachra) Link | #66152
I have another problem. I followed your tutorial exactly-I tried to replace toad with pianta. I got the following message:
[thumbnail]

____________________
Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........
Pages: 1 2 3 4 5 ... 39 40 41 42 43 44 45 46 47 ... 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 0.029 seconds. (2048KB of memory used)
MySQL - queries: 31, rows: 241/241, time: 0.016 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.