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that guy over there
Posted on 12-09-15 01:46 AM Link | #66201
Posted by Fiachra
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.

kk thx

____________________

FireMario74
Posted on 12-17-15 03:00 AM Link | #66371
I have an issue. I made a level and imported it. But there are several areas in the level where I can just either walk through or I can just fall right through the floor. I have no idea what could be causing this issue. And yes I am using the most recent version of the importer. Thanks! :)

Platinatic
Posted on 12-17-15 12:57 PM (rev. 3 of 12-17-15 12:59 PM) Link | #66376
Posted by FireMario74
I have an issue. I made a level and imported it. But there are several areas in the level where I can just either walk through or I can just fall right through the floor. I have no idea what could be causing this issue. And yes I am using the most recent version of the importer. Thanks! :)


If your l make sure all faces are facing the right way. you know when they don't if their colour looks a bit darker/lighter compared to the others:
-in blender you can do this by going to "mesh"->"normals"->"recalculate outside" in the 3d viewport.
-For sketchup, you need to right click the face and select "reverse faces"

the reason this happens is because faces only have collision from the top in-game

Fiachra
Posted on 12-17-15 08:47 PM Link | #66382
Posted by FireMario74
I have an issue. I made a level and imported it. But there are several areas in the level where I can just either walk through or I can just fall right through the floor. I have no idea what could be causing this issue. And yes I am using the most recent version of the importer. Thanks! :)

Also ensure that your faces aren't huge - there's a limit to the size of triangles SM64DS supports in its collision maps. If this were the case it would be clear when viewed in the KCL editor.

If that's not the issue then set "Drop faces below" to zero which keeps every triangle (instead of discarding tiny ones).

isceptul
Posted on 12-21-15 06:54 PM Link | #66457
I get an unhandled exception when i put in the collision value for my water texture after i click assign textures. it says its an invalid string even though i got the string from skelux. I'm using the latest version, so I'm hoping the devs fix this bug in an update soon so i can start making my hack

Fiachra
Posted on 12-21-15 08:00 PM Link | #66461
I suspect that you're entering the value into the wrong place; when assigning collision types you should be enetering an integer value that corresponds with an entry in the level's CLPS table. If you want to add a new value as here, click the "CLPS" button within the level editor and either edit an existing row's values or add a new one. The index of that row (lefthand column) is what you should use when assigning types when importing a model.

isceptul
Posted on 12-22-15 07:51 PM Link | #66485
whats the water value?

hmario
Posted on 12-22-15 10:21 PM (rev. 4 of 12-24-15 11:07 AM by Fiachra) Link | #66495
Posted by isceptul
whats the water value?

i think its 3.

Posted by pacmainia&luigi
I have another problem. I followed your tutorial exactly-I tried to replace toad with pianta. I got the following message:[image]

similar issue. dont get whats happening. image:
[thumbnail]
model:https://www.sendspace.com/file/yuifvb

pacmainia&luigi
Posted on 12-22-15 11:41 PM Link | #66497
extracting the bmd files and converting them to .3ds do not work, just a blank model pops up. If you're going to rip models and provide people with them on the internet, do not extract the models with the editor, the textures don't work properly.

____________________
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isceptul
Posted on 12-24-15 06:43 AM (rev. 4 of 12-24-15 06:51 AM) Link | #66521
whenever i open my obj model in the level importer sm64dse crashes, how do i fix this?

will the devs release 2.4 soon? sm64dse seems way too unstable, i had to cancel 2 hacks i wanted to make because of this.

Fiachra
Posted on 12-24-15 11:10 AM (rev. 2 of 12-24-15 11:14 AM) Link | #66528
Posted by isceptul
whats the water value?

I answered this already - it's whatever the index of the "water" entry within your level's CLPS table is. You say you got details of a water collision type from Skelux, have you followed my instructions, are they in the CLPS table?

Posted by hmario
...
similar issue. dont get whats happening. ...

Images in TGA format aren't supported - convert them to PNG. If there're a lot a them you can use the batch conversion feature of IrfanView.

Posted by pacmainia&luigi
I have another problem. I followed your tutorial exactly-I tried to replace toad with pianta. I got the following message:
...

It's saying that it can't find the specified image - you'll need to create an image with that name (copy the original and then vertically flip it). I've updated the tutorial with a link to the model I used.

Posted by pacmainia&luigi
extracting the bmd files and converting them to .3ds do not work, just a blank model pops up. If you're going to rip models and provide people with them on the internet, do not extract the models with the editor, the textures don't work properly.

The models work perfectly fine, something's gone wrong with your converting them - try importing an exported DAE or OBJ directly.

Posted by isceptul
whenever i open my obj model in the level importer sm64dse crashes, how do i fix this?

will the devs release 2.4 soon? sm64dse seems way too unstable, i had to cancel 2 hacks i wanted to make because of this.

Does it display an error message? If so please post it, otherwise please post your model.

Most issues are caused by people not understanding limitations of SM64DS, not the editor itself.

FireMario74
(post deleted) #66595

FireMario74
(post deleted) #66819

FireMario74
Posted on 01-13-16 08:46 PM Link | #67006
How do I re-texture paintings? Thanks!

Fiachra
Posted on 01-15-16 08:46 PM (rev. 2 of 01-15-16 08:48 PM) Link | #67038
See here.

Posted by FireMario74
How do I open the .bmd files? Thanks!

If you want to edit the BMD models you need to export them as DAE (recommended) or OBJ, edit them within a 3D modelling program and then import it back into SM64DSe.

FireMario74
Posted on 01-15-16 10:03 PM Link | #67042
Thank you for the help! :D

FireMario74
Posted on 01-16-16 12:39 AM (rev. 2 of 01-16-16 04:28 AM) Link | #67044
I have another issue. When I go to my level and look at the map, it is WAY too far north of the actual model to the point where I can't even see 97% of it. Any idea how I can fix this? Thanks!
EDIT: If it helps to know which level I replaced it was Peach's Secret Slide.

Fiachra
Posted on 01-16-16 11:11 AM Link | #67049
Are you using Blender? If so:
- Switch to Object mode
- Select your level model
- Object>Apply>Location
- Object>Transform>Geometry to origin
- Save and import your level

Don't know the equivalent for SketchUp.

Then, follow the instructions in this tutorial, I've explained how to ensure that the model and minimap line up.

FireMario74
Posted on 01-16-16 05:57 PM (rev. 2 of 01-16-16 05:58 PM) Link | #67051
I followed the tutorial and the map ended up looping once and it didn't show the entire map on the screen. [image]
I tried to line it up and I even tried changing the scaling but no dice. Any ideas? Sorry to be a pain. Thanks!

Ambiance 69
Posted on 01-17-16 09:30 AM Link | #67068
Posted by FireMario74
How do I re-texture paintings? Thanks!


The ones in /data/picture folder? There're for_bh.bmd, for_bk.bmd etc. files.

I guess you mean those. If I'm right, edit those BMD files.

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

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