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04-26-24 02:06 PM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 3 bots |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
FireMario74 |
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Red Paratroopa Setting fire to the rain since 1756 Level: 29 Posts: 172/179 EXP: 132661 Next: 15224 Since: 12-02-15 From: Melty Molten Mountains Last post: 2430 days ago Last view: 2404 days ago |
I got the key replaced and working perfectly . But I have one more issue, does anyone know how to delete the Mario hat that spawns on top of the key? Thanks! |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 254/270 EXP: 238820 Next: 14831 Since: 05-20-16 Last post: 2708 days ago Last view: 2568 days ago |
Posted by FireMario74 Fiachra would be the only one who would know how to do this. He gave me his BMD loading method a while back but even touching the registers of the function in the slightest bit crash the game. The hat has no collision, so getting rid of only the model shouldn't be too hard. Maybe I could start digging through the behavior of the key and find out if there is some sort of loading method called. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 258/270 EXP: 238820 Next: 14831 Since: 05-20-16 Last post: 2708 days ago Last view: 2568 days ago |
How come decompressing all the overlays crashes the ROM after the boot logo on an R4 card?
EDIT: Nvm, I was just using an older wood firmware. Erm... all my textures are invisible? What new bullshit model importing errors will sm64ds come. How do I fix this? It's looks perfectly fine in SM64DSe. I exported DAE from blender. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 134/178 EXP: 132261 Next: 15624 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1817 days ago Last view: 1457 days ago |
Posted by Sparsite Normals. Try flipping them. If your model is 2K or less, make a duplicate of everything and go to "Normals>Flip Normals" If not, just do above thing without duplicating ____________________ 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......... |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 264/270 EXP: 238820 Next: 14831 Since: 05-20-16 Last post: 2708 days ago Last view: 2568 days ago |
Posted by pacmainia&luigi No clue where this "Normals>Flip Normals" button is. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 137/178 EXP: 132261 Next: 15624 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1817 days ago Last view: 1457 days ago |
Posted by Sparsite Tab into edit mode, Mesh>Normals>Flip Normals ____________________ 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......... |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 265/270 EXP: 238820 Next: 14831 Since: 05-20-16 Last post: 2708 days ago Last view: 2568 days ago |
Posted by pacmainia&luigi It just flips the faces upside down. All it did was mess it up in the editor now. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 138/178 EXP: 132261 Next: 15624 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1817 days ago Last view: 1457 days ago |
Posted by Sparsite Ah. This step worked for one of my models. does it stay the same if you import it in a different level? I imported a strollin stu again. it is fine in the editor, crashes the game and the animation is screwed up. What happened? I can't find any btp files to go 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......... |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 268/270 EXP: 238820 Next: 14831 Since: 05-20-16 Last post: 2708 days ago Last view: 2568 days ago |
Posted by pacmainia&luigi Yes, it's the same for every level. As for the strollin stu, you shouldn't have to look for texture animations in the file system. If you click the replace model button, you will see all the texture animations by clicking the top right texture and BTP editor button. This can help you determine if it is texture animations or not. Not sure how you would know that the animation is messed up because the game crashes, but I'm assuming you followed the on Fiachra's channel about replacing the Toad model with a Pianta. You might've failed to set the bones up correct. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Julian0555 |
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Newcomer Youtuber and Modder Level: 3 Posts: 1/1 EXP: 51 Next: 77 Since: 12-04-16 From: Under Your Bed Last post: 2699 days ago Last view: 2272 days ago |
I'm having an issue when importing a .obj into SM64DS Editor, Heres the error:
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pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 143/178 EXP: 132261 Next: 15624 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1817 days ago Last view: 1457 days ago |
anyone know where the model for the background and Heave Ho is located? ____________________ 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......... |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 185/331 EXP: 375620 Next: 29151 Since: 08-31-13 Last post: 1948 days ago Last view: 224 days ago |
Check enemy/popoi. I'm not sure. ____________________ Current hack: Excerpt from Super Mario 256 |
Shane MGD |
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Newcomer Normal user Level: 4 Posts: 1/2 EXP: 145 Next: 134 Since: 01-28-17 Last post: 2586 days ago Last view: 2529 days ago |
So the level importer on SM64DSe is screwing up my custom OBJ's I made when I import it. Is there something wrong I'm doing? Here's a side-by-side comparison of how it looks in SketchUp compared to how it looks when it's imported:
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mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 196/331 EXP: 375620 Next: 29151 Since: 08-31-13 Last post: 1948 days ago Last view: 224 days ago |
Triangulate all concave polygons. ____________________ Current hack: Excerpt from Super Mario 256 |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 154/178 EXP: 132261 Next: 15624 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1817 days ago Last view: 1457 days ago |
WHEN IMPORTING, HIT THE "TRIANGULATE" BUTTON
does anyone have a 100% save for desmume? (.dsv format) ____________________ 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......... |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 158/178 EXP: 132261 Next: 15624 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1817 days ago Last view: 1457 days ago |
Uhhh... The model importer is being weird again. anyone know what's wrong?
____________________ 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......... |
Shane MGD |
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Newcomer Normal user Level: 4 Posts: 2/2 EXP: 145 Next: 134 Since: 01-28-17 Last post: 2586 days ago Last view: 2529 days ago |
The importer is always screwing up for me :/ |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 199/331 EXP: 375620 Next: 29151 Since: 08-31-13 Last post: 1948 days ago Last view: 224 days ago |
Ooh, a classic. Did you import a DAE with normals? If so, you need to hex edit the bmd file to turn Light 0 on for the model. There's a more consistent method, but for now, search for 80 90 1f 00 xx xx 00 00 and replace it with 81 90 1f 00 xx xx 10 42. The former turns on light 0 and the latter gives the model a gray ambient color. ____________________ Current hack: Excerpt from Super Mario 256 |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 159/178 EXP: 132261 Next: 15624 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1817 days ago Last view: 1457 days ago |
Posted by mibts Weird thing is, I did it on a different version of the editor and replaced kinopio instead of penguin, and it worked fine. ____________________ 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......... |
Hiccup |
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Normal user Level: 58 Posts: 735/815 EXP: 1516824 Next: 60722 Since: 09-06-12 Last post: 1692 days ago Last view: 47 days ago |
1. Is there a recommended unit to use in sketchup for SM64DS models?
2. Is there info on how large objects (e.g. Mario, different sized blocks) are, so that sketchup models can be made to the right size? 3. How do you prevent textures in imported models appearing darker than they should be (I feel like I've already asked this but I can't find it. edit: it seems that 1x1x1 (in inches) is the size of the pushable block... |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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