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05-26-17 08:36 PM
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Main - General SM64DS hacking - Editor development New reply

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Hiccup
Posted on 04-16-17 07:07 AM (rev. 5 of 04-16-17 09:54 AM) Link | #82536
Some issues/questions:
1. When exporting peach's castle, peach's castle upper floor or peach's castle backyards results in "Nullable object must have a value". The log for the backyard export. Those exports also fail when I try to import them into sketchup - others succeed.

2. Clicking "import model", while it does work, brings up "Object reference not set to an instance of an object." with this log for The Secret Aquarium.

3. Should I start adding parameters to the appropriate fields forms in the object database? Right now 99% seem to be written in the object Description field. The parameter fields don't seem very useful at the moment though....

4. The position of the ! Block in the editor doesn't match up with the game - in-game it is higher.

mibts
Posted on 04-16-17 10:22 AM Link | #82542
Interestingly, ENEMY_SWITCH uses Y rotation as the height of its cylinder collider.

____________________
Current hack: Excerpt from Super Mario 256


Any map on a flat torus can be colored with at most 7 colors.

Fiachra
Posted on 04-16-17 12:16 PM Link | #82545
Posted by Hiccup
Some issues/questions:
1. When exporting peach's castle, peach's castle upper floor or peach's castle backyards results in "Nullable object must have a value". The log for the backyard export. Those exports also fail when I try to import them into sketchup - others succeed.

2. Clicking "import model", while it does work, brings up "Object reference not set to an instance of an object." with this log for The Secret Aquarium.

3. Should I start adding parameters to the appropriate fields forms in the object database? Right now 99% seem to be written in the object Description field. The parameter fields don't seem very useful at the moment though....

4. The position of the ! Block in the editor doesn't match up with the game - in-game it is higher.

1. Seems to be a bug introduced in past few days triggered when there are no normals in a model, previsouly every vertex was given a normal of (0,0,0) when none was defined so it was never noticed. Go back to using R96 for exporting until it's fixed.

2. I'll look into it but this shouldn't cause any issues to your model.

3. Probably we all should, when we're editing an existing entry we should update the parameters.

4. Should be easily fixed, do you off-hand the distance?

Hiccup
Posted on 04-16-17 12:18 PM Link | #82546
Posted by Fiachra
4. Should be easily fixed, do you off-hand the distance?

What do you mean?

Fiachra
Posted on 04-16-17 12:33 PM Link | #82547
Meant "do you know" the distance by which it is higher in the game?

Hiccup
Posted on 04-16-17 02:36 PM (rev. 2 of 04-16-17 02:36 PM) Link | #82551
Oh yeah, I see - but I can't seem to recreate it. Pretty sure it did happen though. Next time it happens I'll post a xdelta patch for the ROM.

mibts
Posted on 04-16-17 06:51 PM (rev. 2 of 04-16-17 07:02 PM) Link | #82561
Importing a single axis-aligned plane as a KCL causes the exporter to attempt to create m*n octrees, where m and n are 1024 times the length and width of the plane in SM64DSe units. (a 0.5 x 0.5 plane creats 512*512=262144 octrees).
Maybe it's caused by a float equality comparison?

____________________
Current hack: Excerpt from Super Mario 256


Any map on a flat torus can be colored with at most 7 colors.

Hiccup
Posted on 04-17-17 06:48 AM (rev. 2 of 04-17-17 06:48 AM) Link | #82573
Suggestion: allow copy-pasting when an object is selected in the object list - right now it only works while selecting the object in the visual preview

Fiachra
Posted on 04-17-17 10:22 AM Link | #82574
Posted by mibts
Importing a single axis-aligned plane as a KCL causes the exporter to attempt to create m*n octrees, where m and n are 1024 times the length and width of the plane in SM64DSe units. (a 0.5 x 0.5 plane creats 512*512=262144 octrees).
Maybe it's caused by a float equality comparison?

I'll look into this.

Posted by Hiccup
Suggestion: allow copy-pasting when an object is selected in the object list - right now it only works while selecting the object in the visual preview

I'll add this.

Hiccup
Posted on 04-20-17 05:29 AM (rev. 2 of 04-20-17 06:02 AM) Link | #82643
Thanks. Another request: could you make it so the editor saves your last model import settings (could be an optional thing. could also have multiple "profiles" for the collision IDs) and auto-updates the level preview when a new model is imported (also could be optional).

Also, I don't know if you are aware of this, but occasionally the wrong models are displayed for objects after importing a level model. I.e. brick blocks will use the goomba model, or Mario in the scale preview will be replaced by something else (can't remember an example).

Fiachra
Posted on 04-20-17 03:26 PM Link | #82651
1. OK
2. Can you elaborate on what you mean by profiles for collision ID's?
3. It used to have this, should be able to add it again.

4. Is this still happening? It should have been fixed in r96.

Hiccup
Posted on 04-21-17 08:49 AM Link | #82662
2. I mean a feature where you can save the collision IDs for an import so you don't have to type them in every time.
4. I am using r96 or above. I've updated to the latest one and I will post if I encounter the bug on that version.

Fiachra
Posted on 04-21-17 03:23 PM Link | #82675
2. I could save them temporarily for the duration of the application instance ie. until it's closed so long as the filename and material names match.

Fiachra
Posted on 04-26-17 02:35 PM (rev. 3 of 04-27-17 02:20 AM) Link | #82765
SM64DSe R99 v2.3 BETA 2017/04/25

Changes:
- Fix error when exporting model without normals to DAE
- Prevent overflowing of normals when generating BMD model
- Add options to remember last used model importation settings for duration of application instance

Download in SM64DSe Git repo and last download thread.

Still to fix:
- Copy-and-paste level objects from list
- KCL large octree issue

Edit:
Hiccup: I haven't forgotten about the area editing; I'm in the process of writing a brand new model and collision map editor/importer which will allow:
- add, removing and re-ordering bones
- removing and changing the assigned bone for "geometries" and "polylists"
- adding, editing and removing materials
- adding, editing and removing textures and palettes
for both existing models and models to be imported as well as maintaing the current collision map features.

Edit 2:
mibts: I've only just come across your various threads about your ASM hacks and editor updates; I'll start merging in your changes apart from the ASM ones.

Stomatol
Posted on 05-04-17 05:01 PM Link | #82856
Hey
I'd like to make a feature request/suggestion; I would like the option to choose texture compression format when replacing a texture in the Texture and BTP Editor, or when importing a model. I don't know what formats are supported in the editor atm, but it would be nice to be able to choose between A5I3 and A3I5. (AFAIK the editor picks this automatically currently?)

Fiachra
Posted on 05-05-17 02:04 AM Link | #82857
It'll be implemented in the new model editor/importer I'm working on. The editor currently supports all 6:
- A3I5 Translucent Texture
- 4-Color Palette Texture
- 16-Color Palette Texture
- 256-Color Palette Texture
- 4x4-Texel Compressed Texture
- A5I3 Translucent Texture
- Direct Texture

The current logic is as follows:
if (translucent/transparent)
{
if (no. of colours <= 8) use A5I3
else use A3I5
}
else
{
if (no. of colours <= 4) use 4-colour
else if ("smallest size" selected OR ("better quality when sensible" AND no. of colours > 256 AND width x height > 4096) use 4x4 texel compressed
else if (no. of colours <= 16) use 16-colour
else if (no. of colours <= 256) use 256-colour
else use direct
}
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Main - General SM64DS hacking - Editor development New reply

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