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Main - Misc. ROM hacking - How to vertex Paint on SMG2 models! [TUTORIAL] Hide post layouts | New reply

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Super Hackio
Posted on 04-05-17 07:49 PM (rev. 2 of 04-05-17 07:54 PM) Link | #82332



Welcome to Super Hackio's Guide to SMG2 Modeling WITH Vertex Colours! :D
In this tutorial, you will FINALLY get to learn how to make "Nintendo Quality" Models for SMG2.

BE SURE YOU READ THIS CAREFULLY! as if you go too fast you might miss a crucial detail.

This tutorial Is seperated into sections:
1) Requirements
2) Modeling tips
3) Model Texturing
4) Vertex Colors
5) Exporting
6) EXobj2bdl & KCLCreate
7) Adding to the game
8) Troubleshooting

REQUIREMENTS:
Blender
THIS ADDON
THIS
KCLCreate
A BCSV editor
Python 3.4 & PyQt4 for Python 3.4

MODELING TIPS:

Tip 01 - Dont be too fancy. If your polygon count is high, the more likly it won't work.
Tip 02 - Use tools. If curve makers are availible to you, use them. it is better than doing it yourself.
Tip 03 - Use Squares for flat spaces. The exporter will automatically convert your squares to triangles.
Tip 04 - Subdivide. It helps if you have more vertexs to work with, just don't go overboard! (Shortcut in blender is W)
Tip 05 - SAVE before testing something. ALWAYS DO THIS! Seriously, it'll save your life sometimes.


MODEL TEXTURING:

This is easy, so long as you don't need UV mapping.
All you need to do is this:
Look for this on the toolbar on the top of the window.
[image]
Click the up/down arrows of the left of Defult and select UV Editing.

After you have done that, the whole look of the interface should look like this:
[image]
in the 3D veiw, Select you model (right click by default) and press TAB.
All the faces should light up. If not, press A until they do.

Now for the actual UV mapping...
BUT WAIT! you just said that this would NOT require UV's!

I lied. XD Not really, We just need a simple UV. NOT a fancy UV.

All you need to do is click on NEW and navigate to your PNG, TGA, etc. (SIZES ALLOWED: 16X16 32X32 64X64 128X128 256X256) There might be more I missed...
If you did it right, ALL of the model should be the same texture. Great! But not great. Cause you wanted different textures for different sections of the model.
To fix this, click edit mode:
[image]
Dont worry, all you have to do is press A until all is NOT selected. Select the faces that you want to be a different texture. (right click by default)
BE SURE YOU HOLD SHIFT! unless, of course, you only want to select 1 FACE AT A TIME!!

Repeat the UV texuring until you like it.

To finish, go back to the defult view and press TAB

And now for the part you've all been waiting for...
VERTEX COLORS!!

This is pretty simple.
Click back to defult.
[image]
drag out this window:
[image]
And click this icon (the one with blue)
[image]
and then scroll down and checkmark Vertex color paint
Now you are ready to vertex paint!

In the 3D view, press V to be able to vertex paint.
It is worth mentoning that the color wheel on your left (can't see it? press T) has a alpha property built in. By defult, the Alpha slider is at 100%. (the very top)
Change the opacity to fit your need

Not going to mention the other tools, as they wont help here. To undo alpha, drag the alpha slider (below) to the top and paint.
[image]
The up/down slider (white to black) is the alpha. the slider should be at least in the grey.

If you want, you can change the color of the paint, but thats a little advanced.

When you think it is done, press V again to exit vertex paint mode.


EXPORTING:

In order to export With Vertexs, you will need to install the addon Mentioned in the requirments section.

To actually export is easy, just click on file (top toolbar) and click EXPORT>ExtendedwavefrontOBJ
If you would like to use my stress-free Converter (included with EXOBJ2BDL), you must name the export model.obj
click export and ta-da! Done!

EXOBJ2BDL & KCLCREATE:

Now, to use my stress-free converter, move the .obj (and the .mtl) to the same location that the Program is in. to use it, just open EXOBJ2BDL.bat and wait.

For KCLCreate, you will need a simplified version of you model. The following was Originally written by NWPlayer123

Just double click collision_creator.exe and wait for it to load. It should be self explanitory, go to File > Open and open the OBJ, it should pop up with a list of the textures/colors you exported the model with (there should also be one with default group or something, that's the untextured polygons, you can usually leave them alone as the program will default to importing them as normal solid polygons). If you want to play around with the codes and settings, be my guest, that's how you make the honey for Bee Mario to climb on and the walls for Boo Mario to go through, among other things, but otherwise, just go to File > Save or Save As, and export.


ADDING TO THE GAME: also originally wrote by NWPlayer123

Importing using ProductMapObjDataTable is much easier, just extract and open up the BCSV, hit the add button at the bottom so it creates another entry at the bottom of the list and change the data from "Placeholder" to whatever the name of your planet is.
Then click the dropdown for the field and change it to ClassName, the other one you haven't edited yet, and change the data in that from "Placeholder" to "SimpleMapObj".


TROUBLESHOOTING

1) Model failed to convert
- Make sure the path to the folder has NO SPACES
- Make sure you textures are a compatible size

Any other problems that you have that get solved will go here

So I hope that this was a useful tutorial.

Happy modeling!

~Super Hackio

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

Louiskovski
Posted on 04-05-17 08:32 PM Link | #82335
Nice! But why you don't add this to http://neomariogalaxy.bplaced.net/ ? Because this forum is totally focused on SMG hacking ;)

Super Hackio
Posted on 04-05-17 11:06 PM Link | #82338



To post, you must register. O_0 If you want, you can re-post it there.

Just click quote and then copypasta to there.

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

SunakazeKun
Posted on 04-06-17 11:03 AM Link | #82350
If you want to post, you have to create a new account here as well.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Super Hackio
Posted on 04-06-17 02:40 PM Link | #82352



Posted by SunakazeKun
If you want to post, you have to create a new account here as well.

What? I ask that you elaborate on that.

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

SunakazeKun
Posted on 04-06-17 07:34 PM Link | #82374
It sounds like that you don't want to post on the NMG board, because "to post, you must register".
What did you do to be able to post on Kuribo64?



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Super Hackio
Posted on 04-06-17 07:47 PM Link | #82375



I just don't want more than one board account to manage. (Across the internet, that is.)

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

CodingKoopa
Posted on 04-06-17 09:27 PM Link | #82376
What "management" goes into having a board account? Being on more than one board is really a common thing, and I think having a presence on NMG would be beneficial, considering it's primarily focused on SMG unlike here.

____________________
Website | Twitter


Super Hackio
Posted on 04-06-17 10:47 PM Link | #82377



Posted by TheKoopaKingdom
What "management" goes into having a board account? Being on more than one board is really a common thing, and I think having a presence on NMG would be beneficial, considering it's primarily focused on SMG unlike here.

My point is that I'm staying here on Kuribo64 even though its not necessarily all about SMG2.


____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

Louiskovski
Posted on 05-12-17 03:25 PM (rev. 4 of 05-12-17 03:52 PM) Link | #82983
How exactly do i install the plugins?
EDIT: I found it out. Never mind.

Wait. It doesn't work for me. I click so often with the vertex paint on the model and nothing happens?

Super Hackio
Posted on 05-12-17 03:56 PM Link | #82984



Did you move this slider into the grey/gray area?
[image]


____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

Louiskovski
Posted on 05-12-17 04:03 PM (rev. 2 of 05-12-17 04:09 PM) Link | #82985
Yes. Do i have to set a view or something?

EDIT: Ah! I got it. I forgot to select the object.

But is there any way to display the model in Blender so, how it would look like in the game?

Super Hackio
Posted on 05-12-17 04:15 PM Link | #82986



Not that I know of. Ill I know is that regarding the brightness of the model, you might need to brighten the textures... a lot. But, if there are NO textures, then it will display what you see in blender ingame. And it will be mostly the same.

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

Louiskovski
Posted on 05-12-17 04:26 PM (rev. 5 of 05-12-17 05:13 PM) Link | #82987
I got it. Pretty easy.

You have to delete the light point object (that little black point). Then you have to change the Viewpoint Shading to Texture (click on the little icon on the bottom right corner and select Texture)

[image]



Err... I can't find your "Stressfree converter" tool. Couldn't we also just use the obj2bdl GUI tool?

EDIT: Found your tool. It just displays "System can't find file" or something, though i installed phyton. I've tried to edit the bat to start phyton with it, and i just got another errors and so on. Sorry to say, but i just experience the opposite of "Stress-Free" :P
Isn't it possible to use the obj2bdl GUI tool to create the bdl with vertex collours?

Super Hackio
Posted on 05-12-17 05:21 PM Link | #82991



I don't know what that GUI provides, but the stress-free converter IS stress free. Make sure that when you export the model that you name it model.obj because that is what it is looking for.

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

Louiskovski
Posted on 05-12-17 08:06 PM Link | #82995
I've tried anything. I renamed the obj to model.obj, i opened the file as admin, i edited the bat file but nothing works. The only method i know, is using the latest obj2bdl version, that supports vertex collours, but all downloads are down.
Can you take a look at your program, since it would be a really stress-free tool, if it would work for me. Do i need a specific version of phyton or something?

Other than that, what for settings do i have to check in Blenders export options? Since i can't see any exported textures, when i export the obj file.

Super Hackio
Posted on 05-12-17 08:52 PM Link | #82998



Wow... You sure have a large problem...

Try this:
1. Download GC (it comes with the python I use)
2. if this python (and PytQ4) and your versions DON'T match, install the ones you just got.
3. In blender, RE-EXPORT your .obj file with the name model.obj (the complete filename with the extension should be model.obj NOT model.obj.obj)
4. Move model.obj and model.mtl to THE SAME FOLDER AS THE .BAT STRESS FREE CONVERTER
5. Run the converter.

PRO TIP: Make sure the textures don't have spaces in their names and in their paths.
EX: C:Users\Louiskovskie\my model\texture.png is NOT allowed. but this is: C:Users\Louiskovskie\mymodel\texture.png

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

Louiskovski
Posted on 05-13-17 01:26 PM (rev. 5 of 05-13-17 05:16 PM) Link | #83033
Alright. I made it like this, but it display this:
ModuleNotFoundError: No module named 'PyQt4'
though i installed both phyton installers from Galaxy Create.

EDIT: Ok, fixed the problem. Now i have to fix the spaces in the path :P

But another question. When i export the obj in Blender, do i have to check any settings here?:
[image]


What the hell? Why does the program tell me so many times, that it could not load some textures?? They are all png and have the power of two and such. What's wrong?

And everytime i hit the program, it is another texture, that it couldn't find. What?

EDIT: Alright. I don't know, what's worng, but i think it has to do with the export settings in Blender.

Super Hackio
Posted on 05-13-17 05:16 PM Link | #83036



the texture names cannot have he following: ?/\ or spaces

Make sure you have the converter in the SAME folder as the obj2bdl.py program.
Try this layout:
[image]

As long as you don't change the settings in blender, the defaults work fine.

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

iyenal
Posted on 05-13-17 05:17 PM Link | #83037
Maybe the MTL textures directories aren't set correctly.

____________________
[image][image]
"I failed in some subjects in exam, but my friend passed in all. Now he is an engineer in Microsoft and I am the owner of Microsoft." -Bill Gates
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Main - Misc. ROM hacking - How to vertex Paint on SMG2 models! [TUTORIAL] Hide post layouts | New reply

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