Kuribo64
Views: 14,051,463 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
04-11-21 05:05 AM
Guest:

0 users reading [Tutorial] How to Replace Mario's Model with a Custom Model | 1 bot

Main - General SM64DS hacking - [Tutorial] How to Replace Mario's Model with a Custom Model New reply

Pages: 1 2 3
mibts
Posted on 01-14-17 03:09 PM Link | #80936
1. Goto 02090864+ACTOR_ID*4
2. Goto the pointer that it points to. This is the spawn info.
3. Goto where that points to. This is the constructor.
4. Somewhere in the constructor, you'll find something like this:
ldr r0, =02112357 (some address between 020ad660 and 0214eaa0)
str r0, [r4]
The registers could be different, and there may be code in between.
5. Goto the pointer that is loaded. You should see an array of pointers.
6. Goto the first pointer in the array. This is the initialization function.
7. Find the branch to 02016fd4.

____________________
Current hack: Excerpt from Super Mario 256

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

pacmainia&luigi
Posted on 01-29-17 11:45 AM Link | #81148
In your Sunshine port, it looks like you gave piantas 2 models: one male, one female. How Do I do this?

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

Sonikku A
Posted on 05-13-17 01:48 AM Link | #83025
Hello,I'm new to this forum,and I have a few questions.A lot of the tutorials relating to 3D modeling.A lot of the tutorials use Blender or Sketchup,which isn't good for me since I use 3DS Max.When I tried to hex/etc edit the model to work for the editor,the structure is massively different compared to the original. There's a lot more numbers in the edited model,and the node naming is in different order.Is there anyone with 3DS Max that knows how to do this?

poudink
(post deleted) #83029

Sonikku A
Posted on 05-13-17 02:08 PM Link | #83045
That won't work for rigged models ;/

Fiachra
Posted on 05-13-17 03:34 PM Link | #83050
Can you post a DAE model exported from 3DS Max such as the Mario model?

Sonikku A
Posted on 05-15-17 12:06 AM Link | #83095
Sorry for the late reply.Unfortunately I can't until internet on my computer works.But I'll try to find a work around

Sonikku A
Posted on 05-19-17 06:30 PM Link | #83210
Here's an edited Yoshi.I changed the UVs,hence why the custom texture works https://www.dropbox.com/sh/99lkuwgbbuiq93o/AADVbWu-N7AUB3wm8vimhfE6a?dl=0

Fiachra
Posted on 05-20-17 03:58 PM Link | #83225
The differences really aren't that big, you should be able to use 3DS Max fine.

Before you start, you'll find it much easier to make these changes if you "pretty-print" the XML content, Notepad++ has a plugin, "XML Tools" which does this or there are plenty of online tools.

Using a text editor make the following changes:
1. Replace any material or efftect names which contain a '#' character with a name without the hash eg. "Material #45" becomes "Material 45". This is due to a bug in the DAE parser which will be fixed in the next release.
2. Find the <node> element with id "face_1-node" and add the following attribute:
type="NODE"
so that:
&lt;node name="face_1-node" id="face_1-node" sid="face_1-node"gt;
becomes:
&lt;node name="face_1-node" id="face_1-node" sid="face_1-node" type="NODE"gt;
3. Within the "face_1-node" element there's an "instance_controller" elements; within that element add the following:
&lt;skeletongt;#face_1&lt;/skeletongt;
so that:
<instance_controller url="#face_1-nodeController">
<bind_material>
<technique_common>
<instance_material symbol="yoshi_all_tx" target="#yoshi_all_tx"/>
<instance_material symbol="Material #45" target="#Material #45"/>
</technique_common>
</bind_material>
</instance_controller>
becomes:
<instance_controller url="#face_1-nodeController">
<skeleton>#face_1</skeleton>
<bind_material>
<technique_common>
<instance_material symbol="yoshi_all_tx" target="#yoshi_all_tx"/>
<instance_material symbol="Material #45" target="#Material #45"/>
</technique_common>
</bind_material>
</instance_controller>

Linus
Posted on 09-18-17 10:12 PM Link | #88846
Hello everyone, I'm new to sm64ds hacking. I'm trying to replace the four main characters with the characters from the movie Madagascar. However, the structure of the custom models don't match the originals, so I'm not sure how to replace them.

pacmainia&luigi
Posted on 09-23-17 01:43 PM Link | #89459
Posted by Linus
Hello everyone, I'm new to sm64ds hacking. I'm trying to replace the four main characters with the characters from the movie Madagascar. However, the structure of the custom models don't match the originals, so I'm not sure how to replace them.

retopology is your friend.

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

FZone96
Posted on 02-09-18 09:34 PM Link | #93195
Two issues/questions:

1.) When I attempt to change the main head of any playable character the game crashes. However, changing the secondary head (hatless Mario, Yoshi with filled cheeks) works fine for whatever reason. Is there any way to fix this?

2.) What if I want to make a character whose proportions are very unlike any of the other characters? (e.g. a character with more realistic humanoid proportions) There must be a way to manipulate the bone structure, no matter how difficult the process might be, It shouldn't be impossible.

Casini Loogi
(post deleted) #98235

Waluigi2401Purple
Posted on 03-29-20 11:23 AM Link | #98945
Can i replace Wario with this Tutorial?

Gonc90
Posted on 08-27-20 09:21 AM Link | #99432
I know this is a very old thread but I followed all steps and this error shows up when I import my custom model (I am trying to replace Mario body model, using blender 2.8 and the 2018 build of sm64dse)

Larry Koopa 64 DS Hacker
Posted on 11-29-20 09:05 PM Link | #99879
Posted by Waluigi2401Purple
Can i replace Wario with this Tutorial?


I know this was like, months ago, but yes, I believe it's possible. I've replaced Wario before. Replacing player characters is pretty similar for all, but the easiest ones to replace are Mario and Wario, while Yoshi and Luigi are tougher to replace, but Luigi is the toughest to replace, so I hardly try to replace Luigi personally, oof... But yeah, you can replace Wario, but I think this tutorial was missing things if I remember correctly, not sure what though, but I remember not getting it right away and having had Fiachra help me out on it on youtube comments and then I was able to do it, lol.

I did make my own tutorial on custom player character models for Super Mario 64 DS, but I feel I should make another one that would be scripted and much better since someone didn't get it right away and I had to help them on discord through voice calls and such and I pretty much kinda forgot how it was like to have a laptop without a numpad or how I would explain it to my noobish self from years ago, lmao (and I'm ashamed of how the Larry impression in that one sounded since my Larry Koopa voice impression has since improved by a landslide, lol, although it was always alright when scripted, but it sounded bad when not 8000Hzd or scripted) sorry for the text wall
Pages: 1 2 3

Main - General SM64DS hacking - [Tutorial] How to Replace Mario's Model with a Custom Model New reply

Page rendered in 0.028 seconds. (2048KB of memory used)
MySQL - queries: 29, rows: 227/227, time: 0.022 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.