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04-25-24 05:27 PM |
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Main - Posts by Skelux |
Skelux |
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Banned Level: 28 Posts: 1/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
I've been wanting to port Super Mario Star Road to DS and the only thing holding me back from doing so Is the problem with KLC conversion. Mega-mario, I was hoping you may be able to give me an idea of what's causing the faulty collision so I could code it properly. Could it be a problem with grid block size?
I asked on youtube also, but I notice you are not very active. |
Skelux |
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Banned Level: 28 Posts: 2/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
I think the darkness might be because normals are not imported. Although the DS doesn't handle them like the N64, I do notice that some faces have darker shading such as the small slopes on the tiles inside the castle. |
Skelux |
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Banned Level: 28 Posts: 3/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
I think you're right about it being a precision problem. I notice that the lower you round the coordinates, the more of the faulty collision planes will start working.
Helper.RoundVector(ref v, 31f); for example |
Skelux |
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Banned Level: 28 Posts: 4/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
What's the main difference between MKDS kcl and SM64 imported kcl? I tried creating a kcl file using MKDS editor and replaced the one which SM64DSE imported, but Mario just fell strait through. |
Skelux |
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Banned Level: 28 Posts: 5/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
All of your imported KCLs have a collision grid size of 0x0D000000 while the MKDS importer uses 0x11000000. The imported MKDS KCL is also significantly larger, I notice.
edit: blank, I tried replacing it and TTC just froze. I may be importing it incorrectly, I am using the 'replace' option in MKDS Editor. |
Skelux |
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Banned Level: 28 Posts: 6/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
Didn't freeze, but mario fell strait through. |
Skelux |
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Banned Level: 28 Posts: 7/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
I think I can confirm that MKDS editor is corrupting the rom when I replace any file, it ruined some graphics on the main menu and froze castle grounds. I'll find another method then try again.
edit: nothing seems to be able to rebuild the rom without corrupting it, even ndstool. Any ideas? edit2: it's possible that your collision is working after all, I tried manually replacing the collision of an imported level with yours using a hex editor and I was able to run into a few invisible walls. Could you try converting this obj? It would make things a lot easier to test. https://www.dropbox.com/s/8idq01ycizzujqp/island.zip |
Skelux |
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Banned Level: 28 Posts: 8/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
The scale for that level is 0.4 (when imported with sm64e). |
Skelux |
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Banned Level: 28 Posts: 9/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
Posted by blank Well, I'm surprised, the collision is flawless! |
Skelux |
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Banned Level: 28 Posts: 10/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
mega, do you happen to know what file controls which music is played in each level? I'd prefer to be able to change them, though I don't mind sharing music between levels if necessary. |
Skelux |
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Banned Level: 28 Posts: 11/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
Posted by blank Thanks, I'll get started on another level and see how it goes. Here's a list of what levels can be replaced so far. Success: bobomb battlefield secret aquarium inside ship THI cave wing cap level CCM slide over the rainbows tick tock clock under the moat Fail: whomps fortress cool cool mountain haunted house wet dry world snow mans land battle fort play room igloo rainbow ride |
Skelux |
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Banned Level: 28 Posts: 12/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
Posted by Rarity There's a similar problem for levels with multiple areas, such as wet dry world or hazy maze cave. |
Skelux |
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Banned Level: 28 Posts: 13/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
Wet dry world has no door, It seamlessly switches areas when Mario is at a certain position like in Super Mario 64. Strangely, this seems to have been removed from Dire Dire Docks in the ds version and is all the one model.
edit: blank, I'm getting an error. Is this the correct syntax? create_collision.py -s 400 island.obj collision.kcl |
Skelux |
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Banned Level: 28 Posts: 14/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
Here are some of the collision types:
1 - wall 5 - climbable hill 7 - vanishing wall (vanish cap) 10 - fence 13 - slippery hill 15 - grass 18 - path 20 - world edge Also, these levels can be imported over: general test map TTM slide Bowser course 1 Bowser course 3 |
Skelux |
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Banned Level: 28 Posts: 15/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
I just discovered another interesting snippet of information - It seems that collecting a star will freeze unless it is the same kind of star intended for that act. For example, using a normal power star (61) for stars 1-6 on bob-omb battlefield will freeze on contact. |
Skelux |
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Banned Level: 28 Posts: 16/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
Well, I'm a little more confused and concerned about the freezing stars now. Almost every star freezes on contact. I imported a level over the wing cap course, placed 8 red coins and a star spawner with the exact same parameters, but It still froze. Any ideas?
Edit: It only seems to be in my star road rom. It happens on stars that zoom the camera out when you collect them. Any idea what files may be responsible for this? Could you tell me which files handle what objects are in a level, so I can just move them over to a fresh rom? |
Skelux |
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Banned Level: 28 Posts: 17/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
Posted by Fiachra Thanks, moving the files over to a fresh rom fixed everything. I'll start a Star Road DS thread now, I'll probably have things to post about it quite often. |
(post in restricted forum) |
Skelux |
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Banned Level: 28 Posts: 19/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
Adding Y-offset options would allow you to place the level down near the death floor. From memory, about -8000 was how much it needed.
Also, I want to ask about this.
Is this referring to 0x75298 in the rom? If so, how is the table set out? Also, is there any known way of removing the game intro currently? If we knew what animations were played, perhaps replacing them with normal standing animations could work, or something along those lines. |
Skelux |
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Banned Level: 28 Posts: 20/148 EXP: 116233 Next: 15105 Since: 11-27-12 Last post: 3623 days ago Last view: 2082 days ago |
I think an important problem to be fixed is the text corruption. Although there are no troubles editing act and course names, many other strings such as the ones belonging to bob-ombs will always corrupt. |
Main - Posts by Skelux |
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