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04-25-24 05:27 PM
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Main - Posts by Skelux

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Skelux
Posted on 11-27-12 04:56 AM, in Looking into SM64DS fixing collision Link | #1249
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
Posted on 11-29-12 08:09 AM, in Looking into SM64DS fixing collision Link | #1274
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
Posted on 12-03-12 03:09 AM, in Looking into SM64DS fixing collision Link | #1321
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
Posted on 12-13-12 08:52 AM, in Looking into SM64DS fixing collision Link | #1730
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
Posted on 12-14-12 01:11 AM, in Looking into SM64DS fixing collision (rev. 2 of 12-14-12 02:32 AM) Link | #1740
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
Posted on 12-14-12 09:10 AM, in Looking into SM64DS fixing collision Link | #1742
Didn't freeze, but mario fell strait through.

Skelux
Posted on 12-15-12 02:24 AM, in Looking into SM64DS fixing collision (rev. 3 of 12-15-12 03:16 AM) Link | #1753
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
Posted on 12-16-12 01:26 AM, in Looking into SM64DS fixing collision Link | #1791
The scale for that level is 0.4 (when imported with sm64e).

Skelux
Posted on 12-19-12 02:11 AM, in Looking into SM64DS fixing collision Link | #1928
Posted by blank
Ok, that makes things a lot easier. Based on that collision are 1000 times larger than the models.

Skelux, this is a kcl of the obj you gave me, in (hopefully) the right scale.


Well, I'm surprised, the collision is flawless!

Skelux
Posted on 12-26-12 01:32 AM, in Looking into SM64DS fixing collision Link | #2127
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
Posted on 12-27-12 01:09 AM, in Looking into SM64DS fixing collision Link | #2182
Posted by blank
Ok, here is the script. If you want to run it you'll need Python 3.

Usage:
> create_collision.py [-s SCALE] infile [outfile]

where infile is the name of the Wavefront OBJ file to convert and the optional argument outfile is the name of the resulting KCL file. The scale should be 1000 times the scale of the model.


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
Posted on 12-27-12 02:59 AM, in Looking into SM64DS fixing collision (rev. 2 of 12-27-12 03:00 AM) Link | #2186
Posted by Rarity
I think those has animated faces, and since the materials are replaced, the animations point to an
unexistant material, hence why replacing those levels crash :(


There's a similar problem for levels with multiple areas, such as wet dry world or hazy maze cave.

Skelux
Posted on 12-28-12 01:44 AM, in Looking into SM64DS fixing collision (rev. 2 of 12-28-12 09:47 AM) Link | #2201
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
Posted on 12-29-12 03:09 AM, in Looking into SM64DS fixing collision Link | #2275
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
Posted on 12-30-12 05:38 AM, in Looking into SM64DS fixing collision Link | #2380
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
Posted on 12-31-12 03:20 AM, in Looking into SM64DS fixing collision (rev. 4 of 12-31-12 03:29 AM) Link | #2494
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
Posted on 01-01-13 01:51 AM, in Looking into SM64DS fixing collision Link | #2581
Posted by Fiachra
Skelux:
Are you deleting the original star in the level? Maybe it freezes because there's a duplicate? Not really sure. What happens if, instead of adding a new star you just move the original star object's position and the star act that it appears in?
I don't know why it would only happen in your rom, maybe Mega-Mario can help more with this. In a patched rom, the level data (including objects) are stored in overlays 103 - 154. You should be able to copy these to a new patched rom. Use Nitro Explorer or NSMBe so as not to corrupt the ROM header.


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
Posted on 01-03-13 12:59 AM, in Editor development (rev. 2 of 01-03-13 01:02 AM) Link | #2700
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.
0x02075298 -> table that maps level IDs to act selector entry IDs

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
Posted on 01-03-13 01:53 AM, in Editor development (rev. 2 of 01-03-13 01:53 AM) Link | #2707
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.
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Main - Posts by Skelux

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