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08-06-20 05:55 AM
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Main - Posts by Russmarrs2

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Russmarrs2
Posted on 09-30-14 09:20 PM, in SM64DSe Deku Link Demo [Demo Only] Link | #48856
That is really awesome! That's probably the most impressive hack I've seen, it's the only one I've seen of an SM64DS character having its model replaced. I'm just wondering though, are SM64DSE and NSMBE the only programs you used to make this? P.s It's me WarioMasterofGarlic (aka Russmarrs2 from youtube) but I had to get a new account since I forgot my password.

Russmarrs2
Posted on 10-01-14 05:07 PM, in SM64DSe Deku Link Demo [Demo Only] (rev. 2 of 10-01-14 05:39 PM) Link | #48916
Posted by Fiachra
Posted by Russmarrs2
... I'm just wondering though, are SM64DSE and NSMBE the only programs you used to make this?

NSMBe wasn't used here. SM64DSe was used to import the custom character and level models but you can't create the models with it. I used Blender for editing the models and GIMP for working with the textures.

Thanks, also, do I just import Mario's models from the 3d model exporter in SM64DSE? Because when I first exported his head I couldn't see it when I replaced and reimported the model back into SM64dse

EDIT: I figured out the size problem I was having, although I still have an error that I posted on the help topic

Russmarrs2
Posted on 10-01-14 05:30 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 10-02-14 06:26 AM by Fiachra) Link | #48925
Hi, I tried importing a DAE model I put over Mario's body into SM64dse, and this error appeared:

[image]
Do you know why the error is occurring?

Russmarrs2
Posted on 10-01-14 07:44 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 4 of 10-01-14 10:16 PM) Link | #48934
Posted by Fiachra
Can you post the content of <library_materials>, <library_effects> and <library_images> from your model?
I'm not sure where to find those, but all I'm doing is exporting Mario's model as a .dae, putting a texture on it, then exporting it and importing it back in as a .dae as a test, but that error happens. I also tried importing it as a DAE from Blender but when I imported it into SM64dse, it had no textures, but I still tried importing it. Then when I played the game the screen turned white again. P.S. Here is the model of just the head exported as a .DAE from 3ds max, in case you can look at what's wrong with it :) http://www.mediafire.com/view/z7bqz910ajd105d/WaluigiHead.dae

Russmarrs2
Posted on 10-02-14 04:20 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 10-02-14 04:21 PM) Link | #48965
I tried the OpenCollada plugin but the error appeared again, here is an example video of what I'm doing: https://www.youtube.com/watch?v=XfLqJVrfoJQ&feature=youtu.be

Russmarrs2
Posted on 10-02-14 05:09 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 4 of 10-02-14 07:52 PM) Link | #48978
Yeah, the model I used in the video was just for an example but here's the model though: https://www.mediafire.com/?1e6ys0zkho0yyt2
Also, here's the model I'm trying to import (with textures) http://www.mediafire.com/download/s8ug3x5z529kcym/waluigihead.rar If you could figure out how to fix that model and how to make it able to be imported into the game, I would greatly appreciate it. Also thanks for helping me with this :D

EDIT: I figured out how to fix the error, I just had to soften the model in 3ds max (although the error still appears with some other models), but when I import it into the game I still got the frozen white screen, have you found out why it's not working yet?

Russmarrs2
Posted on 10-06-14 07:50 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 10-06-14 07:51 PM) Link | #49370
Please see my latest post in the 'Editor Development' thread.

I used the new importer and although the error message disappeared for some of the models I tried I still got the frozen white screen when I tried to play it, I tried importing my blender one and the 3ds max one but they both got the same result. I also hope this isn't too much to ask, but do you think you could edit this model: https://www.mediafire.com/?3dw4qi208tw9ta4 (it's the model exported from Blender) so that it could be successfully imported into SM64ds? You don't have to if you don't want to since requests can be time consuming, and since you've already helped me alot with this. Thank you for helping me with this so far :D

Russmarrs2
Posted on 10-06-14 09:14 PM, in Editor development Link | #49372
It fixed the error messages, although the white screen still shows up when I try to play the game. The problems with the editor seem to be fixed, although the model itself still needs to be fixed.

Russmarrs2
Posted on 10-07-14 10:52 AM, in SM64DS Editor Help Thread - Post your questions here Link | #49395
Does what it says on the wiki page mean I'm supposed to give the texture and the model the same names? I think I understand some of it, but some other parts are a bit confusing, do you think you could explain what some of it means please?

Russmarrs2
Posted on 10-07-14 01:57 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 10-07-14 06:38 PM) Link | #49404
Ok thanks, I'll give it a try. :)

BTW How do I edit the textures so they have no animation?

Russmarrs2
Posted on 10-08-14 02:26 PM, in SM64DS Editor Help Thread - Post your questions here Link | #49441
I made it one mesh with the "mario_head" name and I managed to delete all the frames and material from Mario's BTP files, but it still didn't work for some reason. I used this model: https://www.mediafire.com/?b3n3o5i35mmowzd

Russmarrs2
Posted on 10-09-14 08:42 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 10-09-14 08:43 PM) Link | #49490
Do I remove the mesh and rename the node with 3ds max/Blender, SM64dse or Notepad? Sorry, I'm a bit confused for what program I'm supposed to use to do that since it makes the duplicate after I export it.

Russmarrs2
Posted on 10-10-14 06:54 PM, in SM64DS Editor Help Thread - Post your questions here Link | #49515
I edited and exported it straight from Blender so that it had no second mesh/node to delete (which also showed up as 1 material in the editor) and when I looked at the file in Notepad it seemed to have the ids and name pointed to mario_head. But when I exported it, it still crashed for some reason. As a test I also exported a model straight from the model's resource without editing it or positioning it (the model's resource test model I used was over the body though) and even though the rigging and some things were messed up, the model from there imported into the game. I think it might have something to do with the exporter but I'm still not sure. Is there anything you did differently with Deku Link than the regular DAE importing that might work? (Thanks for helping me with this BTW :D)

Russmarrs2
Posted on 10-12-14 03:53 PM, in SM64DS Editor Help Thread - Post your questions here Link | #49582
I sorta tried that but it didn't work because I think I did it wrong. When I opened up the obj in the text editor the only usemtl was followed by "Material #6", so I changed it to say "mat_head" and I only used the mario_head texture and didn't get around to using eye textures, so I only imported the mat_head part of the mtl over the mtl. I think I might've done something wrong in Blender with the materials.

Russmarrs2
Posted on 10-13-14 12:33 PM, in SM64DS Editor Help Thread - Post your questions here Link | #49622
If I animate the eye textures, do I use the UV editor in Blender to add the eye textures and rename them? (I'm using the rom where I deleted the texture animations and materials so I'm not sure what to do)

Russmarrs2
Posted on 10-14-14 05:47 PM, in SM64DS Editor Help Thread - Post your questions here Link | #49665
I was able to get the eye textures on there but it still didn't work, and I think I still did something wrong with them because the words "mat_eye" were nowhere to be found when I opened up the file in Notepad, so I'm not sure why it didn't find that material. Here's the file's information from notepad:

# Blender v2.71 (sub 0) OBJ File: 'walueegee time.blend'
# www.blender.org
mtllib mario_head.mtl
o mario_head
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usemtl mat_head
s off
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usemtl mat_head_WALUIG.PNG
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I can record a video of how I'm trying to import this if you think it might help you figure out what I'm doing wrong.

Russmarrs2
Posted on 10-15-14 09:07 PM, in SM64DS Editor Help Thread - Post your questions here Link | #49716
It still didn't work, which confused me since the textures seemed to be in the right place when I imported it into SM64dse's importer. Here's a video of what I did: https://www.youtube.com/watch?v=uTvQiwcvobE

Russmarrs2
Posted on 10-16-14 05:23 PM, in Super Mario Star Land [Released!] Link | #49762
This is an impressive looking hack! Keep up the good work! :D

Russmarrs2
Posted on 10-17-14 11:24 PM, in SM64DS Editor Help Thread - Post your questions here Link | #49821
I tried that as well, it still didn't work. I'm not sure why it's not working, this model is a pretty tricky one, lol.

Russmarrs2
Posted on 10-18-14 10:23 AM, in SM64DS Editor Help Thread - Post your questions here Link | #49829
It still didn't work for me, I may have done something wrong although I can't think of what it was. I hope this isn't too much to ask but do you think you'd be able to make a patch of the model in the game if you've successfully imported it please?
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