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04-06-21 12:47 AM |
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| Main - Posts by Fiachra |
| Fiachra |
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Local moderator Level: 62 Posts: 181/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Thanks.
Turbo Track is impossible without the rocket nozzle and I doubt Pachinko Game is possible without the nozzle either. Red Coin Field might be possible but I don't think it would be fun or very interesting. In the original there are things like having to spray Piantas with water to get a coin and chasing enemies for a red coin but you can't do that in SM64DS. I think a much better level can be done than Red Coin Field. |
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Local moderator Level: 62 Posts: 182/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
No, I mean you can export a model with it split up into different chunks matching the bones that can be then be edited, eg. in Blender and re-imported and the model's bones and therefore animation will still be working. Bone information is exported and is needed when re-imported and can be edited if you want. This'll allow editing character and enemy models properly. I've actually got that part done (eventually!), I'm trying to fix a problem in the model importer window with the scale being wrong and translucent faces not showing up (they used to but it now gives a preview of the converted BMD file). |
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Local moderator Level: 62 Posts: 183/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Rev. 59 14 Sep 2013
- This adds the ability to export and import models with their bones intact. These can then be edited and re-imported with their bones and therefore animation intact. This can be used to create/edit custom character or enemy etc. models with working original animation. (Model exporting isn't perfect when assisgning faces to bones though, so for some models you may need to make a few manual fixes.) - Model Importer now shows a preview of the converted BMD file rather than the OBJ model Will post a more detailed explanation/tutorial soon. |
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Local moderator Level: 62 Posts: 184/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
NSMBe works fine. I always use it for replacing files. |
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Local moderator Level: 62 Posts: 185/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Added more information on importing and exporting bones on the SM64DSe wiki here. |
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Local moderator Level: 62 Posts: 186/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Yes.
You don't import a BMD, you import an OBJ model as before. What scale value? For Bob-Ombs you can just select one in a level and choose 'Replace Model'. |
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Local moderator Level: 62 Posts: 187/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
You can compile it either in Visual Studio 2010 or above or in Monodevelop. You'll need to use an SVN client to download the source first though. For Windows you can use TortoiseSVN or for Linux there's KDESvn.
Here's the newest R60, I'd had to upload it for someone else. |
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Local moderator Level: 62 Posts: 188/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Have you tried using kiwi.ds NDS Editor to extract and repack the SDAT file? NSMBe should be able to reinsert a larger file without corrupting it.
MKDS Course Modifier might let you edit SDAT as well. |
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Local moderator Level: 62 Posts: 189/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Can you explain in detail what you're trying to do and the results?
Does this help with the kiwi.ds tool? http://gbatemp.net/threads/repacking-sdat.250250/ SDAT is a very common format, I'd be surprised if it was necessary to write another tool. |
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Local moderator Level: 62 Posts: 190/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
OK, I'll try it myself tonight. |
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Local moderator Level: 62 Posts: 191/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
I was able to extract and repack the sdat file using kiwi.ds and reinsert it into the ROM and it worked fine. Here's what I did:
- Open the SM64DS ROM in kiwi.ds NDS Editor - Browse to and select the sound_data.sdat file - Click on 'Dump Selected' (last icon on right along the top) - this creates an SMAP file (used for helping developers debug) - Click on 'Extract Selected' - this extracts the SDAT file - Open the SDAT file in NDS Editor, select all and then 'Extract Selected' - this extracts the contents of the SDAT file into a folder - The files extracted aren't in the right order however - they're listed in alphabetical order and if you repack the SDAT this is the order they'll be added in, which won't work. - You need to use the SMAP file from earlier to rename all of the files so they appear in that order - add 000, 001, 002 etc. in front of the filenames to match the correct order. (Takes a while). - Go back to NDS Editor, go to 'Tools'>'Make SDAT File'. Select the folder you extracted all of the files to and press 'OK'. - Use NSMBe to replace the original SDAT with the newly created one. More info https://nsmbhd.net/thread/475-tutorial-nsmb-sound-and-music-hacking-guide and http://gbatemp.net/threads/repacking-sdat.250250/ |
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Local moderator Level: 62 Posts: 192/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
R62 05 OCT 2013
- Added support for importing COLLADA DAE models to BMD and KCL which allows vertex colours to be used. This should allow much higher quality models. - Additional patches now supports patching a specific file. - Fixed small bug when importing an OBJ model with default bone values Download |
| Fiachra |
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Local moderator Level: 62 Posts: 193/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Can you give more detail? Do you mean you can't see your model listed when you click on 'Open' or are you getting an error after opening one?
If they're not showing up in the 'Open File' dialogue it's because your model doesn't have the right extension. It should end in .DAE (not .DEA) or .OBJ. If it's saying it can't find textures, open your DAE model and look for " |
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Local moderator Level: 62 Posts: 194/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
You can't move level models around. If you want to makr it higher/lower etc. you have to do that before exporting it from the modelling software. Make sure you apply location before exporting it if you're moving it. |
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Local moderator Level: 62 Posts: 195/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
"There seems to be some sort of problem adding scrolling textures to levels which didn't have any. I needed to manually change the texture name and scrolling settings in the overlay file or else every object in the level would vanish. There's little more information I can give on this error." - OK, I'll have a look at it.
"As for replacing player models, I've traced it back to 0x0203C6E8 but haven't yet investigated its function, only that a jump occurs here crashing the game after replacing a player texture." - I think it might be a problem with the code for editing files within .narc files, probably the same problem Crashdance22 is having with that tree. Others have been able to replace player textures by extracting the BMD model, replacing another model outside a NARC, editing it and then using NSMBe to reinsert it into the NARC file. |
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Local moderator Level: 62 Posts: 196/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
To change the level loaded when you select 'Exit Course' from Castle 1st Floor to any level, change the byte at 0x00029378 (0x02029378) (EUR) to the ID of the level you want loaded. Eg. changing it to 7 would load Whomp's Fortress when you select 'Exit Course'.
I need it so that you exit back to Delfino Plaza, which has replaced the Castle Grounds. Should be useful for others wanting to change the 'hub' levels. Will be added to next 'Additional Patches'. |
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Local moderator Level: 62 Posts: 197/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Do you know how long it is? It's probably the same compression as all the other images. You should be able to copy it into a .ncl file and open it in the minimap/image editor and then copy the data back, same with the graphics and tile parts. I'll try looking too.
Also, to change the default loaded level, decompress Overlay 007 (8th one) (you can use NSMBe) and change the byte at offset 0x1ED20 to the ID of the level you want loaded. |
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Local moderator Level: 62 Posts: 198/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Thanks for your offer but I don't want to be translating it until the very end, whenever that'll be. It would just be too much hassle having to worry about translated text every time you want to make change. |
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Local moderator Level: 62 Posts: 199/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
I think you should wait for an answer from Mega-Mario first, there was no need for two threads. I would also like to be editable though, I've been making notes of useful object parameters I've found. |
| Fiachra |
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Local moderator Level: 62 Posts: 200/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Some here are new, others are adding parameters to existing objects. |
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