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04-06-21 12:47 AM
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Main - Posts by Fiachra

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Fiachra
Posted on 01-09-14 03:17 PM, in Editor development Link | #37367
Posted by skawo
Should probably also add to the above that it seems some models just refuse to open in the editor. One example are the VRboxes (i.e backgrounds) which just crash it, making it impossible to retex them as well.

You're right, I just tried running the .exe file directly instead of running through VS and I got the same error.

"The editor has problems importing textures that are not 32x32" - Are you talking about importing a model or replacing textures?

"The additional patches menu just crashes every time for some reason" - Was able to reproduce using a US ROM, I know what the problem is, will be fixed soon.

"BTW, did you find out why that Bob-omb Buddy bug's been happening?" - Not yet, sorry. Seems very strange that it would change the object ID and not corrupt the level at all.

Fiachra
Posted on 01-09-14 04:44 PM, in Editor development (rev. 2 of 01-09-14 04:45 PM) Link | #37372
If you send me a model I'll have a look at it. No one else, including me have had any problems with non 32x32 textures when importing models (both OBJ and DAE) though.

Are you sure your textures are indexed? The colours can be messed up if not.

Edit:
It could also be that you have too many textures, if you've too many / too big textures they'll start to glitch.

Fiachra
Posted on 01-10-14 12:58 PM, in Editor development Link | #37417
Posted by skawo
Either way, though; if this is indeed something that mucks up because of the issues you listed, could you make the editor warn the user about this? Or render it like the DS would, but...probably undoable.

It already does warn if the textures are above a certain size but it just wouldn't be possible to predict when it'll glitch or not load for each specific model, also the complexity of the KCL file can also affect when it freezes.


Maybe this isn't a bug with the editor and is actually wrong in-game data but...the animation data for Goomboss Battle Map seems to be output wrong? Shows only one frame on the list, but then also says there's supposed to be 181. The one in the Goomboss Battle Fight is right, so...uh.

It's either a bug in the code that creates the new overlays or there're inconsistencies in the original overlays; for some levels (other example is LLL) the texture animation data doesn't get copied and so it doesn't work in those levels.


I think this is because we write decimals with "," and not "." over here. So, uh, it thinks all of the defaults/retail values are incorrect and you have to constantly turn off that textbox.

That would be the reason, I must have forgotten to specify the locale when parsing some of the values.


Sorry to report so many things at once, by the way.

It's fine, if they don't get reported they'll never get fixed!

Fiachra
Posted on 01-11-14 02:24 PM, in Editor development Link | #37493
skawo:
Import this XML to fix your strings:
http://www.sendspace.com/file/abg4s3

If they become corrupt but you can still load them in the text editor, you can export and use a clean copy of the texts compare and fix the corrupt one.

Maybe you tried to enter a character not supported by US ROMs?

[image]
Not sure, haven't had any problems with the text editing since R47.

Could you add rudimentary support for Japanese text?

Maybe. Depends on how difficult it would be. If it's very difficult then I'd be unlikely to as there aren't many that want to edit the Japanese text.

Posted by Skelux
Is there any progress on replacing character models/textures? Even replacing the textures in any of the compressed archives causes the game to freeze. Could it be a problem with the way the archives are recompressed, or will I definitely need to go digging up some checksum code?...

The problem seems to be yet again, a problem with offsets not being 4-byte aligned. Hopefully it won't be too hard to fix.

(post in restricted forum)

Fiachra
Posted on 01-12-14 12:39 PM, in Editor development (rev. 2 of 01-12-14 12:59 PM) Link | #37541
If someone can give a list of the Unicode characters for the Japanese characters used here:

[image]

I'll add support for it, but I'm not going to go through that and try and find each one.

Edit:
Here it is split up into individual characters.

Fiachra
Posted on 01-12-14 01:55 PM, in Editor development (rev. 2 of 01-12-14 02:09 PM) Link | #37544
Posted by skawo
Ability to duplicate object across all stars

If you set the Star to 'All' it will appear in all stars with the same parameters.

"Ability to search for message in the text editor (or, at least, make it output the IDs in the xml as well, so you can search for them in the xml)" - I was already planning on doing both of those.

"Ability to move the entire level around (map polygons, collision and all objects, views, maps, exits, etc)" - Already can for all of the objects (Objects>Offset All Co-ords). Moving the model and collision map around would be way too much effort for so little gain - you'll just to re-import them.

"In the KCL editor, ability to click on faces to select them" - Possibly in future, my OpenGL knowledge is fairly limited.

"Copy paste (yeah, seen this coming, probably)" - Shouldn't actually be that hard to do, will probably do that after the bugs listed recently are fixed.

"Ability to save entire level and import it back (between versions, as well)" - Will do it sometime. By 'between versions' I assume you mean EUR, US etc., I wouldn't do for between versions of the editor as the format may change.

"Should replace "PARAM 1" etc with stuff from DB..." - The ObjectDB already has the ability to store this (it's not really used though) but that'll be done sometime as well.

Fiachra
Posted on 01-12-14 02:10 PM, in Editor development Link | #37546
That'd be taken care of by copy-and-paste. I've edited my above post.

Fiachra
Posted on 01-14-14 05:08 PM, in SM64DS Editor Help Thread - Post your questions here Link | #37625
Yes there is: when you load a model to import, either in the KCL editor or Model Importer there's a table that lists the materials and the collision types they'll be imported with. Change the collision type per material to the ID of the collision type you want (you can view/edit a level's collision types in the CLPS editor (CLPS in Level Editor)), click on 'Assign Types' and then import the model. It's set to zero by default which in most levels is solid. If you want to use the collision types available in one level in another, you can copy them over using the CLPS editor.

Fiachra
Posted on 01-14-14 05:20 PM, in Super Mario Sunshine 64 DS Link | #37626
Polari: I finished one of my custom main levels (the one based on WF) a couple of weeks ago, lately I've been busy working on the editor.

skawo / Stomatol: I test all of my levels on an actual DS. The DS is limited to displaying 2048 polygons at a time which is why Mario's model partially disappears. This does not mean however that models must not have over 2048 polygons - the limit seems to be ~5000. It wouldn't be possible to reduce the polygon count in my SMS levels any further so I will just be leaving it as it is, it doesn't impact the main gameplay.

While DeSmuME doesn't show this, it is accurate regarding whether or not a level will crash when loaded.

Fiachra
Posted on 01-15-14 01:01 PM, in SM64DS Editor Help Thread - Post your questions here Link | #37640
Extract the archive, the executable is in bin/Release/

I package the source as well for if anyone wants to look at it or compile and debug it themselves.

Fiachra
Posted on 01-15-14 01:46 PM, in SM64DS Editor Help Thread - Post your questions here Link | #37643
Only a very small number are documented; look in bin/Release/CLPS_Types.xml for a list of the known ones. Any known collision types will appear in the CLPS editor "Type/Description" column. You can use this dropdown to set the collision type for that row (ID).

Fiachra
Posted on 01-15-14 01:55 PM, in SM64DS Editor Help Thread - Post your questions here Link | #37645
You don't.

Posted by Fiachra
Yes there is: when you load a model to import, either in the KCL editor or Model Importer there's a table that lists the materials and the collision types they'll be imported with. Change the collision type per material to the ID of the collision type you want (you can view/edit a level's collision types in the CLPS editor (CLPS in Level Editor)), click on 'Assign Types' and then import the model. It's set to zero by default which in most levels is solid. If you want to use the collision types available in one level in another, you can copy them over using the CLPS editor.

Fiachra
Posted on 01-15-14 03:43 PM, in Editor development (rev. 2 of 01-15-14 03:54 PM) Link | #37648
"Deleting the first value causes the editor to change the "Start index" field to FFFF and then crash every time you click on a node" - Can you list the steps to reproduce this? Level, whether any texture animations were added or removed and any changes to them? Doing a quick test they seemed fine, when there's more than one texture animation in an area, the start indices should stay the same as no S/R/T values are deleted.

"Removing nodes doesn't work properly. If you add an animation and then remove it, then repeat that a few times, eventually, you'll get a "run out of space in this level" message." - Will try to investigate.

"It either orders frames wrong, or just displays them incorrectly: Here's the order of frames I have atm in one of the animations:" - It looks like you may have had two texture animations in the same area with an overlap of S/R/T values used eg. fist one has start 0, length 8, second has start 1, length 3 and you then added or changed the values in one which affected the other. The scale, rotation and translation values are shared per area - it's not eg. one scale table for each texture animation, it's one scale table for each area.

"This replaces Cool Cool Mountain Slide's overlay (114), USv1 ROM" - I think this and your BBB one may be caused by creating new object tables at non 4 byte aligned offsets within the overlay. This would get fixed with the the non-4-byte-aligned object sizes issue.

Skelux, CrashDance22: I think I have fixed the issues with the NARC corruption, the issue was caused by file offsets not being 4 byte aligned after inserting new files. I have noticed though that even using NSMBe to replace the NARC level's level model and collision map the game just freezes, I do not think this is a NARC problem. CrashDance22 - This will finally fix your issue with changing the tree's texture in the US ROM.
Should be committed soon.

Edit:
Japanese text editing support will be added soon, I've been able to identify and map all of the characters.

Fiachra
Posted on 01-15-14 05:48 PM, in Editor development Link | #37663
Just realised that that's probably not the reason - it definitely would cause problems in the game and will still need fixed but it shouldn't be corrupting them within the editor. Must be some other issue in either adding or removing objects.

Fiachra
Posted on 01-16-14 02:33 PM, in Editor development Link | #37682
Posted by Skelux
The generator for scrolling textures did not fix the problem, it still jumps back and forth to the starting frame randomly. Even entering all of the values manually produces the same result.

Have you removed any texture animations that weren't working before and added new ones? If so, can you send you your overlay so I can have a look?

"Perhaps the floats are not being calculated correctly when written to the overlay?" - I don't think that's the problem, it's more likely to be a problem with pointers.

Fiachra
Posted on 01-18-14 05:26 AM, in Super Mario Sunshine 64 DS Link | #37706
I just tried it (again) there now and it worked fine. It has worked fine for others as well.

Fiachra
Posted on 01-18-14 05:55 AM, in Editor development (rev. 2 of 01-18-14 06:07 AM) Link | #37707
Here's the fixed overlay, I removed the existing one and added a new one (generate option):
http://www.sendspace.com/file/jugiyg.

Was that texture animation added in version R65 or an earlier one?

Edit:
The next revision will automatically detect and try to fix this sort of issues when loading a level.

Fiachra
Posted on 01-20-14 03:03 PM, in SM64DS Editor Help Thread - Post your questions here Link | #37822
You should be able to load the source code in Mono and compile and run it that way or you could also probably try running it under Wine for Mac OS X.

Fiachra
Posted on 01-20-14 04:01 PM, in Editor development (rev. 2 of 01-20-14 05:22 PM) Link | #37825
R66 2014/01/20

- Fixed NARC corruption issue caused by addresses not being 4 byte aligned after inserting edited file.
- Fixed issue with placing objects whose sizes weren't multiples of 4 (similar to NARC issue). For example, removing path nodes from existing paths no longer causes the level to crash.
- Fixed bug in Additional Patches that crashed for non-EUR ROM's.
- Fixed bug when changing texture animation values when decimal comma was used instead of dot.
- Added support for Japanese text editing.
- Automatically detect and try to fix non 4 byte aligned addresses in levels. Note: Remember to make regular backups.
- Added Object List window search feature (finally!).
- Added Copy-and-Paste for objects in Level Editor.
- Fixed bug where texture animation start offset weren't always being updated for following texture animations in same area.
- Added option to set a level's Act Selector ID.
- Fixed bug where Model Importer crashed due to null Owner.

Hopefully this'll make it a good bit more stable in terms of level or NARC corruption.

Download:
http://www.sendspace.com/file/58l43l
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Main - Posts by Fiachra

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