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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 08-16-15 03:41 PM, in SM64DS Editor Help Thread - Post your questions here Link | #63281
Posted by Chocoladereep32
... When I get my pc I will use SketchUp, but here is my question: My app on iPad that I have now, does not use polygons, it only uses 3D shapes like cubes and cilinders so I don't know how to get it done with polygons :(. ...

All 3D modelling is made up of polygons, when you export those models into a common model format they'll be as a list of polygons. You'll need a program that lets you modify individual polygons.

Posted by Chocoladereep32
... But I am aware of the limitations on level models but you said texture sizes too, and I'm not aware of that :(.
Posted by Fiachra
...
- The DS has very limited texture memory, export some of the original levels and have a look at the quantity and sizes of their textures to get an idea of what you can import.
...

Posted by Chocoladereep32
... And another quick question: are polygons the same as triangles? ...

No, polygons can have any number of sides but all eventually get converted to triangles, eg. a quadrilateral will be made up of two triangles.

Fiachra
Posted on 08-17-15 01:27 PM, in SM64DS Editor Help Thread - Post your questions here Link | #63327
Posted by Robokai
Alright, here's a question; I've imported a new level, and Mario begins the level by falling out of the sky no matter where I've placed the warp. What can I do to fix this?

I've encountered this before but can't remember exactly what the issue is but I think it's to do with the collision map. If you open the collision map in the KCL editor, does it look correct? If not, please post a screenshot, otherwise can you try setting the option "Drop faces below" when importing to 0.005 and report whether that has any effect?

Posted by Chocoladereep32
Thanks a lot fiachra! :) But I don't think that there are any apps out there that can modify individual polygons :( And I think this will be my last question, but can the polygons be as big as you want?

No, there is a limit but it's huge. For the model it should be fine as long as you don't go beyond the level bounds (either +-16 or +-32). For the collision map however you need to split very large triangles into a number of smaller ones.

Fiachra
Posted on 08-18-15 02:30 AM, in SM64DS Editor Help Thread - Post your questions here Link | #63357
What about importing at larger and smaller scales, does that have any effect? Also, when you open CLPS settings for that level, what is zero set to?

Fiachra
Posted on 08-20-15 01:03 PM, in Super Mario Sunshine 64 DS Link | #63463
Versus Mode will be disabled, Rec Room will be unchanged.

Fiachra
Posted on 08-20-15 02:16 PM, in SM64DS Editor Help Thread - Post your questions here Link | #63464
Posted by TheToxicRyu
How do i make a pipe warps from one part of the level to the other part?

First of all the "Warp Pipe" objects don't do anything on their own - they're just static objects; you need to set up entrance and exit objects for each pipe. I would take a look at the levels in the game that use them (Tiny-Huge Island) and copy how they're set up there paying close attention to the positioning of the entrances and exits in relation to the pipe, basically just copy what's there except for the postitions and entrance ID's which will change. Then for warping within the current level, just set the exit level to be the current level and it should work fine.

Fiachra
Posted on 08-22-15 08:09 AM, in SM64DS Editor Help Thread - Post your questions here Link | #63493
Posted by Robokai
No luck on getting Mario to warp elsewhere, but at least the levels look pretty:
...

PM me your model and I'll have a try.

Fiachra
Posted on 08-23-15 01:46 PM, in warp pipes Link | #63542
I recently answered that here, basically just copy what other levels do.

Fiachra
Posted on 08-27-15 01:20 PM, in Super Mario Sunshine 64 DS Link | #63686
Please stop submitting a new post for every sentence. If you want to add to a post and yours is the last post, use the "edit" button.

Thanks for your suggestions but the cover won't be made until the very end.

Fiachra
(post deleted) #63746

Fiachra
Posted on 08-29-15 04:31 AM, in Super Mario Sunshine 64 DS Link | #63747
Posted by ayan500
will you be able to import the poltergust 3000 to freeze and stun enemies?

I cant find the website

...

Ummm, how do you patch things?

1) Search this thread, it's been answered.
2) http://wiki.gbatemp.net/wiki/AKAIO
3) By following the instructions that'll be provided with the patch

(post in restricted forum)

(post in restricted forum)

Fiachra
Posted on 09-25-15 02:26 AM, in SM64DS Editor Help Thread - Post your questions here Link | #64423
Posted by Seemario65
when I try to replace toad, nothing happens.Then, any place with toad doesn't work!

You need to give more information. Were you trying to follow my model replacing tutorial? Please outline the steps you took in replacing it.

Fiachra
Posted on 09-26-15 06:45 AM, in SM64DS Editor Help Thread - Post your questions here Link | #64447
That's not helpful, I need to see the full error message.

You also have not explained which steps you followed to import your model but the fact you had to ask about how to edit in notepad suggests you haven't followed every step.

Fiachra
Posted on 09-26-15 03:39 PM, in [Tutorial] How to Replace Mario's Model with a Custom Model Link | #64450
Posted by Seemario65
do we need to be an admin to "edit with notepad", or does windows 8.1 not work? I do not use an admin account because I am afraid I might delete something really important.

No, right-click on the file > "Open with" > select notepad. I would recommend you find a better text editor like Notepad++ though.

Fiachra
Posted on 09-27-15 05:25 AM, in Super Mario Star Land [Released!] Link | #64454
Here it is.

Fiachra
Posted on 09-28-15 02:01 PM, in Super Mario Star Land [Released!] Link | #64479
Forgot to say: StarLand didn't create the patch properly - you need to patch a Eur. SM64DS with SM64DSe first (just open it in the editor) and then apply his xdelta patch.

Fiachra
Posted on 09-28-15 03:07 PM, in Super Mario Star Land [Released!] Link | #64487
Posted by DTK22
Is it ok to use SM64DSe 2.0 beta 3, because the link for 2.1 will just say "file not found"

No it's not. The latest version is always available to download from this thread.

Fiachra
Posted on 10-01-15 02:30 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 10-01-15 02:15 PM) Link | #64599
Posted by GreenThunder1337
I tried to place a boo, a sign, and a ribbon to test placement.
I did save, and even went through all the stars to see if that was the issue, no luck.

Also, what's the ideal aspect ratio for custom textures?

You couldn't possibly have gone through all the stars - the game doesn't let you pick the star for inside the castle, it's determined based on the state of your save file. Try changing the act selector ID to another level's eg. 6 and select different stars upon entering.

A texture's dimensions should be powers of 2 only eg. 8,16,32 etc. Note that 8 x 8 pixels is the minimum size.

Fiachra
Posted on 10-01-15 02:19 PM, in SM64DS Editor Help Thread - Post your questions here Link | #64608
Posted by Platinatic
When i save my (very simple) level model.
Sometimes some faces disappear for a second.
My model is a plane subdivided about 8 times with a bit of height variation and a very simple texture used in another nintendo game, i also didn't triangulate my model.

Is there anyway to fix this? because i would be surprised if it is because of the amount of tri's

Collision maps usually require different scaling than the model eg. level models are 1000x larger; the editor just shows the scaled size being used for the collision map. If you test your level it'll be fine.

It doesn't matter whether or not you triangulated your model - the editor does it for you automatically.
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Main - Posts by Fiachra

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