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04-06-21 12:47 AM |
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| Main - Posts by Fiachra |
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Local moderator Level: 62 Posts: 821/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Chocoladereep32 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 Posted by Fiachra Posted by Chocoladereep32 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. |
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Local moderator Level: 62 Posts: 822/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Robokai 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 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. |
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Local moderator Level: 62 Posts: 823/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
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? |
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Local moderator Level: 62 Posts: 824/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Versus Mode will be disabled, Rec Room will be unchanged. |
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Local moderator Level: 62 Posts: 825/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by TheToxicRyu 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. |
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Local moderator Level: 62 Posts: 826/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Robokai PM me your model and I'll have a try. |
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Local moderator Level: 62 Posts: 827/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
I recently answered that here, basically just copy what other levels do. |
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Local moderator Level: 62 Posts: 828/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
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. |
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Local moderator Level: 62 Posts: 830/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by ayan500 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 |
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| Fiachra |
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Local moderator Level: 62 Posts: 833/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Seemario65 You need to give more information. Were you trying to follow my model replacing tutorial? Please outline the steps you took in replacing it. |
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Local moderator Level: 62 Posts: 834/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
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. |
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Local moderator Level: 62 Posts: 835/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Seemario65 No, right-click on the file > "Open with" > select notepad. I would recommend you find a better text editor like Notepad++ though. |
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Local moderator Level: 62 Posts: 836/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Here it is. |
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Local moderator Level: 62 Posts: 837/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
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. |
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Local moderator Level: 62 Posts: 838/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by DTK22 No it's not. The latest version is always available to download from this thread. |
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Local moderator Level: 62 Posts: 839/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by GreenThunder1337 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. |
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Local moderator Level: 62 Posts: 840/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Platinatic 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. |
| Main - Posts by Fiachra |
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