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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: 841/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
If your original comment is accurate then it'll be because of far too many triangles in your model; when you subdivide a mesh:
1x: 8 2x: 32 3x: 128 4x: 512 5x: 2048 6x: 8192 7x: 32768 8x: 131072 triangles The DS can display a total of 2048 triangles on-screen at once, with a limit of around 4000 triangles in total in the level model if the collision map has the same number. |
| Fiachra |
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Local moderator Level: 62 Posts: 842/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Platinatic You'll need to send me your model so I can see the problem. Posted by Seemario65 To edit models' textures, open the level editor, click on "3d model", "Import other model", browse for and select your model, click on "Texture and BTP editor". Characters' models are located in: /ARCHIVE/arc0.narc/data/player/ |
| Fiachra |
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Local moderator Level: 62 Posts: 843/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
I don't know what the reason is but the problem only occurs with non-triangulated models; it turns out that the editor doesn't automatically triangulate models - it only does it when creating the collision map, the model is imported as a list of quadrilaterals. Aside from not being able to take advantage of the triangle lists' increased efficiency, this creates a second problem whereby the collision map may not match the rendered model.
I'll update the editor to always triangulate, I can't think of any reason to use quadrilaterals. |
| Fiachra |
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Local moderator Level: 62 Posts: 844/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
The first error "The given path's format is not supported." is because the texture's location hasn't been specified in the correct format within the .mtl file - it must be relative to the model, see here
A handy feature in Blender if there are lots of faces facing the wrong direction is "Mesh">"Normals">"Recalculate Outside"/"Recalculate Inside". |
| Fiachra |
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Local moderator Level: 62 Posts: 845/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Platinatic No, it means that the texture location should be relative to the model - not an absolute path so eg.: If your model is located in c:/Models/model.obj and your texture is located in c:/Models/textures/image0.png, then the map_Kd value in the .mtl file would read "map_Kd textures/image0.png". I'm going to update the editor so that it allows either relative or absolute paths. |
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Local moderator Level: 62 Posts: 846/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Seemario65 No. |
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Local moderator Level: 62 Posts: 847/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Seemario65 That's because your model has over 200,000 triangles. Neither the DS nor SM64DSe were designed to handle models with that amount of complexity. You should be aiming for around 4000 triangles. |
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Local moderator Level: 62 Posts: 848/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Seemario65 That model's still over 100,000 triangles - that's 25 times higher than the game will be able to handle, you need to greatly reduce the number of triangles. Even if the editor could easily handle such large models, the game never could. |
| Fiachra |
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Local moderator Level: 62 Posts: 849/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by GreenThunder1337 I thought the castle used different stars for this but it seems it doesn't, only the outside does. Things like different objects appearing at different times eg. Boos and rabbits is all either set through objects' parameters or hard-coded. |
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Local moderator Level: 62 Posts: 850/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
No - SM64DS is not a 3DS game, it's a DS game regardless of the console it's played on and as such, it is limited by the DS hardware's capabilities. It's like GBA games on a DS - you don't get better graphics because it's run on a DS, it's the exact same as if played on a GBA. |
| Fiachra |
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Local moderator Level: 62 Posts: 851/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
SM64DSe R92 v2.3 BETA 2015/10/11
Download in SM64DSe Git repo and last download thread. |
| Fiachra |
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Local moderator Level: 62 Posts: 852/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
What all have you modified? Have you used any assembly hacking? Have you made sure that there're no cheats or any sort of patching applied by the R4? |
| Fiachra |
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Local moderator Level: 62 Posts: 853/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Platinatic Which emulator are you using? Does it play in no$gba? Within the settings on your R4 do have any patching such as AR codes, anti-piracy or soft reset options enabled? If so can you try disabling them. Can you try opening the ROM in the editor and selecting "More">"Toggle suitability for NSMBe ASM patching"? and see whether that makes a difference? The "U" version stands for U.S.A. The region won't matter on a flashcart (don't think it matters with genuine carts either). |
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Local moderator Level: 62 Posts: 854/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Seemario65 I take it then that you missed the "Edit texts" button right next to the "Edit level" button? No. Posted by Robokai Yes, see this tutorial. If you've already been trying to follow it, can you give more details on the problem? |
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| Fiachra |
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Local moderator Level: 62 Posts: 856/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Could you send me the model? I have an idea what's causing it but thought I had fixed it. |
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Local moderator Level: 62 Posts: 857/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
SM64DSe R93 v2.3 BETA 2015/10/31
Download in SM64DSe Git repo and last download thread. |
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Local moderator Level: 62 Posts: 858/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
This issue has been fixed. See here for the latest download link.
Also, that model is not going to work; there are around 20,000 triangles which is 5 times higher than the maxmimum supported number of approximately 4000 triangles. I also noticed that there were no textures on that model; when exporting DAE models from Blender you need to select "Include UV Textures" and "Include Material Textures". KCL is the format used for the collision map within SM64DS - it's made up of a list of triangles similar to the model which tell the game where solid surfaces are and which behaviour they should have eg. grass or water. For importing levels this is generally something you'll want. The value of "0.0005" gets rid of very small faces which may to too small for Mario to interact with however if you find that there are some holes which Mario falls through, set this value to zero. |
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Local moderator Level: 62 Posts: 859/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
File>User Preferences>Emulate Numpad
That'll treat the numbers above the letters the same as the numpad ones. If you still can't get it, I'll take a look. First thing you need to do is to attach the skeleton to the mesh (start at bullet point #5). |
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Local moderator Level: 62 Posts: 860/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
It's in the "Getting Started" tutorial under "How do I modify the HUD icons?"
This type of question is what the "SM64DS Help Thread" is for. |
| Main - Posts by Fiachra |
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