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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 10-01-15 03:12 PM, in SM64DS Editor Help Thread - Post your questions here Link | #64610
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
Posted on 10-01-15 05:40 PM, in SM64DS Editor Help Thread - Post your questions here Link | #64633
Posted by Platinatic
Oh no, that can't be the case, it's an 8x8 grid so it should be 64 vertices. (i was talking about the blender 3d subdivide function)
I was just testing if i was able to import a model, so it would be very dumb to import a model with that many triangles

You'll need to send me your model so I can see the problem.

Posted by Seemario65
How do you change mario's colours?(I am trying to make him short-sleeved.)

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
Posted on 10-02-15 02:09 PM, in SM64DS Editor Help Thread - Post your questions here Link | #64656
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
Posted on 10-02-15 05:18 PM, in SM64DS Editor Help Thread - Post your questions here Link | #64662
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

EDIT 2: I think i fixed it, it flipped the normals.

A handy feature in Blender if there are lots of faces facing the wrong direction is "Mesh">"Normals">"Recalculate Outside"/"Recalculate Inside".

Fiachra
Posted on 10-03-15 02:23 PM, in SM64DS Editor Help Thread - Post your questions here Link | #64693
Posted by Platinatic
I read the solution to the import problem, but i'm not intirely sure about what you meant with it.
Do the texures and the model need to be in the same folder?

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.

Fiachra
Posted on 10-04-15 05:17 AM, in SM64DS Editor Help Thread - Post your questions here Link | #64719
Posted by Seemario65
one (more) question: Is it buggy to do this on windows 10?

No.

Fiachra
Posted on 10-06-15 01:52 PM, in SM64DS Editor Help Thread - Post your questions here Link | #64787
Posted by Seemario65
I can't import my model-when i try to, This[image] and this [image] happens. my model:https://www.sendspace.com/file/gl4vld

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.

Fiachra
Posted on 10-08-15 03:38 PM, in SM64DS Editor Help Thread - Post your questions here Link | #64817
Posted by Seemario65
Sorry, I put the wrong thing in the download link. Is this better?https://www.sendspace.com/file/e27zfh

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
Posted on 10-10-15 04:42 PM, in SM64DS Editor Help Thread - Post your questions here Link | #64883
Posted by GreenThunder1337
How do you determine what part of the game's progress you're editing in the castle?

(was that worded coherently??)

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.

Fiachra
Posted on 10-12-15 02:16 AM, in SM64DS Editor Help Thread - Post your questions here Link | #64919
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
Posted on 10-12-15 03:48 PM, in Editor development (rev. 2 of 10-12-15 04:38 PM) Link | #64929
SM64DSe R92 v2.3 BETA 2015/10/11

  • Added support for all BMD texture types when importing models or replacing textures. Model importer has options: smallest size/better quality when sensible/always best quality
  • Re-structured BMD texture code
  • Models are now automatically triangulated upon import
  • Added option to vertically flip all textures when importing models
  • Fixed bug in triangle stripper whereby degenerate faces weren't being removed
  • Fixed NullReferenceException bug in triangle stripper when only one possible strip for choosing best strip
  • OBJ importing now supports either absolute or relative texture paths
  • Fixed bug when importing DAE models due to duplicate material or joint names
  • Fixed bug in BMD exporting caused by duplicate material names
  • DAE exporter now writes IDREF array for bones
  • Fixed bug when importing level XML whereby texture animation material names could become corrupted
  • Fixed bug in level editor whereby Y rotation wasn't being copied when using Ctrl + C / Ctrl + V
  • Fixed bug in level editor whereby exception was thrown if remove button clicked on non-object TreeView node
  • Added some useful methods and examples to SM64DS ASM Hacking Template

Download in SM64DSe Git repo and last download thread.

Fiachra
Posted on 10-15-15 05:10 PM, in SM64DS Editor Help Thread - Post your questions here Link | #65036
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
Posted on 10-16-15 01:26 PM, in SM64DS Editor Help Thread - Post your questions here Link | #65059
Posted by Platinatic
Some extra information:
-I replaced a player model, a level model and i deleted some objects in that level
-I am using the "U" version of the rom (universal version?)
-I am using a European DS, so it's a PAL console i guess
-Usually when my R4 loads a rom, it has 2 loading bars: one loads fast (about 1 seconds), and the second one takes a bit longer (about 10 seconds).
but when i load this game the screen turns white immediatly after the first bar has finished loading

note that i have the original, unedited rom on my R4, and it is fully working.

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).

Fiachra
Posted on 10-18-15 05:10 AM, in SM64DS Editor Help Thread - Post your questions here Link | #65105
Posted by Seemario65
how do we add/edit texts?
is it possible using the editor?
(Dont answer the next question if its too obvious or if you dont want to because its stupid)
If i plug my ds into my computer, will I be able to use it to play a rom on an emulator?

I take it then that you missed the "Edit texts" button right next to the "Edit level" button?

No.

Posted by Robokai
Has anyone had any luck with changing the animations of the game?

Yes, see this tutorial. If you've already been trying to follow it, can you give more details on the problem?

(post in restricted forum)

Fiachra
Posted on 10-30-15 05:25 AM, in SM64DS Editor Help Thread - Post your questions here Link | #65240
Could you send me the model? I have an idea what's causing it but thought I had fixed it.

Fiachra
Posted on 10-31-15 12:53 PM, in Editor development Link | #65290
SM64DSe R93 v2.3 BETA 2015/10/31

  • Fixed bug when loading DAE models with multiple input tags with same semantic value in triangles/polylist/polygon tags.

Download in SM64DSe Git repo and last download thread.

Fiachra
Posted on 10-31-15 01:01 PM, in SM64DS Editor Help Thread - Post your questions here Link | #65291
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.

Fiachra
Posted on 11-19-15 05:21 PM, in [Tutorial] How to Replace Mario's Model with a Custom Model (rev. 2 of 11-19-15 05:29 PM) Link | #65770
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).

Fiachra
Posted on 11-19-15 05:25 PM, in mario's cap on minimap (rev. 2 of 11-19-15 05:26 PM) Link | #65771
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.
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Main - Posts by Fiachra

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