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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: 861/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
I meant the bullet point in the tutorial above. Here it is working. You need to read and carefully follow each step. |
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Local moderator Level: 62 Posts: 862/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Just import the DAE models. |
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Local moderator Level: 62 Posts: 863/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by pacmainia When choosing a filename remove any forward-slashes ("/") eg. call it "kuribo_run.bca". |
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Local moderator Level: 62 Posts: 864/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
You need to describe what it is you actually did. Which model did you try to replace? Were you following my tutorial? |
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Local moderator Level: 62 Posts: 865/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by pacmainia&luigi You'll need to post the model you tried to import. |
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Local moderator Level: 62 Posts: 866/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by pacmainia&luigi Is this the model that you tried to import into SM64DSe directly? See "Basics of Importing a Custom Level Model 2" in my "Getting Started" tutorial. Posted by FireMario74 See the tutorial "How to Import Custom Minimaps". |
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Local moderator Level: 62 Posts: 867/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by FireMario74 If you had actually read any of the tutorials and tried to change the terrain values you'd see that it's built in to the editor. Further questions should be posted in the "SM64DSe Help Thread". |
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Local moderator Level: 62 Posts: 868/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Yeah, there is no vertex weighting an skeleton. The tutorial describes the process of importing the bone structure from the original SM64DS model and attach your custom model to it. You should end up with a DAE model with the same bone structure as that which you're replacing. |
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Local moderator Level: 62 Posts: 869/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Once you have created a path object:
Loose Chain Chomp: Set parameter 1 to 30X where X is the path index. Boulder: Set parameter 1 to X20 where X is the path index. |
| Fiachra |
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Local moderator Level: 62 Posts: 870/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by pacmainia&luigi The editor doesn't support importing models with nested <node>s of type "NODE" as SM64DS doesn't support it. As this is a static level: - Open Blender and go into Object mode - Select > Select All by Type > Mesh - Object > Join - Object > Apply > Rotation - Type "r x -90" - Object > Apply > Rotation - Export as DAE Alternatively, just export as OBJ. If you want vertex colours you can use blank's extended OBJ plugin and export as OBJ. |
| Fiachra |
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Local moderator Level: 62 Posts: 871/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Did you even try to download it? I re-uploaded his patch to kuribo64's uploader 2 months ago. See my last post on the previous page for how to patch. |
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Local moderator Level: 62 Posts: 872/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
As far as I know there's no real hack to implement this. The game already has a mostly complete Peach model with wait, run and jump animations with which Mario's may be overwritten as shown in this video however there are a lot missing. Among the missing animations are grabbing, throwing, attacking and swimming.
You would need to finish Peach's model (easy enough) and create animations for these actions. The difficulty is that you would need to do the rigging in one of the following old 3D editors:
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Local moderator Level: 62 Posts: 873/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
/ARCHIVE/arc0.narc/data/player/mario_model.bmd |
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Local moderator Level: 62 Posts: 874/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by FireMario74 Also ensure that your faces aren't huge - there's a limit to the size of triangles SM64DS supports in its collision maps. If this were the case it would be clear when viewed in the KCL editor. If that's not the issue then set "Drop faces below" to zero which keeps every triangle (instead of discarding tiny ones). |
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Local moderator Level: 62 Posts: 875/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Apply this patch first, then StarLand's. |
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Local moderator Level: 62 Posts: 876/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Nintendo's documentation of the formats is very good - I used to add support for the model and animation formats to SM64DSe. It's also an easy format to work with as it's XML-based and the plugins are straightforward enough to install and use.
I can't provide a link to the documentation and plugins contained in "3D hacking.zip" which "Dirbaio" has uploaded but I can provide you with sample models if you need them. |
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Local moderator Level: 62 Posts: 877/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
The documentation for the format is here. BMD is used only in SM64DS so there are no other tools for editing it; SM64DSe let's you modify the textures but if you want to change any more than that you'll need to export the model, edit it in a 3D modelling program, export to one of the formats supported by SM64DSe and import over the original. |
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Local moderator Level: 62 Posts: 878/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
There's no set format for overlays - they can contain anything in no particular structure.
In the case of the title images; you need to first use the minimap editor; - The minimap editor doesn't let you work with overlays so you need to import the title image over some existing image (any). - The image must be 256x192 pixels, BPP is 8, neither the NCG nor NSC files should be compressed. The first colour in the palette should be the (transparent) background colour. - Import image. - Export the imported image files (NCG, NCL and NSC). - Decompress and export overlay 7. - You then use a hex editor to overwrite the content of overlay 7 at the addresses specified here with the contents of the exported images. - Import the modified overlay over the original. |
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Local moderator Level: 62 Posts: 879/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
// Increase the running speed (this method called when player moving character) to get the maximum speed. // Modify as appropriate. void repl_020D3C64_ov_02() { asm ( "mov r0, #0x026000 \t\n" ); } // Increase the rate of Mario accelerating from standing still to 8x faster. void repl_020D40E0_ov_02() { asm ( "mov r2, #0x8000 \t\n" ); } |
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Local moderator Level: 62 Posts: 880/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
I suspect that you're entering the value into the wrong place; when assigning collision types you should be enetering an integer value that corresponds with an entry in the level's CLPS table. If you want to add a new value as here, click the "CLPS" button within the level editor and either edit an existing row's values or add a new one. The index of that row (lefthand column) is what you should use when assigning types when importing a model. |
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