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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: 881/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
No one else has had those issues; could it be that your flash cart is loose, or the SD card? |
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Local moderator Level: 62 Posts: 882/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
There's a stickied thread on it here. Please try to do some investigation of your own first before asking questions. |
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Local moderator Level: 62 Posts: 883/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by isceptul I answered this already - it's whatever the index of the "water" entry within your level's CLPS table is. You say you got details of a water collision type from Skelux, have you followed my instructions, are they in the CLPS table? Posted by hmario Images in TGA format aren't supported - convert them to PNG. If there're a lot a them you can use the batch conversion feature of IrfanView. Posted by pacmainia&luigi It's saying that it can't find the specified image - you'll need to create an image with that name (copy the original and then vertically flip it). I've updated the tutorial with a link to the model I used. Posted by pacmainia&luigi The models work perfectly fine, something's gone wrong with your converting them - try importing an exported DAE or OBJ directly. Posted by isceptul Does it display an error message? If so please post it, otherwise please post your model. Most issues are caused by people not understanding limitations of SM64DS, not the editor itself. |
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Local moderator Level: 62 Posts: 884/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
You need to import the model with a larger scale (try 4). You'll have to scale not only the model but the animations as well. To do this:
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Local moderator Level: 62 Posts: 885/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
See here.
Posted by FireMario74 If you want to edit the BMD models you need to export them as DAE (recommended) or OBJ, edit them within a 3D modelling program and then import it back into SM64DSe. |
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Local moderator Level: 62 Posts: 886/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Are you using Blender? If so:
- Switch to Object mode - Select your level model - Object>Apply>Location - Object>Transform>Geometry to origin - Save and import your level Don't know the equivalent for SketchUp. Then, follow the instructions in this tutorial, I've explained how to ensure that the model and minimap line up. |
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Local moderator Level: 62 Posts: 887/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by FireMario74 What was the minimap size of the original level? Whichever it is, you'll need to ensure that the image you're importing is the same size. The tutorial above covers all 3 scenarios: 128x128 minimap 256x256 minimap 128x128 minimap with a hardcoded extra portion |
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Local moderator Level: 62 Posts: 888/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Which level are you replacing and with image are you replacing the minimap?
To fix the issue with Yoshi, play about with the scale setting within the minimap editor - not the minimap scale object. |
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Local moderator Level: 62 Posts: 889/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Peach's Secret Slide is very straightforward - standard 128x128:
- Open the minimap editor - Ensure that the image you want to import has dimensions 128x128 - Click on "Import" and select your image |
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Local moderator Level: 62 Posts: 890/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
To everyone asking for updates, please stop - it will not make me work faster. No, this project is not cancelled though it's still far from complete. I'll try to get a new preview uploaded in the coming week.
Posted by YtEge It's very good, I'll try to use in the game, probably the file selection screen. Thanks. |
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Local moderator Level: 62 Posts: 891/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by FireMario74 I tried importing this sample 128x128 image from the tutoriall and it worked fine: |
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Local moderator Level: 62 Posts: 892/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Try exporting the level to XML and re-importing it - if something's gone wrong in the overlay this should fix it as it'll generate a completely new one. |
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Local moderator Level: 62 Posts: 893/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
It won't - the two games use different model formats.
If all you're looking to do is permanently change Yoshi's colour, see the point "How do I modify the castle paintings?" in my Getting Started tutorial for instructions on replacing textures. |
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Local moderator Level: 62 Posts: 894/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
You can export animated models in DAE format. It may be possible to import this into one of the 3D modelling programs supported by the leaked SDK plugins and use the leaked tools to generate NSBMD/NSBCA files.
Currently SM64DSe only supports importing IMD and ICA files (intermediate SDK formats) but I'll soon be adding the ability to export them too. Once that's been done, you'll be able to export to IMD/ICA and use the leaked 3D tools to generate NSBMD and NSBCA files directly. |
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Local moderator Level: 62 Posts: 895/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by YtEge No, I've decided that each of the three human characters will be getting F.L.U.D.D., one nozzle each. This will replace their Power Flower abilities. |
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Local moderator Level: 62 Posts: 896/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
I did it because it's much simpler; the levels and missions of SMS are all designed around F.L.U.D.D. and so it'd require more work to think of challenges and genuine needs for any new power-ups. I wouldn't want the situation where perhaps only 1 or 2 stars per level required a new power-up but the game still being beatable without them. |
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Local moderator Level: 62 Posts: 897/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by FireMario74 That'll require assembly hacking. You can use the following AR code as a starting point: All Castle Doors Unlocked 1209caa4 0000ffff 2209caa6 000000ff This indicates that 0x0209CAA6 contains information for unlocking the various castle doors. If you can find where that address is written to (add breakpoint "[0x0209CAA6]!" after unlocking a door, you should be able to work backwards and find where it performs a check on the number of stars you've unlocked. |
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Local moderator Level: 62 Posts: 898/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
What size are the polygons of the water terrain? I've found that they need to be smaller than they otherwise would for other terrain types for them to work correctly. Try selecting your water polygons and subdividing them. |
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Local moderator Level: 62 Posts: 899/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
It's in the object database. |
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Local moderator Level: 62 Posts: 900/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
The order of the "skybox"s is the same within the "/data/vrbox" directory as it is in the level settings dialogue. You can confirm you've the correct one by opening the level editor > 3d model > Import other model > Select the BMD file > Texture and BTP Editor.
No idea unfortunately. Try searching "Skelux"'s post history, he did some investigation around that sort of thing. |
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