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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 12-22-15 02:19 AM, in Another Super Mario 3D [RELEASED] Link | #66472
No one else has had those issues; could it be that your flash cart is loose, or the SD card?

Fiachra
Posted on 12-24-15 05:57 AM, in modify marios speeed limit? Link | #66527
There's a stickied thread on it here. Please try to do some investigation of your own first before asking questions.

Fiachra
Posted on 12-24-15 06:10 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 12-24-15 06:14 AM) Link | #66528
Posted by isceptul
whats the water value?

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
...
similar issue. dont get whats happening. ...

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
I have another problem. I followed your tutorial exactly-I tried to replace toad with pianta. I got the following message:
...

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
extracting the bmd files and converting them to .3ds do not work, just a blank model pops up. If you're going to rip models and provide people with them on the internet, do not extract the models with the editor, the textures don't work properly.

The models work perfectly fine, something's gone wrong with your converting them - try importing an exported DAE or OBJ directly.

Posted by isceptul
whenever i open my obj model in the level importer sm64dse crashes, how do i fix this?

will the devs release 2.4 soon? sm64dse seems way too unstable, i had to cancel 2 hacks i wanted to make because of this.

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.

Fiachra
Posted on 12-26-15 10:17 AM, in [Tutorial] How to Replace Mario's Model with a Custom Model Link | #66600
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:
  • Make a copy of your DAE model
  • Open the animation editor and open the Toad model and his first animation.
  • Export to DAE
  • Open the exported model in a text editor and copy the <library_animations> element into your copied Pianta model.
  • Import the copy into the animation editor with a scale of ~4.
  • Repeat all above steps for Toad's second animation.

Fiachra
Posted on 01-15-16 03:46 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 01-15-16 03:48 PM) Link | #67038
See here.

Posted by FireMario74
How do I open the .bmd files? Thanks!

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.

Fiachra
Posted on 01-16-16 06:11 AM, in SM64DS Editor Help Thread - Post your questions here Link | #67049
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.

Fiachra
Posted on 01-17-16 05:06 AM, in SM64DS Editor Help Thread - Post your questions here Link | #67069
Posted by FireMario74
I followed the tutorial and the map ended up looping once and it didn't show the entire map on the screen.
...
I tried to line it up and I even tried changing the scaling but no dice. Any ideas? Sorry to be a pain. Thanks!


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

Fiachra
Posted on 01-17-16 12:11 PM, in SM64DS Editor Help Thread - Post your questions here Link | #67075
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.

Fiachra
Posted on 01-19-16 02:34 PM, in SM64DS Editor Help Thread - Post your questions here Link | #67099
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

Fiachra
Posted on 01-20-16 02:57 PM, in Super Mario Sunshine 64 DS Link | #67117
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.


Fiachra
Posted on 01-20-16 03:59 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 01-20-16 04:00 PM) Link | #67119
Posted by FireMario74
I did just that and I was resulted with the exact same issue. I figured out one problem though! I fixed Yoshi moving too fast on the map by changing the Co-ordibate Scale to 1.6.

I tried importing this sample 128x128 image from the tutoriall and it worked fine:
[thumbnail]

Fiachra
Posted on 01-21-16 02:25 AM, in SM64DS Editor Help Thread - Post your questions here Link | #67128
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.

Fiachra
Posted on 01-22-16 02:27 AM, in Replace Green Yoshi with a multplayer Yoshi Link | #67143
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.

Fiachra
Posted on 01-24-16 01:44 PM, in BCA to NSBCA? (rev. 2 of 01-24-16 01:45 PM) Link | #67192
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.

Fiachra
Posted on 01-24-16 01:58 PM, in Super Mario Sunshine 64 DS Link | #67193
Posted by YtEge
Also is there going to be Poltergust 3000 for Luigi? Cuz i am going to make a render for this hack

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.

Fiachra
Posted on 01-25-16 01:53 PM, in Super Mario Sunshine 64 DS Link | #67218
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.

Fiachra
Posted on 01-27-16 03:49 PM, in SM64DS Editor Help Thread - Post your questions here Link | #67290
Posted by FireMario74
I have another question. How do I modify the required stars to open a star door? Thanks!

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.

Fiachra
Posted on 01-30-16 05:14 AM, in SM64DS Editor Help Thread - Post your questions here Link | #67381
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.

Fiachra
Posted on 01-31-16 06:02 AM, in SM64DS Editor Help Thread - Post your questions here Link | #67437
It's in the object database.

Fiachra
Posted on 02-06-16 12:14 PM, in SM64DS Editor Help Thread - Post your questions here Link | #67558
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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Main - Posts by Fiachra

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