Views: 20,053,513 |
Home
| Forums
| Uploader
| Wiki
| Object databases
| IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search |
04-25-24 07:02 PM |
Guest: |
Main - Posts by Fiachra |
Fiachra |
| ||
Local moderator Level: 65 Posts: 981/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by Hiccup That DAE uses DAE version 1.5.0. but SM64DSe only supports version 1.4.1. Posted by Louiskovskie The typical steps for adding texture animations are given below: These steps assume that your model has only one "root" node. This means that for OBJ format there should be only one "o" command and for DAE you should have only one - Open the "Texture Animation Editor" - Ensure that "Area" "0" is selected - Click on the "+" button below the "Texture Animation" box. You should see an entry labelled "0" appear in the "Texture Animation" box. Select it. - Set "Material Name" to the name of the material you want animated. - For a waterfall you'll need to generate translation animations. Within the box "Generate" underneath "Translation Values". Enter a start value of "0" and and end value of "1". Enter a value for "No. of Values", the larger the number the slower your textures will move. - Click "Generate Translation" - You'll notice that both translation 0 and 1 are set to a value of "0", you should delete one of them using the "-" button underneath the "Translation Values" box. - Set "No. of Frames" to the "Length" for the translation values - Click on "Save Changes" and test your level. If needed, adjust the value of the single "Rotation Value" to change the direction of movement (in degrees). Posted by BaneMario74 Is this for an object? If so, is your model larger than the original model? All objects have a hard-coded maximum collision range which may need changed. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 982/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by Resilixia That version of the editor is years old, you should download the latest version from here. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 983/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by Resilixia Sorry, got it mixed up with v1 beta 3. Which object is causing the level to crash? |
Fiachra |
| ||
Local moderator Level: 65 Posts: 984/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Simply making all bytes zero in a BTP file will not work in fact it will crash the game. You need to:
- open the model in the model importer - select "Texture and BTP Editor" - click on "Load BTP" - select the BTP file you wish to edit - delete all frame changes, material, texture ID's and palette ID's - click "Save BTP" |
Fiachra |
| ||
Local moderator Level: 65 Posts: 985/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by pacmainia&luigi It's probably either: 1. your model contains normals which have not been calculated correctly or 2. you have disabled lighting in your material settings In case of 1. try commenting out any lines that start with "<input semantic="NORMAL"". For 2. check whether your DAE model contains any "SM64DSe" <extra> tags. Ensure that the <lights> element is not all zeros eg. "1 0 0 0". Posted by EarlyBird64 There are instructions in here. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 986/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
They do have noses, it's just not clear because of the shading:
This will be corrected. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 987/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by pacmainia&luigi It could still be the normals. Does your OBJ model contain "vn" commands? |
Fiachra |
| ||
Local moderator Level: 65 Posts: 988/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
I think there is meant to be some way but it's not supported in the editor. You'll notice that after patching the ROM texture animations stop working in certain levels such as Lethal Lava Land. This is because there is some data that is not copied from the original overlays. I would have to investigate. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 989/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Have you tried taking a clean ROM, patching it in SM64DSe and then trying to apply the xDelta patch? If that doesn't work you'll need to ask the author exactly what "source" ROM he used or else to generate a new patch properly. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 990/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by Resilixia Level geometry will always be visible unless your level has fog in it. Object distances are easy to increase, an object's draw distance is located at offset 0xBC from its address in memory. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 991/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
SM64DSe R96 v2.3 BETA 2016/08/25
Changes: - Fixed bug whereby Model Importer would crash after closing and then re-opening from another level editor window. - Fixed bug whereby objects would be rendered with the wrong model after replacing another's model through the Model Importer. - Fixed bug whereby editor would crash if trying to open a ROM after having received an error due to a ROM being open in another program. - Fixed bug whereby DAE texture co-ordinates were not imported correctly if TexGenMode was set to "Normal". - Fixed bug whereby DAE models could not be imported if a child bone had vertices assigned to it but one of its ancestor bones had not. - Object parameters are now padded with zeroes for easier editing. SM64DSe R95 v2.3 BETA 2016/08/19 Changes: - Add new methods to ASM Hacking Template and update examples. Download in SM64DSe Git repo and last download thread. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 992/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by Sparsite It should be obvious from the both the commit history and the code in your downloaded "source" directory that I did not. Delete the "bak" and "build" folders. If NSMBe encounters an error it will try to restore a backup. The backup in your case must contain those control changes.
There's little point in me trying to explain if you're not at all familiar with SM64DSe's code. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 993/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Thanks for posting, these should be useful. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 994/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Welcome to kuribo64. If you've not seen it the ASM Hacking Template is available here and makes applying patches like this very simple.
Posted by Sparsite Yes but that code has not been made publicly available, it's useful to have these changes posted. |
(post in restricted forum) |
Fiachra |
| ||
Local moderator Level: 65 Posts: 996/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
The easiest way to find them is probably to set a breakpoint for whenever r0 or r1 is set to their internal file ID's. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 997/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
https://kuribo64.net/get.php?id=LlHFtl7ypme8rqJB |
Fiachra |
| ||
Local moderator Level: 65 Posts: 998/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
Posted by Sparsite https://kuribo64.net/board/thread.php?pid=62530#62530 https://kuribo64.net/board/thread.php?pid=62384#62384 Under "Images, icons, fonts etc." in the "Getting Started" tutorial. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 999/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
SM64DSe R98 v2.3 BETA 2017/04/14
Changes: - Fixed a bug in the minimap/image editor which could cause the ROM to become corrupt when importing an image without an NSC tile map SM64DSe R97 v2.3 BETA 2017/04/12 Changes: - Fix issue in DAE loader so that normals are ignored if no lighting is enabled for the current material - Fixed issue in BMD loader whereby vertex normals were being set to (0, 0, 0) when none specified instead of having no value - Improved the NITRO IMD loader so that Download in SM64DSe Git repo and last download thread. |
Fiachra |
| ||
Local moderator Level: 65 Posts: 1000/1065 EXP: 2238685 Next: 96943 Since: 12-15-12 From: Ireland Last post: 2160 days ago Last view: 109 days ago |
It's looking unlikely that I'll ever finish this so I have decided to release the source code and assets for importing F.L.U.D.D. into SM64DS. You are free to make use of this code and its assets in a ROM hack of your own as long as you give credit for anything used.
The code is available at the following Github repo.: https://github.com/Fiachra1993/SuperMarioSunshine64DS Edit: To clarify, it's not definitely dead, I may well complete it or a scaled-back version but I can't commit to it which is why 1: I've released the F.L.U.D.D. code so that there's enough for someone interested to make a decent hack out of this in the meantime and 2: I've not released more than the F.L.U.D.D. code and assets. |
Main - Posts by Fiachra |
Page rendered in 0.030 seconds. (2048KB of memory used) MySQL - queries: 21, rows: 137/137, time: 0.011 seconds. Acmlmboard 2.064 (2018-07-20) © 2005-2008 Acmlm, Xkeeper, blackhole89 et al. |