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03-29-24 08:13 AM
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Main - Posts by Fiachra

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Fiachra
Posted on 04-15-17 01:44 PM, in CLPS Exposed! Link | #82510
This is very useful. Do you have this integrated already with SM64DSe? If so you could open a pull request to the SM64DSe github repo, otherwise I will implement myself it in the next few weeks.

Fiachra
Posted on 04-15-17 01:48 PM, in SM64DS Editor Help Thread - Post your questions here Link | #82511
The DAE issues have been fixed in the latest 2 builds, normals will be ignored unless you've enabled at least one light using the SM64DSe <extra>.

Fiachra
Posted on 04-15-17 07:04 PM, in Editor development Link | #82516
In short, no. The version Skelux used is ~1.5 years out-of-date. From what I can tell he fixed two issues:
1. Normal commands where being calculated incorrectly
2. The material diffuse colour was being written in place of the ambient colour

These and many more issues have been fixed in later releases.

I see he also disabled the shininess table flag in cmd 30h but according to GBAtek what I have is correct.

He also mentioned that the github repo doesn't appear to have been updated in a while, this incorrect, there have been 5 commits since the version he has modified.

Fiachra
Posted on 04-15-17 07:56 PM, in Editor development Link | #82522
Posted by shibboleet
GBATEK isn't 100% accurate, however

I have found no issues in it related to 3D models having used it as reference when implemented the model importer and exporter. Models exported using SM64DSe can be re-imported with all original features (which include this flag) and no issues so I consider gbatek to be accurate on this matter.

Posted by StapleButter
oh cool, now Skelux is botching SM64DS Editor

It seems in this case that he wasn't aware it had been updated but I would prefer people either raise issues on github or this forum or else submit a fix to the repo. It can then be linked to on my SM64DSe download thread.

Fiachra
Posted on 04-16-17 08:01 AM, in CLPS Exposed! Link | #82533
Are they changes that could be useful to others? If so it would be nice to have them.

Fiachra
Posted on 04-16-17 10:47 AM, in Editor development Link | #82535
Posted by StapleButter
Well we should just ignore that place entirely and only deal with what comes here or on Github.

btw, would you want the SM64DSe repo to be transferred to you?

If I hear that he's added something useful I'll probably add it to the official version but yeah, I'll not be using this forum to discuss or support unofficial versions.

Yes, I would be happy to take over it.

Posted by mibts
Speaking of normals, you should multiply them by 511/512 to avoid the overflowing normals <1, 0, 0>, <0, 1, 0>, and <0, 0, 1>.

Thanks, I'll update it.

Fiachra
Posted on 04-16-17 04:16 PM, in Editor development Link | #82545
Posted by Hiccup
Some issues/questions:
1. When exporting peach's castle, peach's castle upper floor or peach's castle backyards results in "Nullable object must have a value". The log for the backyard export. Those exports also fail when I try to import them into sketchup - others succeed.

2. Clicking "import model", while it does work, brings up "Object reference not set to an instance of an object." with this log for The Secret Aquarium.

3. Should I start adding parameters to the appropriate fields forms in the object database? Right now 99% seem to be written in the object Description field. The parameter fields don't seem very useful at the moment though....

4. The position of the ! Block in the editor doesn't match up with the game - in-game it is higher.

1. Seems to be a bug introduced in past few days triggered when there are no normals in a model, previsouly every vertex was given a normal of (0,0,0) when none was defined so it was never noticed. Go back to using R96 for exporting until it's fixed.

2. I'll look into it but this shouldn't cause any issues to your model.

3. Probably we all should, when we're editing an existing entry we should update the parameters.

4. Should be easily fixed, do you off-hand the distance?

Fiachra
Posted on 04-16-17 04:33 PM, in Editor development Link | #82547
Meant "do you know" the distance by which it is higher in the game?

Fiachra
Posted on 04-16-17 07:18 PM, in CLPS Exposed! Link | #82554
mints:
Could you please provide more detail about the following:
- "Code compiler that takes an ASMPatchTemplate ...", "Dynamic overlay support ..." - What does this do and how does it work?
- "A template for adding a new platform to the game" - Is this code to modify an existing object or something else?
- "Overlay compiler for levels" - What is this?

Out of the remaining items I would only exclude:
- "Updated object renderer paths ..."
- "Support for adding, removing and renaming files and directories" (until fully working)

Fiachra
Posted on 04-16-17 09:14 PM, in CLPS Exposed! Link | #82559
Sounds like it could be very useful, I have a few questions:
1. Is it possible to use a custom object in multiple levels and if so how is this done? Is it a manual step or is based on something defined in the code eg. the way hook addresses come from function names?
2. Is it still possible to patch arm9 code?
3. What if I want to patch a non-level overlay eg. character control in overlay 2?
4. Would the existing ASM hacking template work without modification?

Fiachra
Posted on 04-17-17 02:22 PM, in Editor development Link | #82574
Posted by mibts
Importing a single axis-aligned plane as a KCL causes the exporter to attempt to create m*n octrees, where m and n are 1024 times the length and width of the plane in SM64DSe units. (a 0.5 x 0.5 plane creats 512*512=262144 octrees).
Maybe it's caused by a float equality comparison?

I'll look into this.

Posted by Hiccup
Suggestion: allow copy-pasting when an object is selected in the object list - right now it only works while selecting the object in the visual preview

I'll add this.

Fiachra
Posted on 04-17-17 03:36 PM, in SM64DS Editor Help Thread - Post your questions here Link | #82577
If I remember correctly the steps to do this with Blender are as follows (example uses only 2 areas but the process is the same for more):
- Split your mesh into 2 separate objects, one for each area, "mesh0" for the first and "mesh1" for the second
- Add 2 armatures each with a single bone, "r0" and "r1"
- Bind r0 to mesh0 and assign all vertices to r0
- Bind r1 to mesh1 and assign all vertices to r1
- Export to DAE and open in a text editor
- Under <library_visual_scenes> you should see the following structure:
node name="Armature..."
|- node id="r0"
node name="Armature..."
|- node id="r1"
- Delete the "armature" nodes so that you have:
node id="r0"
node id="r1"
- There should be two skin controllers, one for each mesh object. Each skin controller will list all joint names in the model even though only one will be assigned to in each controller ie. the joint names list will be "r0 r1".

For mesh0's skin controller you must modify the joint name list to contain only r0. There are no changes required to the bone assignments since r0 already has an index of 0.

For mesh1's skin controller you must remove r0 from the joint names list however this will cause r1 to move from index 1 to index 0. You must then modify the <vertex_weights> to use joint 0 instead of joint 1 for each vertex. This means replacing every second digit with a 0 instead of a 1.
- Import your model and you should be able to switch between areas

To answer your second question, yes it does since only the current area is drawn.

Fiachra
Posted on 04-17-17 04:08 PM, in CLPS Exposed! Link | #82579
OK, thanks. It would be a good feature to have, would you mind opening a pull request for this and the other features?

Fiachra
Posted on 04-17-17 04:24 PM, in SM64DS Editor Help Thread - Post your questions here Link | #82580
Does Sketchup allow you to split your models up into multiple objects? If it does and the exported DAE contains multiple <geometry> elements then it would be easy enough to implement as follows:
- Open model to import as usual
- Select new "Define areas" (or similarly named) button
- This would open a new window which would let you add a maximum of 32 areas (BMD format restriction) and for each geometry element specify to which area it belongs. This would generate a new skeleton for the model, overriding anything defined in the DAE model.

Fiachra
Posted on 04-19-17 06:25 AM, in Super Mario Sunshine 64 DS Link | #82607
The reason I switched to the multi-character model was because I wanted to use all 4 characters in my hack but by giving Mario all the F.L.U.D.D. abilities there'd have been very little for the others to do. By splitting them up it forces then player to use the full range of characters.

Fiachra
Posted on 04-20-17 07:26 PM, in Editor development Link | #82651
1. OK
2. Can you elaborate on what you mean by profiles for collision ID's?
3. It used to have this, should be able to add it again.

4. Is this still happening? It should have been fixed in r96.

Fiachra
Posted on 04-21-17 07:21 PM, in Super Mario Sunshine 64 DS Link | #82674
The model you're using is very out-of-date, the polygon count's been reduced a good bit more since then along with other improvements. Try a level model with fewer polygons.

Fiachra
Posted on 04-21-17 07:23 PM, in Editor development Link | #82675
2. I could save them temporarily for the duration of the application instance ie. until it's closed so long as the filename and material names match.

Fiachra
Posted on 04-26-17 06:35 PM, in Editor development (rev. 3 of 04-27-17 06:20 AM) Link | #82765
SM64DSe R99 v2.3 BETA 2017/04/25

Changes:
- Fix error when exporting model without normals to DAE
- Prevent overflowing of normals when generating BMD model
- Add options to remember last used model importation settings for duration of application instance

Download in SM64DSe Git repo and last download thread.

Still to fix:
- Copy-and-paste level objects from list
- KCL large octree issue

Edit:
Hiccup: I haven't forgotten about the area editing; I'm in the process of writing a brand new model and collision map editor/importer which will allow:
- add, removing and re-ordering bones
- removing and changing the assigned bone for "geometries" and "polylists"
- adding, editing and removing materials
- adding, editing and removing textures and palettes
for both existing models and models to be imported as well as maintaing the current collision map features.

Edit 2:
mibts: I've only just come across your various threads about your ASM hacks and editor updates; I'll start merging in your changes apart from the ASM ones.

Fiachra
Posted on 05-02-17 05:06 PM, in Modify Title Screen Link | #82819
The size of your converted image? What dimensions is it and what size in bytes is it?
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Main - Posts by Fiachra

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