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03-29-24 08:13 AM |
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Main - Posts by Fiachra |
Fiachra |
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Local moderator Level: 65 Posts: 1001/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 |
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Local moderator Level: 65 Posts: 1002/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 |
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Local moderator Level: 65 Posts: 1003/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 The version Skelux used is ~1.5 years out-of-date.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 |
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Local moderator Level: 65 Posts: 1004/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
Posted by shibboleet 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 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 |
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Local moderator Level: 65 Posts: 1005/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
Are they changes that could be useful to others? If so it would be nice to have them. |
Fiachra |
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Local moderator Level: 65 Posts: 1006/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
Posted by StapleButter 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 Thanks, I'll update it. |
Fiachra |
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Local moderator Level: 65 Posts: 1007/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
Posted by Hiccup 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 |
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Local moderator Level: 65 Posts: 1008/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
Meant "do you know" the distance by which it is higher in the game? |
Fiachra |
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Local moderator Level: 65 Posts: 1009/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 |
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Local moderator Level: 65 Posts: 1010/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 |
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Local moderator Level: 65 Posts: 1011/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
Posted by mibts I'll look into this. Posted by Hiccup I'll add this. |
Fiachra |
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Local moderator Level: 65 Posts: 1012/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 |
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Local moderator Level: 65 Posts: 1013/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
OK, thanks. It would be a good feature to have, would you mind opening a pull request for this and the other features? |
Fiachra |
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Local moderator Level: 65 Posts: 1014/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 |
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Local moderator Level: 65 Posts: 1015/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 |
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Local moderator Level: 65 Posts: 1016/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 |
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Local moderator Level: 65 Posts: 1017/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 |
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Local moderator Level: 65 Posts: 1018/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 |
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Local moderator Level: 65 Posts: 1019/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
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 |
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Local moderator Level: 65 Posts: 1020/1065 EXP: 2231267 Next: 104361 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 82 days ago |
The size of your converted image? What dimensions is it and what size in bytes is it? |
Main - Posts by Fiachra |
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