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03-28-24 05:33 PM |
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0 users reading Questions that don't require their own thread | 1 bot |
Main - Archived forums - SMG questions and issues - Questions that don't require their own thread | Hide post layouts | New reply |
Splitwirez |
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Otherwise known as rob55rod. Should probably get back to SMG2 at some point... Level: 68 Posts: 817/1207 EXP: 2606974 Next: 121826 Since: 08-28-13 From: ._______________. Last post: 1935 days ago Last view: 1544 days ago |
Posted by MeTheMarioMan 2manyVertices4theGame? [translation]Too many vertices for the game to handle?[/translation] |
KoopaTroopaMan |
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Member Normal user Level: 67 Posts: 1159/1217 EXP: 2566684 Next: 26188 Since: 03-26-14 Last post: 2637 days ago Last view: 1357 days ago |
Try to place your model in a level and look if the game can load it. |
MeTheMarioMan |
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Member Normal user Level: 25 Posts: 51/128 EXP: 88454 Next: 1166 Since: 01-09-14 Last post: 2202 days ago Last view: 2086 days ago |
Splitwirez: Maybe. I took a fraction of the model to reduce the number of vertices, but it still didn't work.
GalaxyHacker: I did that already, and it worked. |
KoopaTroopaMan |
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Member Normal user Level: 67 Posts: 1160/1217 EXP: 2566684 Next: 26188 Since: 03-26-14 Last post: 2637 days ago Last view: 1357 days ago |
That is really weird. Try to edit the worldmap and scale it down in ScaleMin and ScaleMax. |
MeTheMarioMan |
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Member Normal user Level: 25 Posts: 52/128 EXP: 88454 Next: 1166 Since: 01-09-14 Last post: 2202 days ago Last view: 2086 days ago |
Well, I'll just try to solve it myself, and I'll come back if I need more help. Thanks for your attempts to help, GalaxyHacker.
I have another question now. Is there a way to make scrolling textures - such as moving lava - for custom models? I've seen the thread Jesse made about it being possible, but I want to know how to do it. |
SunakazeKun |
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Boss Bass Normal user Level: 74 Posts: 1100/1551 EXP: 3651879 Next: 1665 Since: 06-15-14 From: Germany Last post: 2258 days ago Last view: 2231 days ago |
Just extract an existing BTK file and hex edit it. Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding |
MeTheMarioMan |
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Member Normal user Level: 25 Posts: 53/128 EXP: 88454 Next: 1166 Since: 01-09-14 Last post: 2202 days ago Last view: 2086 days ago |
Okay, and how exactly do I extract BTK files, and what do I use to hex edit them?
Sorry for the noob questions, but I have no experience in this part of SMG hacking. |
Splitwirez |
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Otherwise known as rob55rod. Should probably get back to SMG2 at some point... Level: 68 Posts: 818/1207 EXP: 2606974 Next: 121826 Since: 08-28-13 From: ._______________. Last post: 1935 days ago Last view: 1544 days ago |
Posted by MeTheMarioMan Extracting BTK files? Wait, as in pulling them out of an ARC? Just use WiiExplorer, or whatever you prefer. If you mean editing them, then...that's what Hex editing is for. There are no nice tools for it yet, so you'll need a Hex Editor, such as HxD. Beyond that point...I've got nothing, I know nothing about hex editing, beyond navigating HxD's interface, but that's the easy part |
KoopaTroopaMan |
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Member Normal user Level: 67 Posts: 1162/1217 EXP: 2566684 Next: 26188 Since: 03-26-14 Last post: 2637 days ago Last view: 1357 days ago |
Edit the material names in the file. Before you do that, mark everything in the BTK and tell me the size. |
Green Toad |
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Member Normal user Level: 17 Posts: 27/52 EXP: 21423 Next: 3320 Since: 04-21-15 Last post: 2244 days ago Last view: 1881 days ago |
So before, I could use pyTEX1.py just fine, but now I can't use it because whenever I do a command (e.g, "pyTEX1.py -l inbdl.bdl") it gives an error: "struct.error: unpack requires a string argument of length 2". I believe I'm running Python 2.7.6, if that helps. Did I install a version incompatible with pyTEX1?
Edit: Also, what is the filename of the particle effect for the fire that appears around Mario's hands when he shoots a fireball? ____________________ |
KoopaTroopaMan |
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Member Normal user Level: 67 Posts: 1163/1217 EXP: 2566684 Next: 26188 Since: 03-26-14 Last post: 2637 days ago Last view: 1357 days ago |
I don't know your first error.
For your second question: I think it's some of these: FireMarioSpinLight00.jpa FireMarioSpinLight01.jpa FireMarioSpinLight02.jpa FireMarioSpinLight03.jpa FireMarioThrow00.jpa FireMarioThrow01.jpa FireMarioThrow02.jpa FireMarioThrow03.jpa |
Green Toad |
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Member Normal user Level: 17 Posts: 28/52 EXP: 21423 Next: 3320 Since: 04-21-15 Last post: 2244 days ago Last view: 1881 days ago |
Posted by GalaxyHacker Is the same for SMG1? I don't think there's any .jpa files inside the .jpc, and there certainly aren't any files that start with "Fire". All of the ones related to the player-character seem to start with "mr_". Edit: So this is probably an amateur mistake, but I added a Bee Mushroom, an Ice Flower and a Fire Flower to the Comet Observatory for testing purposes, but it makes the game crash. How does it work? ____________________ |
KoopaTroopaMan |
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Member Normal user Level: 67 Posts: 1165/1217 EXP: 2566684 Next: 26188 Since: 03-26-14 Last post: 2637 days ago Last view: 1357 days ago |
Posted by Green Toad 1. The JPC file is an archive with many JPA files inside. The JPA files have several sections. One of them is TEX1, which is the JPA files' texture. When using PyJPC you need to have Particles.jpc and ParticleNames.bcsv in the Python27 folder. When you run PyJPC and extract the JPC's files there will be a folder named "Particles" which have all JPA files, and a subfolder named "TEX1", which has all the JPA file's TEX1 section turned into files. If you didn't had ParticleNames.bcsv in Python27, then you'll just get the TEX1 files because PyJPC can't read the JPA files from the table then. There is a name in JPA files' TEX1 sections' header that has the name of the TEX1 section. Example "AppleHit00.jpa" 's TEX1 section have the name "mr_glow00_ia". So to find out which TEX1 file is a JPA's, example AppleHit00.jpa, then open up the JPA file in a hex editor and look what name the TEX1 section has. If it's "mr_glow00_ia", then you know that it's "mr_glow00_ia.tex1" in the TEX1 folder you have to edit. When you have edited it and are repacking the folder to JPC, the .tex1 files will automatically be put pack in their JPA files. 2. No, it isn't an amateur mistake. That has happened to me too when I was trying to add stuff to the Comet Observatory. If you add anything to the Comet Observatory the game just crash. And it's unknown why. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 3630/9016 EXP: 56051068 Next: 436576 Since: 07-03-12 From: in a box Last post: 56 days ago Last view: 15 days ago |
Posted by GalaxyHacker Care to explain more? Back then I had done several modifications to that level to test shit. I recall testing pole sizes and the octahedral bubbles there. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Green Toad |
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Member Normal user Level: 17 Posts: 29/52 EXP: 21423 Next: 3320 Since: 04-21-15 Last post: 2244 days ago Last view: 1881 days ago |
I know you're asking GalaxyHacker, but for me it was just powerups. I've worked out that the game loads all the files necessary for specific powerups when a Star is selected, which means that they are not loaded on the Comet Observatory. Could that be the problem with powerups at least? ____________________ |
KoopaTroopaMan |
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Member Normal user Level: 67 Posts: 1169/1217 EXP: 2566684 Next: 26188 Since: 03-26-14 Last post: 2637 days ago Last view: 1357 days ago |
I don't think so. I thought more stuff couldn't be added to the Comet Observatory, because I have tried self and others have said that too. And I'm sorry if I was wrong. |
MeTheMarioMan |
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Member Normal user Level: 25 Posts: 57/128 EXP: 88454 Next: 1166 Since: 01-09-14 Last post: 2202 days ago Last view: 2086 days ago |
When I made my first custom level, Stygmax told me:
Posted by Stygmax Could someone please explain how I can do this? EDIT: Never mind, didn't realize NWPlayer had an already made multi slot XML. |
Mixlas |
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Cheep-cheep Normal user Level: 30 Posts: 175/192 EXP: 159524 Next: 6345 Since: 05-25-14 From: Germany Last post: 1713 days ago Last view: 615 days ago |
Question: I have THIS planet:
How can I change the collision into a simply cuboid? (Because the planet is to much detailed. Mario couldn't move around!) |
Splitwirez |
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Otherwise known as rob55rod. Should probably get back to SMG2 at some point... Level: 68 Posts: 826/1207 EXP: 2606974 Next: 121826 Since: 08-28-13 From: ._______________. Last post: 1935 days ago Last view: 1544 days ago |
Posted by Mixlas 1) Create another model, which is just the cube you want for the collision 2) Convert it to a KCL and PA 3) Put those into an ARC along with the existing BDL 4) ??? 5? Profit!! |
Mixlas |
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Cheep-cheep Normal user Level: 30 Posts: 176/192 EXP: 159524 Next: 6345 Since: 05-25-14 From: Germany Last post: 1713 days ago Last view: 615 days ago |
^ Works! ^ |
Main - Archived forums - SMG questions and issues - Questions that don't require their own thread | Hide post layouts | New reply |
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