Kuribo64
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10-24-21 03:27 PM
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meme_man64
(post deleted) #86954

meme_man64
Posted on 08-22-17 09:34 AM (rev. 3 of 08-22-17 09:35 AM) Link | #86959
Posted by TheSunCat
About the death area: It is an area that, when entered, kills Mario. Like when he falls into the void. You can see the area of effect if you click settings, show area size.

The name: Names are stored in MSBT files. You can extract them using WiiExplorer and edit them with Nuntius Novus. The filepath for level names are
/LocalizeData/UsEnglish/SystemMessage.arc/GalaxyName.msbt
/LocalizeData/UsEnglish/SystemMessage.arc/GalaxyNameShort.msbt

ok i can't find the file for sky station
also how do i port my level to sky station

shibboleet
Posted on 08-22-17 01:05 PM Link | #86967
the file is literally called GalaxyName

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a

TheSunCat
Posted on 08-22-17 04:42 PM Link | #86982
Follow the porting tutorial on this forum. It shouldn't be hard to find.

____________________
I love SMG2 and Odyssey so I am merging them int SMG:O. :)
Also actively working on a new Whitehole revision, hopefully to release soon...

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iyenal
Posted on 08-23-17 08:04 AM Link | #87028
Posted by JakoNintenCraft
Tell them stuff about in the level, like:
2) The debug screen doesn't appear even when it's enabled. This means the game is trying to load something but can't because it's missing or too large. This happens most when custom models are used that have too many triangles/polygons or use too many or too large textures. A nice rule of thumb I use: never have a model with more than 55,000 polygons and textures no larger than 256 by 256 pixels large (any size larger than that is unnecessary due to the Wii's low resolution.)

Hope this helps! :)


Do you know the rendering limits of SMG2 please, what is the maximum limit for textures count and do you have already done some tests ? Thanks in advance.

____________________
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"I failed in some subjects in exam, but my friend passed in all. Now he is an engineer in Microsoft and I am the owner of Microsoft." -Bill Gates

JakoNintenCraft
Posted on 08-23-17 08:37 AM Link | #87030
Posted by iyenal
Do you know the rendering limits of SMG2 please, what is the maximum limit for textures count and do you have already done some tests ? Thanks in advance.

I've done a few tests. For one, when I first tried to make my Wuhu Island Galaxy, the game crashed multiple times. So I edited down the model to about 57,000 triangles and had the equivalent of 9 256x256 pixel textures. At that point it stopped crashing, so I think that is the upper threshold for custom models.

This limit could however be stretched a bit by yaz-0 compressing all of the textures, which should give some more room for about 4 to 7 more 256x256 textures. However, I have found no tutorial on how to do that though, so either I will find out myself or request someone to find out.

____________________
Irony is the spice of life.

You're inside a simulation, of a simulation, inside a simulation, of a simulation, inside the Matrix, inside a taco, inside a taco, within a Taco Bell, that's inside a KFC, within a mall, that's INSIDE YOUR BRAIN!; inside another giant simulation!


TheSunCat
Posted on 08-23-17 09:52 AM Link | #87040
Yep. Compressing. The thing I never understand about SMG2 hacking. Oh great... xD

____________________
I love SMG2 and Odyssey so I am merging them int SMG:O. :)
Also actively working on a new Whitehole revision, hopefully to release soon...

YouTube: click here to become all-powerful
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Main - Misc. ROM hacking - help with custom mario galaxy 2 hacking Hide post layouts | New reply

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