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02-18-25 12:15 AM |
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0 users reading Editor development | 1 bot |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
BlackYoshi485 |
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Member Banned for being an idiot. Level: 25 ![]() Posts: 10/123 EXP: 88720 Next: 900 Since: 07-21-13 From: Under a rock Last post: 3626 days ago Last view: 2342 days ago |
The editor has bugs with the KCLs.
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Fiachra |
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Local moderator Level: 65 Posts: 169/1065 EXP: 2317745 Next: 17883 Since: 12-15-12 From: Ireland Last post: 2458 days ago Last view: 408 days ago |
Posted by BlackYoshi485 You have to set "Drop faces below" to zero if you want to keep every single face. 0.001 was the default value used in blank's script. You set it to greater than zero if there are very small faces that don't need collision. |
Crashdance22 |
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Normal user Level: 24 Posts: 50/112 EXP: 77797 Next: 328 Since: 05-04-13 Last post: 3191 days ago Last view: 2433 days ago |
I can't help but wonder what is causing these texture errors. Looks like it could be pointer errors causing overflows in the ROM? I'll look more into the castle trees and tell you exactly what areas in the ROM have changed. I'll also try importing the BMD as the level BMD and editing the textures that way then swap it back. Someone was successful in editing Mario's textures that way. |
Fiachra |
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Local moderator Level: 65 Posts: 183/1065 EXP: 2317745 Next: 17883 Since: 12-15-12 From: Ireland Last post: 2458 days ago Last view: 408 days ago |
Rev. 59 14 Sep 2013
- This adds the ability to export and import models with their bones intact. These can then be edited and re-imported with their bones and therefore animation intact. This can be used to create/edit custom character or enemy etc. models with working original animation. (Model exporting isn't perfect when assisgning faces to bones though, so for some models you may need to make a few manual fixes.) - Model Importer now shows a preview of the converted BMD file rather than the OBJ model Will post a more detailed explanation/tutorial soon. |
Stygmax |
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SMG2.5 Cartographer Level: 89 ![]() Posts: 1590/2179 EXP: 6793074 Next: 122827 Since: 12-02-12 Last post: 15 days ago Last view: 15 days ago |
Posted by Fiachra The editor has a built-in model importer? Wow! ![]() Status: It was really, really fun, guys - thanks for the ride!
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Crashdance22 |
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Normal user Level: 24 Posts: 55/112 EXP: 77797 Next: 328 Since: 05-04-13 Last post: 3191 days ago Last view: 2433 days ago |
Sounds great, looking forward to that! ![]() |
Crashdance22 |
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Normal user Level: 24 Posts: 57/112 EXP: 77797 Next: 328 Since: 05-04-13 Last post: 3191 days ago Last view: 2433 days ago |
Ok I did some testing with editing the castle trees. The BMD file isn't the culprit, it's ar1.narc. Something about the archive file is corrupt. I may spend a little extra time figuring out exactly what went wrong with it. I also noticed the editor likes to change a few bytes in the ROM header so I figured I would mention those. After saving the tree texture, compared to the original ROM, 2 bytes at 0x80 changed to D1 4E and 2 bytes at 0x15E changed to 4C F7. Not sure if that's important or not.
Here is a patch for ar1.narc after replacing the tree texture. http://www.mediafire.com/download/2fq7t7s1x1j94n0/ar1.narc.xdelta |
Arisotura |
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![]() Star Mario in this room you have a pile of apple pies Level: 165 ![]() Posts: 1720/9054 EXP: 58513068 Next: 422613 Since: 07-03-12 From: in a box ![]() Last post: 1 day ago Last view: 1 day ago |
Crashdance22 |
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Normal user Level: 24 Posts: 58/112 EXP: 77797 Next: 328 Since: 05-04-13 Last post: 3191 days ago Last view: 2433 days ago |
The interesting thing I noticed is Nitro doesn't change that stuff. |
Crashdance22 |
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Normal user Level: 24 Posts: 59/112 EXP: 77797 Next: 328 Since: 05-04-13 Last post: 3191 days ago Last view: 2433 days ago |
Does a working NARC editor exist? Tinke 0.9 beta corrupts any NARC file I touch, and narctool just creates empty archives when I try to build from directory. |
Fiachra |
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Local moderator Level: 65 Posts: 184/1065 EXP: 2317745 Next: 17883 Since: 12-15-12 From: Ireland Last post: 2458 days ago Last view: 408 days ago |
NSMBe works fine. I always use it for replacing files. |
Crashdance22 |
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Normal user Level: 24 Posts: 60/112 EXP: 77797 Next: 328 Since: 05-04-13 Last post: 3191 days ago Last view: 2433 days ago |
Pssh, completely forgot about the built-in browser. |
Fiachra |
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Local moderator Level: 65 Posts: 185/1065 EXP: 2317745 Next: 17883 Since: 12-15-12 From: Ireland Last post: 2458 days ago Last view: 408 days ago |
Added more information on importing and exporting bones on the SM64DSe wiki here. |
Crashdance22 |
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Normal user Level: 24 Posts: 61/112 EXP: 77797 Next: 328 Since: 05-04-13 Last post: 3191 days ago Last view: 2433 days ago |
So if I set some tranform parameters in the .bones file and import everything correctly they will appear in-game? That will help fix the slanted texture issue I'm having with bob-ombs.
Tried the browser using "import other model" but it does not ask me for a bmd file to import. It also throws an exception when I set the scale value. |
Fiachra |
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Local moderator Level: 65 Posts: 186/1065 EXP: 2317745 Next: 17883 Since: 12-15-12 From: Ireland Last post: 2458 days ago Last view: 408 days ago |
Yes.
You don't import a BMD, you import an OBJ model as before. What scale value? For Bob-Ombs you can just select one in a level and choose 'Replace Model'. |
Skelux |
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Banned Level: 28 Posts: 77/148 EXP: 120321 Next: 11017 Since: 11-27-12 Last post: 3921 days ago Last view: 2380 days ago |
I'd like very much if you could allow repacking of an SDAT file. I am currently limited to hex editing over the original sequences, and manually updating the tables would be a pain. Even then, I could not insert a larger SDAT because tools like Tinke just corrupt the ROM.
On my side of things, I'm looking in to cracking the protection of the online files so the player models and multiplayer levels can be modified. |
Fiachra |
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Local moderator Level: 65 Posts: 188/1065 EXP: 2317745 Next: 17883 Since: 12-15-12 From: Ireland Last post: 2458 days ago Last view: 408 days ago |
Have you tried using kiwi.ds NDS Editor to extract and repack the SDAT file? NSMBe should be able to reinsert a larger file without corrupting it.
MKDS Course Modifier might let you edit SDAT as well. |
Skelux |
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Banned Level: 28 Posts: 78/148 EXP: 120321 Next: 11017 Since: 11-27-12 Last post: 3921 days ago Last view: 2380 days ago |
I've tried everything, nothing produces a working file. |
Fiachra |
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Local moderator Level: 65 Posts: 189/1065 EXP: 2317745 Next: 17883 Since: 12-15-12 From: Ireland Last post: 2458 days ago Last view: 408 days ago |
Can you explain in detail what you're trying to do and the results?
Does this help with the kiwi.ds tool? http://gbatemp.net/threads/repacking-sdat.250250/ SDAT is a very common format, I'd be surprised if it was necessary to write another tool. |
Skelux |
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Banned Level: 28 Posts: 79/148 EXP: 120321 Next: 11017 Since: 11-27-12 Last post: 3921 days ago Last view: 2380 days ago |
After repacking the SDAT, having directly extracted it using Kiwi, the output file was invalid and crashes if opened in any program. |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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