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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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AdrienTD
Posted on 04-20-13 08:50 PM Link | #20971
Found a bug which was never fixed from the first source release.
When adding a power star, it's treated as being NOT a simple object, but it is.
Solution: add case 61: in the IsSimpleObject function in LevelEditorForm.cs (only a tip :)).

Fiachra
Posted on 04-20-13 09:55 PM Link | #20974
OK, thanks, I'll add that for the next revision.

Skelux
Posted on 04-21-13 10:17 AM (rev. 3 of 04-21-13 10:20 AM) Link | #21053
Something funky is going down when you import over one of these four levels.
[image]
I believe It may be possible to get multiplayer working by completely bypassing the protection code, but first we need to fix this narc error so I can debug properly.

Fiachra
Posted on 04-21-13 10:45 AM (rev. 3 of 04-25-13 05:08 PM) Link | #21055
I'll look into that.

In the meantime you can still edit them by importing over another level and then replacing the VS level files using another program that edits NARC files and replacing the overlay.

Edit:
Have added assigning collision type by material name when importing a model.

Unfortunately haven't had time yet to try to fix NARC problem.

Arisotura
Posted on 04-30-13 05:23 PM Link | #21870
Someone wanted to edit textures, but only textures.

The thread is here in case you want to look into it.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Fiachra
Posted on 04-30-13 07:59 PM Link | #21871
I'll add a texture editor then, as I know you can't re-import models perfectly after exporting because OBJ doesn't support things like mirror, mirror repeat textures etc (Do you know one that does?). Most of the code's already there, would just need to shift some BMD data and offsets.
I'll also add a general image editor, it's the same format as minimaps only with LZ77 headers.

I really don't know what he means though by "[after importing model] Then when I loaded the game the graphics were horribly broken", seeing as it's fine for everyone else. Maybe he didn't remove texture animation data or is using Test Map B - that level's always messed up. "Missing collision data" just means that particular object doesn't use collision data, so a KCL file won't be generated for it.

Arisotura
Posted on 04-30-13 08:06 PM Link | #21872
For texture repeating, perhaps the Wavefront OBJ format allows it to be specified per-material, I don't know though. A (ugly) way to reproduce mirror-repeat could be to export a texture that is the original texture repeated twice with mirroring, and have it repeat.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Fiachra
Posted on 04-30-13 08:26 PM (rev. 3 of 05-02-13 01:54 PM) Link | #21875
Posted by Mega-Mario
For texture repeating, perhaps the Wavefront OBJ format allows it to be specified per-material, I don't know though.

Definitely doesn't, I looked into that when I wrote the exporter. You could add in your own arguments that only SM64DSe would recognise (lots of other programs do this) without preventing others opening it but most people export so they can edit them in other programs.
A (ugly) way to reproduce mirror-repeat could be to export a texture that is the original texture repeated twice with mirroring, and have it repeat.

The main problem with that though is that the textures may then take up too much space or you'd have to shrink them and lose their quality to get them to still fit.

Edit:
Have added existing texture editor. You can export existing textures and replace them with new ones (can be different size). Open the Model Importer as usual and click "Edit Existing Textures".

src: You asked about changing a Goomba's texture without affecting animation - you can do that now.

Crashdance22
Posted on 05-04-13 12:43 AM (rev. 3 of 05-04-13 01:13 AM) Link | #21971
First of all thanks MM for mentioning this to Fiachra! I'm the one who posted that, MM told me about Kuribo64 so I simply moved and dropped anchor here.

As for the problems I was having, basically when exporting the model from within the editor, editing the corresponding PNG file, and importing it back in the edited texture was imported successfully but the resulting model was broken. I only tried this on Toad, the result was a really huge version of the model with random textures in the tileset mapped all over him.

But man, thanks a lot for making a dedicated texture editor! I used to edit SM64 a lot about 5 years ago and swapping textures was something I did. I'll try the new build. :)

Edit: Noticed you didn't update the bin directory, can you compile those changes so I can test it?

Also would it be possible to scale objects? Does that property even exist?

Fiachra
Posted on 05-04-13 08:54 AM Link | #21975
You're welcome :)

The object models are huge, they're scaled down a lot in the game, that's why they're so big when you export them. The reason the textures don't export properly is because BMD supports texture options that OBJ doesn't.
When you're reimporting objects, eg. Toad, select the object and "Replace model". Use the scale option in the model importer to make the model the correct size (for most objects use 0.008 - see ObjectRenederer.cs for list (level models use 1)) and click Import. It should import it back in at the correct scale for that object (scale *= (1 / object scale)). To change an object's or any model's scale, simply play around with the Scale value.

The bin directory doesn't really be updated, I only updated it recently because I was already adding a new file from that folder. You'll need Visual Studio 2010 - the Express edition's free and an SVN client, such as TortoiseSVN. Use TortoiseSVN to checkout the code from:
http://sm64dse.googlecode.com/svn/trunk/

Open the project in VS2010 and you can compile and run it from there.

Crashdance22
Posted on 05-04-13 03:04 PM (rev. 3 of 05-04-13 03:20 PM) Link | #21978
Ok I'll try that. And speaking of texture size, can higher res textures be imported? If so what's an acceptable size change? Does using the HLE OpenGL renderer mean the VRAM of the DS can be extended beyond what was originally available?

Fiachra
Posted on 05-04-13 03:29 PM Link | #21979
Posted by Crashdance22
Ok I'll try that. And speaking of texture size, can higher res textures be imported? If so what's an acceptable size change?

You can import higher textures. There's set size for the maximum resolution, it's different for each model. If it's a large model with lots of other faces you probably can't increase them by that much, but the paintings, for example could probably use 512x512 or larger. The last level I made used 1 8x8, 2 16x16, 1 32x32, 2 32x64 and 4 64x64 - anything more crashed it. You just have to experiment, when the game crashes, they're too high quality!
Does using the HLE OpenGL renderer mean the VRAM of the DS can be extended beyond what was originally available?

No, an emulator tries to act as close as it can to the original hardware. It's probably possible to change an emulator to allow more VRAM but then it wouldn't be emulating a DS properly and the game wouldn't play on the actual hardware.

Crashdance22
Posted on 05-04-13 03:40 PM (rev. 2 of 05-04-13 03:42 PM) Link | #21980
How exactly do I use the model importer? It seems to get to it I have to try and replace a model, and I'm not wanting to change any of the models just edit existing textures.

Fiachra
Posted on 05-04-13 03:49 PM Link | #21981
Posted by Crashdance22
How exactly do I use the model importer? It seems to get to it I have to try and replace a model, and I'm not wanting to change any of the models just edit existing textures.

Just pick any OBJ model, as long as you don't press "Import" it won't be used. Once it's open click "Edit Existing Textures" in the bottom left corner.
I'm going to remove having to chooose a model to open it.

Crashdance22
Posted on 05-05-13 12:26 AM (rev. 2 of 05-05-13 12:27 AM) Link | #22004
The editor works great! But I ran into a couple of small issues. After replacing a texture and re-loading the level, several objects are either incorrect or slightly out of place. Restarting the editor fixes this and it correctly reflects the changes. Also using mutiple levels of transparency in the PNG image causes the imported texture to either appear corrupted or corrupt any other textures for the object you are working with. Are texures using a single bit for transparency in-game? Not a big deal but it would be cool for gradients and to make certain objects partially transparent.

Arisotura
Posted on 05-05-13 12:29 AM Link | #22005
Textures can have more than on/off transparency. Unless Fiachra changed the code, the model importer should automatically choose an appropriate texture format when importing textures (translucent format with appropriate alpha/color depth compromise if texture is translucent, compressed format otherwise).

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Crashdance22
Posted on 05-05-13 12:38 AM Link | #22006
Also, how would I see the level geometry textures? When I go to replace the level model and view the textures all I see is the star texture.

Fiachra
Posted on 05-05-13 07:42 AM Link | #22008
I haven't changed the texture importing code at all. Does it work if you import a full model, rather than editing textures?
Open the level, click on "3D Model" along the top and then "Import model". The next revision'll have the option to browse the ROM and choose any BMD file.

Crashdance22
Posted on 05-05-13 04:33 PM (rev. 2 of 05-05-13 04:46 PM) Link | #22014
Ok I figured it out, wasn't in "model" mode. The trees still have the star texture associated with them when I try that, and is it possible to edit Mario's textures? Can't figure out how to do that. Of course if you're going to allow editing the bmd files directly then that won't matter.

[image]

[image]

Fiachra
Posted on 05-05-13 05:41 PM (rev. 2 of 05-05-13 06:22 PM) Link | #22015
Posted by Crashdance22
Ok I figured it out, wasn't in "model" mode. The trees still have the star texture associated with them when I try that, and is it possible to edit Mario's textures? Can't figure out how to do that. Of course if you're going to allow editing the bmd files directly then that won't matter.

There's a problem replacing models for coins, trees and some other objects - that'll be fixed in the next revision. With the next revision you'll be able to select Mario's model directly, at the minute you can try adding a Player object to the level and selecting "Replace Model".
I've nearly fixed the problem with NARC files becoming corrupt, so I'll commit the code when I've finished that.

EDIT:

Rev. 51 05/05/2013

- Minimap editor can now import/export most other images in game
- Fixed issue with NARC files becoming corrupt after saving (The FAT table wasn't being updated properly)
- Fixed problem with replacing models of simple objects
- Added ROM file select dialogue for browsing ROM's files - can be used when you want to let the user select a file
- Can select which BMD file to import over and removed mandatory file select for Model Importer.
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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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