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04-27-24 07:03 AM |
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0 users reading Wario Land DS | 1 bot |
Main - General SM64DS hacking - Wario Land DS | Hide post layouts | New reply |
src |
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Normal user Level: 9 Posts: 1/12 EXP: 2669 Next: 493 Since: 01-11-13 Last post: 4016 days ago Last view: 3115 days ago |
Hello! I'm interested in making a Wario Land-themed SM64DS project. Skelux inspired me with his videos about replacing coins with carrots. If it's possible, I would like to edit Goombas and other objects to look like enemies from the Wario Land games. Can I replace the Star model with some other treasure like a Gameboy or NES?
I made a model of Kitchen Island last night, but the OBJ exporter in Sketchup won't let me export it. I ended up making an OBJ through Blender, but I keep getting errors when I try to upload the model into the stage Bob-Omb Battlefield. Does anyone know how I can optimize the model? |
Fiachra |
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Local moderator Level: 65 Posts: 100/1065 EXP: 2239090 Next: 96538 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
Welcome to Kuribo64
Yes you can - in the level editor, select an object and click on the button "Replace Model". What errors are you getting? Each model is different, but generally 4500 - 4800 is the number of faces you can use. In what way are you trying to optimise it? Your model doesn't look like it has a very high poly count, so it's probably to do with your textures. What sort of sizes are they? |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 1259/9020 EXP: 56281443 Next: 206201 Since: 07-03-12 From: in a box Last post: 1 day ago Last view: 1 day ago |
src |
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Normal user Level: 9 Posts: 2/12 EXP: 2669 Next: 493 Since: 01-11-13 Last post: 4016 days ago Last view: 3115 days ago |
Thank you for your help, and for your work on the editor!
I ended up having to re-draw all the faces and it finally worked. The textures I'm using are exported from levels in the game -- I was using the original levels for scale reference because I wasn't sure of the limits. Do I have to include a King Bob-Omb fight and Koopa the Quick race in order to get their stars, or are levels free to have their "goal" star anywhere? |
Fiachra |
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Local moderator Level: 65 Posts: 101/1065 EXP: 2239090 Next: 96538 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
Posted by src No, you can put the stars wherever you want. I don't think anyone has got King Bob-Omb to work in an imported level any way. You can still use Koopa the Quick if you want and set his path. When importing textures, you should make sure to set their mode to Indexed so their colour looks right. You may also see a transparent border if their size isn't 8, 16, 32, 64... Also if a texture is just one colour, eg grass, it's much better to use a material colour instead of an image, it won't affect the number of faces you can have and means other textures can be higher quality. |
src |
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Normal user Level: 9 Posts: 3/12 EXP: 2669 Next: 493 Since: 01-11-13 Last post: 4016 days ago Last view: 3115 days ago |
Cool. I've never been good with textures/uv mapping. That transparent border effect kept me from working on this project for a long time. That, and Yoshi sometimes gets stuck in the ground when the level starts so he can't run or jump. I've tried adjusting the entrance warp, but the issue comes and goes.
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Fiachra |
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Local moderator Level: 65 Posts: 102/1065 EXP: 2239090 Next: 96538 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
Posted by src Sounds like there are small holes in your level that he's falling through. This could be a face facing the wrong direction or because you have it set to remove very small faces - when importing try changing "Drop faces below:" to either 0.0005 or 0. Or it could be there are just gaps between faces, particularly "t-vertices" type areas. |
Skelux |
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Banned Level: 28 Posts: 69/148 EXP: 116255 Next: 15083 Since: 11-27-12 Last post: 3624 days ago Last view: 2084 days ago |
Looks great so far, It reminds me that I was considering a 3D remake of Mario Land 2 for DS after SMSRDS is complete. I'd stretch that water out to twice the length of the map to strengthen the adventurous sensation, cut the water up into smaller squares though or there will be texture pixelation. |
src |
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Normal user Level: 9 Posts: 4/12 EXP: 2669 Next: 493 Since: 01-11-13 Last post: 4016 days ago Last view: 3115 days ago |
Thanks for your help, guys. I re-oriented all the faces and closed all the gaps so it works properly. The water now extends out a full map length in each direction. I'm thinking I should add a transparent skybox to keep from fall off the edge of the ocean.
What is the resolution setting for the minimap? I made a 128x128 pixel bitmap image, but I get two errors: The size and resolution don't match the original image, and that the image is too big for the array. |
Fiachra |
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Local moderator Level: 65 Posts: 103/1065 EXP: 2239090 Next: 96538 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
Most minimaps use 128x128, it should tell you in the top right corner. The image also needs to have a maximum of 256 colours. If you have Photoshop, Image>Mode>Indexed will fix that. Gimp will let you too. |
src |
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Normal user Level: 9 Posts: 5/12 EXP: 2669 Next: 493 Since: 01-11-13 Last post: 4016 days ago Last view: 3115 days ago |
Okay! The minimap works when I use photoshop.
What are the all the KCL assignments? (Water, lava, sand, ice, etc.) I tried replacing the Star model with a NES (scaled to proportion), but the level doesn't boot up. I completely started a new file, placed a Star model into the castlegrounds, and it worked. Then I replaced the Star with the NES and it crashed. :/ |
Fiachra |
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Local moderator Level: 65 Posts: 104/1065 EXP: 2239090 Next: 96538 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
Posted by src It's different for every level, but with the newest version you can copy the collision assignments from one level into another so that they're all the same. If you want those 4 together however, you'll have to work out what each is and manually copy that entry into another level. If you're using Blender, to make it easier to find the water faces, select all the ones that should be water, export them to OBJ and then reimport them. Now they'll be at the top of the list of faces.
Probably the animation is causing it to crash. Download NSMBe and open the ROM with it. Find the animation files (.bca) for the star, /ARCHIVE/arc0/data/normal_obj/obj_star_wait.bca, obj_star_get.bca, obj_star_swim_get.bca, obj_star_open.bca and click on "LZ Decompress With Header", followed by "Hex Edit". Replace the first 8 bytes with zeroes (16 zeroes) and click "Save". |
src |
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Normal user Level: 9 Posts: 6/12 EXP: 2669 Next: 493 Since: 01-11-13 Last post: 4016 days ago Last view: 3115 days ago |
I was wondering about animations. Will messing with the star animation impact the title screen? I probably shouldn't mess with it right now anyway.
If I edit the textures of a Goomba to look like Gooms, will the animations for the Goomba still work? There are a lot of enemies that could be modified just slightly and they would look like they belong in Wario Land. Likewise, would Bob-omb buddies and Toad be able to talk if I replaced their models? How about the Koopa shell? It would be awesome to replace that with Wario's car. Now that I think about it... is there a way to give Wario the powers of other characters: inflating, invisibility, spitting fire, the wing cap? Sorry for all the questions, but my mind is racing with all the possibilities. |
Fiachra |
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Local moderator Level: 65 Posts: 105/1065 EXP: 2239090 Next: 96538 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
Posted by src No, those animations are different than the ones used for stars within the game/
No, when models are re-imported they lose the separate bones used for animation, so the animations wouldn't work.
Bob-Omb Buddies and Toad definitely do, I've tried it. The koopa shell should work as well.
Only with AR codes or some ASM hacking, but you can't patch a game to have AR codes turned on by default. |
src |
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Normal user Level: 9 Posts: 7/12 EXP: 2669 Next: 493 Since: 01-11-13 Last post: 4016 days ago Last view: 3115 days ago |
Thanks for your help!
I could not find the star_wait.bca or star_get.bca files. I found the other files and a return_star.bca. Skelux mentioned HEX editing for replacing the music for each stage, and I located the sound_data file. What do I need to do to import music? |
Fiachra |
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Local moderator Level: 65 Posts: 106/1065 EXP: 2239090 Next: 96538 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
You have double-click on arc0 within NSMBe to open it.
I don't have any experience with importing music, try the links in this thread: https://kuribo64.net/?page=thread&id=705 For changing the music that's played in each level, see the posts on this page: https://kuribo64.net/?page=thread&id=333&from=80 You'll need to be using the newest version from here: https://code.google.com/p/sm64dse/source/checkout |
src |
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Normal user Level: 9 Posts: 8/12 EXP: 2669 Next: 493 Since: 01-11-13 Last post: 4016 days ago Last view: 3115 days ago |
I found the Star animation files and put in the zeroes, but I still can't get it to work. The level editor won't even let me access any stages. Does it make a difference to remove the animations before or after replacing the model? EDIT: I think I may have compiled the source code wrong for the editor.
I just decided to spend last night working on some more levels. Here is Wario's Island from Wario Land 2, The Music Box from Wario Land 3, and the Golden Pyramid from Wario Land 4 with Wario's car & the Black Cat. |
Fiachra |
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Local moderator Level: 65 Posts: 107/1065 EXP: 2239090 Next: 96538 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
Posted by src It's not just you, it seems to happen with simple objects (coins, stars, trees). Levels look good so far! |
src |
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Normal user Level: 9 Posts: 9/12 EXP: 2669 Next: 493 Since: 01-11-13 Last post: 4016 days ago Last view: 3115 days ago |
Thanks! I was thinking about making a geosphere in Milkshape and sectioning off pieces of it to make the Globe overworld from Wario Land Shake It! Since the sphere can't rotate, I would use warps to go to the next section of the globe. Would I need to use a level that has warps to other models like the Cool, Cool Mountain slide or the inside the Volcano/Pyrmaid levels? How do the warps work exactly?
Now that I mention it, can I replace Peach's Castle Hub altogether and just make a room full of warp pipes? I'm thinking like the file selection screen from Wario Land imagined in 3D, but there would be a few rooms with star requirement doors that lead to the other games in the series just to add pacing. How exactly do I compile the code for the new updates? I have Notepad++, but I don't know coding. |
Fiachra |
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Local moderator Level: 65 Posts: 108/1065 EXP: 2239090 Next: 96538 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 111 days ago |
There are two types of warps. Teleports allow you to warp between locations inside the level, eg. in Bob-Omb Battlefield you can warp between those holes in the mountain. Level Exits allow you to warp from the current level to another level. These both can be used in any level so no, you don't need to use a level that already has them. Just select Add Warp>Add Exit and select the level and the Level Entrance you want to teleport to.
"Can I replace Peach's Castle Hub altogether and just make a room full of warp pipes?" Yes. To compile the code you'll need Visual Studio 2010 or above, the Express edition works fine and is free (here). You'll then need AnkhSVN, a plugin for VS2010 which you can download here. To open SM64DSe, follow the instructions in the above link, scroll down to "Check out a Solution from Subversion" and use: http://sm64dse.googlecode.com/svn/trunk/ as the repository address. Once it's loaded, press F5 to run. |
Main - General SM64DS hacking - Wario Land DS | Hide post layouts | New reply |
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