Kuribo64
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04-19-24 09:42 AM
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Fiachra
Posted on 04-16-14 08:04 PM Link | #40284
The easiest thing to do might just be to use another level slot in the meantime. Then you can move it over later when we work out how to get things working properly in Castle 1st Floor.

StarLand
Posted on 04-16-14 09:33 PM Link | #40289
The easiest thing to do might just be to use another level slot in the meantime. Then you can move it over later when we work out how to get things working properly in Castle 1st Floor.


Ok, New problem: An test player have reported, if he start a new file, his Emulator is freeze

Fiachra
Posted on 04-17-14 05:57 AM Link | #40307
What emulator is he using? Try DeSmuME v 0.9.9. If you can, try it on an actual DS, if it works on a DS then it's fine.

StarLand
Posted on 04-17-14 09:13 AM Link | #40314
Posted by Fiachra
What emulator is he using? Try DeSmuME v 0.9.9. If you can, try it on an actual DS, if it works on a DS then it's fine.


We have tested it with: DeSmuMe 0.9.9, No$gba & DuoS. And my DS Emulator on my Wii (WiiDS)

Fiachra
Posted on 04-17-14 06:52 PM Link | #40333
It could be several things:
- Have you removed or renamed the texture animations?
- Are you referencing a non-existant collision type?
- How many polygons are in your model and how many/what size are your textures? One of these may be too high?
- Did you delete one of the path objects? There may still be an object referencing it.

Was it working before and then stop working? If so, what changed in between?

StarLand
Posted on 04-17-14 07:05 PM (rev. 2 of 04-17-14 07:06 PM) Link | #40336
Posted by Fiachra
It could be several things:
- Have you removed or renamed the texture animations?
- Are you referencing a non-existant collision type?
- How many polygons are in your model and how many/what size are your textures? One of these may be too high?
- Did you delete one of the path objects? There may still be an object referencing it.

Was it working before and then stop working? If so, what changed in between?


- I don't have change the Texture Animation.
- No I use the known Collisions Types.
- I don't know.
- Yes I have delete many objects.

And the Problem is started for ~2 days ago.

Fiachra
Posted on 04-17-14 07:25 PM Link | #40337
Can you send me the exported XML from your level.

StarLand
Posted on 04-17-14 07:30 PM Link | #40338
Here: http://www.mediafire.com/download/mj99kqnfw6ksn68/Inside_Castle_1st.xml

Fiachra
Posted on 04-17-14 07:47 PM Link | #40344
Posted by smirkogm
Ok, New problem: An test player have reported, if he start a new file, his Emulator is freeze


Is the problem with the Castle Grounds or the Castle 1st Floor. From this message you make it sound like it's the Castle Grounds, unless you've changed the starting level.

StarLand
Posted on 04-17-14 07:57 PM Link | #40346
Posted by FIachra
Is the problem with the Castle Grounds or the Castle 1st Floor. From this message you make it sound like it's the Castle Grounds, unless you've changed the starting level.


I don't know. The Error is if he start a new file (Test player)

Fiachra
Posted on 04-18-14 08:29 AM Link | #40376
You need to find out, otherwise people can't help you. Exactly what level causes it? What emulator is he using? Does it work for you?

StarLand
Posted on 04-18-14 08:30 AM Link | #40377
Posted by Fiachra
You need to find out, otherwise people can't help you. Exactly what level causes it? What emulator is he using? Does it work for you?


DeSmuMe, No$gba, DuoS & WiiDS. All the Emulators freeze in the new file. (black screen)

Fiachra
Posted on 04-18-14 09:23 AM Link | #40378
Try applying the 'Additional Patch' to remove the starting introduction. You've probably removed objects that are needed for that to work.

StarLand
Posted on 04-18-14 11:48 AM Link | #40388
Posted by Fiachra
Try applying the 'Additional Patch' to remove the starting introduction. You've probably removed objects that are needed for that to work.


I have add an Aditional Patch (Skip Intro). bute the screen is white & is freeze

Fiachra
Posted on 04-18-14 12:04 PM Link | #40389
Delete the old save file that your emulator uses, for DeSmuME this is in the Battery/ folder and ends with .dsv.

skawo
Posted on 04-18-14 01:44 PM Link | #40392
I think the opening level may also need to have some banks set up the way they are originally for the ending cutscene.

Fiachra
Posted on 04-18-14 02:11 PM Link | #40393
Also, if you've changed the bank settings, check that you've removed any objects under the stars other than 1 ie. check there are not incompatible objects under Star 2, 3 etc.

SuperMario64DS
Posted on 05-06-14 04:43 AM (rev. 2 of 05-06-14 04:55 AM) Link | #41019
Just a simple question - Is there any known Poly limit for this game?

I've heard Mario Kart DS begins to slow down around 5,000 (Course only, not considering Characters or objects). What limit does this game propose exactly?

And I might as well seize the opportunity for another question: Has anyone figured out the values for cull & such, and are there any decent documentations of the model format I can look at? One running issue I've had is with culling, I need it.

Fiachra
Posted on 05-06-14 11:40 AM Link | #41031
Posted by SuperMario64DS
Just a simple question - Is there any known Poly limit for this game?

I've heard Mario Kart DS begins to slow down around 5,000 (Course only, not considering Characters or objects). What limit does this game propose exactly?

This has been asked a lot already. The polygon limit for a fully textured model is around 5000 polygons with a collision map of around 4200 faces. The amount / size of textures will affect how many you can have, have a look at the textures used by Nintendo to get an idea of what can be used. Having a less detailed collision map will let you have a higher polygon count.

Posted by SuperMario64DS
And I might as well seize the opportunity for another question: Has anyone figured out the values for cull & such, and are there any decent documentations of the model format I can look at? One running issue I've had is with culling, I need it.

All documentation here or here.

SuperMario64DS
Posted on 05-08-14 02:55 PM (rev. 3 of 05-08-14 03:03 PM) Link | #41103
Next question - Just something general:

Is it absolutely impossible to replace the castle grounds model with another? If I recall correctly, SM64 had the same issue. I've tried on multiple occasions to replace the model (Even re-importing the original model), and the game won't operate past the level select screen.


[image]

It works just fine over any other level, but not the castle grounds. I will note that I modelled that entire level by eyeballing the original, and managed to do so around the SM64DS castle so it's shape remains more or less the same, and everything from the original is in the same position. The entire thing sit around 2.9k in triangles and contains around 12 textures presently. Still very incomplete, I believe I amied too low complexity wise. (The editor also seems to both export and import mapping inverted)

Impossible endeavour?
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here Hide post layouts | New reply

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