Posted by Crashdance22Where in the display list would I specify 0x14? Or is it more involved than that? Either way I'll probably just wait for Fiachra to implement bone editing.
You can not simply add something to a display list, since it's packet.
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12-06-24 08:57 PM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 3 bots |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
Nintega Dario |
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Crashdance22 |
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Normal user Level: 24 Posts: 32/112 EXP: 77134 Next: 991 Since: 05-04-13 Last post: 3118 days ago Last view: 2360 days ago |
BMD bone scale and rotation parameters are showing up in the editor but are being ignored in-game. Does not matter if the bone is a child, parent, or if it has siblings. Do we know why these are being ignored?
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BlackYoshi485 |
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Member Banned for being an idiot. Level: 25 Posts: 12/123 EXP: 87950 Next: 1670 Since: 07-21-13 From: Under a rock Last post: 3553 days ago Last view: 2269 days ago |
I need the collision parameters.
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Crashdance22 |
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Normal user Level: 24 Posts: 33/112 EXP: 77134 Next: 991 Since: 05-04-13 Last post: 3118 days ago Last view: 2360 days ago |
What collision parameters? I didn't modify the collision file. |
Fiachra |
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Local moderator Level: 65 Posts: 174/1065 EXP: 2298607 Next: 37021 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
Posted by CrashDance22 They're just not used by the game. You'll just have to import a rotated or scaled texture. Posted by BlackYoshi485 If you're talking about the 'Drop faces below' value when importing a model, 0 should be fine for most. Setting it above zero removes very small faces that may not need collision data, eg. in a detailed statue. |
Crashdance22 |
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Normal user Level: 24 Posts: 34/112 EXP: 77134 Next: 991 Since: 05-04-13 Last post: 3118 days ago Last view: 2360 days ago |
Then how did MM figure out what those bytes were for? Is the format used for other games? |
Fiachra |
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Local moderator Level: 65 Posts: 175/1065 EXP: 2298607 Next: 37021 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
They're used in the emulator, I think.
He had tried changing the scale values so you didn't get glitches with loads of tiling but that only worked on emulators. No, this format isn't used anywhere else, it's likely an early version of the now standard NSBMD format. |
Crashdance22 |
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Normal user Level: 24 Posts: 35/112 EXP: 77134 Next: 991 Since: 05-04-13 Last post: 3118 days ago Last view: 2360 days ago |
Well I tried this with DeSmuME, are they known to work in other emulators? |
Nintega Dario |
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Crashdance22 |
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Normal user Level: 24 Posts: 42/112 EXP: 77134 Next: 991 Since: 05-04-13 Last post: 3118 days ago Last view: 2360 days ago |
I tried no$gba and the same result. So it's not a weird bug with DeSmuME. Of course I would be testing this on real hardware but I don't have a flash cart. But I'm curious to know under what circumstances MM got these parameters to work. Something had to be observed or he couldn't have documented the bones section in the first place. |
Crashdance22 |
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Normal user Level: 24 Posts: 43/112 EXP: 77134 Next: 991 Since: 05-04-13 Last post: 3118 days ago Last view: 2360 days ago |
Also noticed something else odd. I replaced the rail texture on the castle first floor and it ended up with inverted colors in game. It looks fine in the editor. I looked at the raw texture and palette data and those appear to be ok. Is there a parameter that would cause it to be represented this way? To preserve transparency I imported it into the editor as an RGB texture instead of indexed. It does use multiple levels of transparency for a gradient effect. I've had some success with gradients before. |
Fiachra |
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Local moderator Level: 65 Posts: 176/1065 EXP: 2298607 Next: 37021 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
No. Are you ticking the box 'New Palette'? That doesn't seem to work properly in-game but does in the editor. |
Crashdance22 |
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Normal user Level: 24 Posts: 44/112 EXP: 77134 Next: 991 Since: 05-04-13 Last post: 3118 days ago Last view: 2360 days ago |
After closer inspection the texture isn't really inverted, the white areas actually show up as black. I'm running the lastest compiled binary from the Google Code page. The import works if I use an indexed PNG file but I obviously lose the transparency gradient that way.
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Fiachra |
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Local moderator Level: 65 Posts: 177/1065 EXP: 2298607 Next: 37021 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
What's wrong with the first image?
Can you post the image? |
Crashdance22 |
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Normal user Level: 24 Posts: 45/112 EXP: 77134 Next: 991 Since: 05-04-13 Last post: 3118 days ago Last view: 2360 days ago |
Nothing is wrong in the first picture, that's how it appears in the editor. I'll attach the image when I get to my PC.
Edit: Here it is, in its exact form (hashes match). I found another "bug"... if I replace the wall sign texture (kanban) and then proceed to replace any other texture in the level the white pixels in the sign texture turn blue, green, etc. This only happens with the edited ROM I have been retexturing, Doesn't happen with a clean NTSC ROM. Here's a PPF patch if you want to look into it. And I now realize that the PPF format sucks, the patch is even bigger than my 16MB ROM file. Any suggestions? http://www.mediafire.com/download/d7vs8kgxk709311/Edited_ROM.ppf Also, if I replace any of the castle painting textures using "new palette" I get this in game, fine in editor: |
Fiachra |
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Local moderator Level: 65 Posts: 178/1065 EXP: 2298607 Next: 37021 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
I have no idea why the texture replacing sometimes doesn't work (eg. US trees but not European ones), definitely something wrong.
I'm currently working on getting importing and exporting bones working so you can edit models such as the character and enemy ones and re-import them to work as before (exporting's done). Then I'll be adding support for Collada DAE model (vertex colours). I'm also working on a level for my own hack so it may be a while before I get a chance, unfortunately. New palette was enabled by accident, it never worked properly and will be disabled again next revision. For patching, xdelta is the main patching tool used for ROM hacking. The sizes tend to be very small, this patch would've been between 1 and 2 MB at most. |
Crashdance22 |
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Normal user Level: 24 Posts: 46/112 EXP: 77134 Next: 991 Since: 05-04-13 Last post: 3118 days ago Last view: 2360 days ago |
Well I forgot to mention that when the sign texture messed up the BMD file did not change, but the fact that it shows up fine in the editor suggests this anyway. I'm thinking it may be a palette pointer issue, perhaps an interger overflow or something as a result of importing other textures?
As for the bones, that sounds awesome but I haven't had any luck editing the bones myself. MM had to document the results somehow, you mentioned the bone params don't appear to be used by the game engine. Unless you are wanting to allow other things not involving the params such as adding or removing bones, etc? |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 1701/9047 EXP: 57980058 Next: 955623 Since: 07-03-12 From: in a box Last post: 40 days ago Last view: 3 days ago |
Bone rotation/scale/translate are only used if the display lists contain matrix restore commands (0x14) that refer to them.
As for texturing, I already noticed some similar ingame-only issues. See the Block Fort model I showed up in my videos: the blocks are red, blue, yellow and yellow, which is wrong. One of them is supposed to be green. It shows up as green in the editor, but ingame it's yellow. We need to find out how textures are allocated and all that shit. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Crashdance22 |
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Normal user Level: 24 Posts: 47/112 EXP: 77134 Next: 991 Since: 05-04-13 Last post: 3118 days ago Last view: 2360 days ago |
Where in the display list would I specify 0x14? Or is it more involved than that? Either way I'll probably just wait for Fiachra to implement bone editing. |
Gericom |
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Member Normal user Level: 16 Posts: 39/40 EXP: 17036 Next: 3220 Since: 07-07-12 Last post: 4088 days ago Last view: 3931 days ago |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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