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Nintega Dario
(post deleted) #28842

Crashdance22
Posted on 08-10-13 09:57 PM (rev. 2 of 08-10-13 09:57 PM) Link | #29931
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?

[image]

[image]

BlackYoshi485
Posted on 08-10-13 10:39 PM Link | #29934
I need the collision parameters.

Crashdance22
Posted on 08-11-13 02:42 AM Link | #29949
What collision parameters? I didn't modify the collision file.

Fiachra
Posted on 08-11-13 07:57 PM Link | #29977
Posted by CrashDance22
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?

They're just not used by the game. You'll just have to import a rotated or scaled texture.

Posted by BlackYoshi485
I need the collision parameters.

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
Posted on 08-11-13 09:39 PM (rev. 2 of 08-11-13 11:20 PM) Link | #29983
Then how did MM figure out what those bytes were for? Is the format used for other games?

Fiachra
Posted on 08-12-13 05:43 AM Link | #30005
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
Posted on 08-12-13 11:46 AM Link | #30009
Well I tried this with DeSmuME, are they known to work in other emulators?

Nintega Dario
(post deleted) #30381

Crashdance22
Posted on 08-20-13 04:45 PM (rev. 3 of 08-20-13 04:48 PM) Link | #30517
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
Posted on 08-27-13 05:17 PM (rev. 5 of 08-27-13 11:13 PM) Link | #31002
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
Posted on 08-27-13 06:27 PM Link | #31015
No. Are you ticking the box 'New Palette'? That doesn't seem to work properly in-game but does in the editor.

Crashdance22
Posted on 08-28-13 12:48 AM Link | #31084
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.

[image]

[image]

Fiachra
Posted on 08-28-13 06:01 PM Link | #31196
What's wrong with the first image?
Can you post the image?

Crashdance22
Posted on 08-28-13 08:16 PM (rev. 4 of 08-29-13 03:21 PM) Link | #31234
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).

[image]

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:

[image]

Fiachra
Posted on 08-29-13 07:17 PM Link | #31334
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
Posted on 08-29-13 08:49 PM Link | #31345
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
Posted on 08-31-13 01:01 PM (rev. 2 of 08-31-13 01:02 PM) Link | #31461
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

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Crashdance22
Posted on 08-31-13 10:50 PM Link | #31496
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
Posted on 09-01-13 07:41 AM Link | #31542
Posted by Crashdance22
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.

You can not simply add something to a display list, since it's packet.
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