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Fiachra
Posted on 07-18-14 06:39 PM (rev. 3 of 07-18-14 07:08 PM) Link | #44446
Posted by Parashoe
I believe I am close to successfully importing a model into the game full with vertex colors and all. I'm able to import my Blender model and it appears correctly (- UV) in the level editor, however it does not appear at all in the game, but the collisions imported and work. The issue may have to do with my model, Blenders UV/texture system is super confusing for me, but I have no clue what. But it's weird it appears in the editor and not the game.

[image][image]
Also I'm still unable to import my model created in Wings 3D, you said you were able to, do you remember the scale? Again, I don't get errors but it's just void after importing the model.
Posted by Fiachra
That inverted UV problem has always been there. It's not just a case of flipping the images on export because not all of them require it.

Will this be fixed in the future? Can I do anything about it until it is? Is it just a matter of rotating or flipping the texture files before import? I'm a little confused with this.
...UI became weird...

Can you send me the model that doesn't appear in the game? Saw your edit.

When I import your Wings3D model you sent sent me it appears normally at scale 1. Can you check that your XML is properly "pretty printed", specifically can you check that <vcount> and <p> elements don't appear on the same line.

Yeah, you should just vertically flip (not rotate 180 deg.) your images for importing. Irfanview has a batch conversion feature that'll do this easily and quickly.

By "UI became weird" are you referring to object models within the levels?

EDIT:
In your model you have three top-level nodes for geometry under <library_visual_scenes>. This means that each chunk of geometry will be a "root" bone in the BMD model. These root bones are used to define areas within levels and only one will be shown at a time. In your model two of the nodes are empty.

In theory, adding a door that goes from area 0 to area 1 would display your model as it currently is set up, however there's an issue I haven't yet been able to fix that means this isn't working right.

This handling of the nodes within DAE is deliberate as it's important to maintain the bone hierarchy for skinned and animated models.

To fix your issue, you can either:
- ensure that your model is made up of only one object
- have your objects in hierarchy with only one root object (overly complex for this scenario)
- use the "Extended OBJ" plugin for Blender (you'll find it in the SMG forums) that lets you export OBJ models with vertex colours which SM64DS supports. OBJ models' bones are by default given a recursive parent-child relationship unless overridden.

Option 1 or 3 are the easiest.

StarLand
Posted on 07-19-14 04:30 PM (rev. 2 of 07-19-14 06:13 PM) Link | #44509
Is it possible to dublicate/add bmd, bca etc. files in a nds rom?

Example:

Original:

vr1.bmd = Sea
vr2.bmd = Sky
vr3.bmd = Cloudy sky
vr4.bmd = Snowy mountain
vr5.bmd = Hounted forest
vr6.bmd = Desert
vr7.bmd = Flamming sky
vr8.bmd = Underwater city
vr9.bmd = Foggy forest
vr10.bmd = Bowser in the dark world
vr11.bmd = Bowser in the sky

After:

vr1.bmd = Sea
vr2.bmd = Sky
vr3.bmd = Cloudy sky
vr4.bmd = Snowy mountain
vr5.bmd = Hounted forest
vr6.bmd = Desert
vr7.bmd = Flamming sky
vr8.bmd = Underwater city
vr9.bmd = Foggy forest
vr10.bmd = Bowser in the dark world
vr11.bmd = Bowser in the sky
vr12.bmd = Added
vr13.bmd = Added
vr14.bmd = Added

edit:

If I import a course in whomps fortress and play with DeSmuMe the screen remains white (after the go in).
I have tested with each model.

Stomatol
Posted on 07-19-14 06:15 PM Link | #44514
You have to remove texture animations.

StarLand
Posted on 07-19-14 06:25 PM Link | #44515
Posted by Stomatol
You have to remove texture animations.


Nope, I have removed. But my Model don't have collision.
As import collision: Zero.

Stomatol
Posted on 07-19-14 06:40 PM Link | #44516
That's because collision 0 in Whomp's Fortress is the death floor collision. You need to open the CLPS editor and change the first row to solid.

Fiachra
Posted on 07-19-14 06:55 PM (rev. 2 of 07-19-14 06:58 PM) Link | #44517
Posted by StarLand
Is it possible to dublicate/add bmd, bca etc. files in a nds rom?

Example:
...
vr12.bmd = Added
vr13.bmd = Added
vr14.bmd = Added

Not with the editor at the minute. You would need to find a tool that lets you insert new files into the Nitro file system without corrupting the ROM (I don't know of any) and then you would need to edit overlay 0 to include your new file in the list of files SM64DS recognises (I don't have any information on how to do this). To add another sky box would require further assembly research and hacking; I would guess that there's a table somewhere with the file ID's of the skyboxes that the game looks up, you would likely need to create a new table somewhere else where there's more room and point the game to use it instead.
Posted by StarLand
If I import a course in whomps fortress and play with DeSmuMe the screen remains white (after the go in).
I have tested with each model.

You're asking this same question once a week. Read the first post in this thread.

Parashoe
Posted on 07-20-14 01:39 AM (rev. 4 of 07-20-14 02:16 AM) Link | #44533
Well I finally successfully imported the model into the game! Thank you so much Fiachra you're a great hacker/developer and on other forums I rarely receive any help to the extent I've got here.
I was taking a look at the official game models and have some questions on shading, is shading "built into" the model or does the game handle this in some way. What I think is going on is shading is applied as vertex colors using a technique called baking. Is this correct? Also does the game support two separate UV maps per face live said on this post: http://blenderartists.org/forum/archive/index.php/t-90842.html? or maybe what they are saying does not apply to me and I have no idea what I am talking about :).
Can anyone explain good lighting in the game? even when I know how to apply it how do I make it look good, what did Nintendo do to there models? Do I just make lamps in Blender and somehow "bake" them to my model or is there another technique which analyses my model and bakes vertex colors accordingly so that everything is visible yet shaded? I want my final project to have models which are both good in quality and as close to how Nintendo would have created them. This is for anyone to answer.

I also have some suggestions for the editor which I don't think have been cover. I could definitely benefit a "snap to KCL" function for objects, paths, warps. Example: the y position of a path node matches the y position of the level's KCL at the same X and Z, an offset input for this command would be good as-well especially with objects origins not being centered to the bottom (correct me here if I am wrong). Align and Distribute functions for objects, paths, warps would be awesome. A default ROM to open or keeping the saved directory different for general files(like models or textures) and ROMS. Multiple 3D views in the level editor would be helpful. Also I think the KCL and BMD editors should be merged, especially for the level specific one. These are just suggestions I believe would be helpful to modders on the creative end of things. I realize programming them in aren't as easy as it sounds and respect that this is your free time, so please don't feel pressured by what I say.

EDIT:

Posted by Fiachra
By "UI became weird" are you referring to object models within the levels?

I have not encountered this issue again but if I do I'll post it with images. If memory serves me correctly: the buttons on the left top area displayed every button from all the edit modes regardless of what edit mode was selected, the structured viewer however still worked and changed with the edit mode, the 3D view displayed nothing. Thats probably not completely accurate to what happened, but that sums up everything I can remember from it.

Can anyone give me details about how views work and how I should use them in my courses?

StarLand
Posted on 07-20-14 12:26 PM Link | #44548
Almost some model have problems with the collsion also the models are cutted.


[thumbnail][thumbnail]

Stomatol
Posted on 07-20-14 12:28 PM Link | #44549
You need to triangulate your model when you export.

StarLand
Posted on 07-20-14 01:01 PM Link | #44551
I have use the triangulate plugin. Is it right?

[thumbnail]

Stomatol
Posted on 07-20-14 01:31 PM Link | #44552
Yep, should work

Fiachra
Posted on 07-20-14 02:10 PM (rev. 2 of 07-20-14 04:23 PM) Link | #44554
Posted by Parashoe
...
I was taking a look at the official game models and have some questions on shading, is shading "built into" the model or does the game handle this in some way. What I think is going on is shading is applied as vertex colors using a technique called baking. Is this correct? Also does the game support two separate UV maps per face live said on this post: http://blenderartists.org/forum/archive/index.php/t-90842.html? or maybe what they are saying does not apply to me and I have no idea what I am talking about :).

You are correct, the game handles lighting by baking it into the model's vertex colours. No, the game only supports one texture per face. Trying to use lightmapping would be a bad idea anyway as it would double the amount of textures being used and the DS' texture memory is very limited.

Can anyone explain good lighting in the game? even when I know how to apply it how do I make it look good, what did Nintendo do to there models? Do I just make lamps in Blender and somehow "bake" them to my model or is there another technique which analyses my model and bakes vertex colors accordingly so that everything is visible yet shaded? I want my final project to have models which are both good in quality and as close to how Nintendo would have created them. This is for anyone to answer.

For Blender, there's a feature called "Dirty Vertex Colour". This post explains how to use it. It's quite basic but is easy to use and gives good results. Nintendo likely would have used something more complex such as 3DS Max's 'Radiosity' feature. I would just stick with this though for simplicity.
...I could definitely benefit a "snap to KCL" function for objects, paths, warps. Example: the y position of a path node matches the y position of the level's KCL at the same X and Z, an offset input for this command would be good as-well especially with objects origins not being centered to the bottom (correct me here if I am wrong).

This may not be too complicated, if you read the KCL as described here in section 4, simply keep in/decreasing Y until it's colliding. Objects' origins are actually at the bottom of the models, so an offset probably wouldn't be needed. Will try to add sometime.

Align and Distribute functions for objects, paths, warps would be awesome.

Will try to add sometime, shouldn't be too hard, will require support for multiple object selection first.

A default ROM to open or keeping the saved directory different for general files(like models or textures) and ROMS.

A default ROM or ROM directory wouldn't be a good idea seeing as the editor can't come with a ROM provided and everyone's folder structure and file locations are different. It's better to let the user choose the folder.

Multiple 3D views in the level editor would be helpful.

It would probably just be easier to implement shortcut keys to change the view like Blender's numpad shortcuts.

Also I think the KCL and BMD editors should be merged, especially for the level specific one.
I think that would just make it too cluttered. I prefer having different interfaces for such distinct features.

Edit:
Just be aware though, my main priority at the minute is finishing my SMS64DS hack, then it'll be refactoring/rewriting the BMD and KCL importing code regarding the loading of models (too much duplication, DAE loading is too complex). After that I'll be able to look at the above features.

StarLand
Posted on 07-23-14 10:09 AM (rev. 2 of 07-23-14 10:12 AM) Link | #44688
Same problem, all of my models have no collision. And in the KCL editor looks my model tattered.


Fiachra
Posted on 07-23-14 04:45 PM Link | #44695
Yet again, not a bug. The collision type 0 in Whomp's Fortress is the "death floor". Either import your collision map with a solid collision type or change type 0 to be solid. If your collision map is "tattered" it's because your model wasn't triangulated.

Celestial
Posted on 07-23-14 04:48 PM Link | #44696
How do you edit the door textures? More specifically, the Bowser door (Red door with the big star on it)?

Fiachra
Posted on 07-23-14 06:33 PM (rev. 2 of 07-23-14 06:34 PM) Link | #44698
'Edit Level' > 'Import Other Model' > "data/normal_obj/stargate/obj_stargate.bmd" > 'Texture and BTP Editor'

You'll find the BMD model file for most objects here.

Celestial
Posted on 07-23-14 06:39 PM Link | #44700
Posted by Fiachra
'Edit Level' > 'Import Other Model' > "data/normal_obj/stargate/obj_stargate.bmd" > 'Texture and BTP Editor'

You'll find the BMD model file for most objects here.

Thank you. I found a texture from OoT I want to use as the bowser door and I couldn't find it...

NoThisIsStupider
Posted on 07-27-14 04:25 PM Link | #44911
So I just read through all the post's that have been recently posted to see If I could read anything useful, discovered why Whomp's fortress hates me and kills Mario when I enter. Thanks.

____________________
Switch on latest firm happily playing Smash daily
PC with an i7-4790K, RX480, 16GB ram
Various other consoles that are hardly used due to emulation existing

StarLand
Posted on 07-28-14 08:58 PM Link | #44979
Posted by StarLand
Same problem, all of my models have no collision. And in the KCL editor looks my model tattered.



I still need help with this problem.

NoThisIsStupider
Posted on 07-30-14 01:45 PM Link | #45055
When importing your model, you'll see a table of the names of the textures on your model and a bunch of the number 0 beside the texture names. Replace the 0's with 1's and your good to go.

____________________
Switch on latest firm happily playing Smash daily
PC with an i7-4790K, RX480, 16GB ram
Various other consoles that are hardly used due to emulation existing
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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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