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03-30-23 05:40 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 |
Jesse |
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Member Normal user Level: 52 Posts: 508/688 EXP: 1066620 Next: 17220 Since: 09-05-13 Last post: 1986 days ago Last view: 1548 days ago |
You need to delete textures and remap them. Rareware's games uses alot of textures and the nds can't handle that. also deleting polyongs might not be a bad idea either. |
PSISly |
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Normal user Level: 17 Posts: 20/58 EXP: 24328 Next: 415 Since: 12-09-14 Last post: 2134 days ago Last view: 1304 days ago |
Posted by jjesss064 To my knowledge, the model is completely un-textured upon import. |
Fiachra |
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Local moderator Level: 64 Posts: 727/1065 EXP: 2130288 Next: 83809 Since: 12-15-12 From: Ireland Last post: 1768 days ago Last view: 1746 days ago |
Posted by PSISly Yes, the plugin only dumps what's currently being rendered. What'll you'll need to do is to dump the model data at various locations in the level and then combine them together. Are you sure the textures are missing? It may be either: the diffuse colour of the material is set to black or the vertex colours have been set to black - check whether they show up after changing them to white. Posted by PSISly It shouldn't take a long time to show a preview for OBJ models (DAE is a bit slower though) - have you removed any duplicate vertices? Object mode, select all objects and then Ctrl+J to merge, Edit mode, select all, Mesh>Vertices>Remove doubles. Generating the collision map will take longer than the model, during this time it may appear that the program has frozen but it hasn't - just leave a wee minute. It shouldn't take over a minute, if it does it's probably too complex and you should simplify it. Posted by PSISly That's easy to fix. In Blender, first ensure that backface culling is turned on so that only the front face is drawn - press 'N', look under "Shading" and tick the box for "Backface culling". Usually you can just select all faces, "Mesh>Normals>Recalculate Outside" and that'll put them the right way around. Otherwise you can select individual or groups of faces and "Mesh>Normals>Flip Normals" to flip the front face. |
PSISly |
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Normal user Level: 17 Posts: 21/58 EXP: 24328 Next: 415 Since: 12-09-14 Last post: 2134 days ago Last view: 1304 days ago |
Thanks, I followed your instructions, but it still didn't fix the problem. I may try again later, but I just can't seem to get it right.
Are character hacks easier? Such as replacing the model with another? I know it involves editing bones and such, but I would definitely like to at least try and put my favorite characters in as playable ones. |
Fiachra |
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Local moderator Level: 64 Posts: 730/1065 EXP: 2130288 Next: 83809 Since: 12-15-12 From: Ireland Last post: 1768 days ago Last view: 1746 days ago |
Editing or replacing characters is more difficult than importing a level; I would really recommend that you understand the basics of importing models eg. importing a level before you try. What're the issues you're encountering? |
Mixlas |
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![]() Cheep-cheep Normal user Level: 30 ![]() Posts: 169/192 EXP: 151233 Next: 14636 Since: 05-25-14 From: Germany Last post: 1349 days ago Last view: 251 days ago |
Is there a tutorial about minimap editing on this forum? A link would be nice ![]() |
Fiachra |
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Local moderator Level: 64 Posts: 732/1065 EXP: 2130288 Next: 83809 Since: 12-15-12 From: Ireland Last post: 1768 days ago Last view: 1746 days ago |
Posted by macdachs Unfortunately there's not, it does need one though - I'll try and add one at the weekend. |
Russmarrs2 |
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Normal user Level: 24 ![]() Posts: 73/123 EXP: 75984 Next: 2141 Since: 10-01-14 Last post: 1939 days ago Last view: 560 days ago |
Hey, I was replacing Wario's head model and it worked, and then I replaced his body model on a rom where his head wasn't replaced and it worked, but then I tried replacing his head and body in the same rom and the game crashed. Do you think this could be because the DAE file of the body may have something that make's it crash when the head is also replaced? Here's the dae: https://www.mediafire.com/?07k4n759w19jcum |
Parashoe |
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Member Normal user Level: 12 ![]() Posts: 18/24 EXP: 6634 Next: 1287 Since: 07-11-14 Last post: 2640 days ago Last view: 2602 days ago |
Hello all, I have not entered the forums in quite awhile and am looking for some help/advice/explanation. I'm trying to export models from the game using the SM64DS editor, importing them into blender for editing and some rendering as well as re-importing them back into the game. The problem for me occurs when importing the models into blender. All the meshes and bones are intact however materials/textures seem very out-of-order. When rendering the model the textures appear with non-exsistant UV mapping. Under 3D editor, when in texture viewpoint shading, no texture appears at all.
All exported .dae seems to be fully intact as when I load them into Noesis viewer everything appears with the UV mapping. I am pretty ignorant when it comes to anything 3D oriented, so it would be nice to have explanations along with any procedures given to resolve the problem. Thank You in advance. Edit: I solved my own problem. The UV mapping is importing almost properly, however the y-axis must be flipped for whatever reason. This problem is solved by simply setting a texture's Y-axis size to -1 under mapping. I wonder why blender did not pick this up automatically unlike Noesis did? Not a huge problem however. As for textures not appearing in texture mode, that was simple ignorance on my part not applying the textures ![]() Thanks all. |
Fiachra |
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Local moderator Level: 64 Posts: 735/1065 EXP: 2130288 Next: 83809 Since: 12-15-12 From: Ireland Last post: 1768 days ago Last view: 1746 days ago |
Posted by Russmarrs2 It could be that your textures are too high quality, you can get away with it when they're separate but when combined goes over the limit. Can you try reducing the texture sizes? |
Russmarrs2 |
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Normal user Level: 24 ![]() Posts: 74/123 EXP: 75984 Next: 2141 Since: 10-01-14 Last post: 1939 days ago Last view: 560 days ago |
I tried giving them both Wario's textures to see if the textures were the problem but it still froze. Maybe the model has too many triangles, I'll have to see if I can replace the body with a lower poly body and replace the head at the same time, although I'm not sure if it'd work or not. |
Lite Dash |
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Member Account likely fucked. Password scrambled for security. Level: 13 Posts: 3/32 EXP: 9823 Next: 444 Since: 03-07-15 From: The Deepest Depths of Hell Last post: 2899 days ago Last view: 2889 days ago |
How do you import custom textures on the stage and stage platforms?
Also, how can I remove stuff like the bushes on the left side of the Castle Grounds? ____________________ 3DS FC: "Lite Dash" (1478 - 6066 - 8456) Playing: Super Mario 3D Land Progress: Complete Death toll: who's counting anymore... - Lives: crowncrowncrown >idon'tknowwhypplsaysm3dlishard #stillgotsweg |
Fiachra |
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Local moderator Level: 64 Posts: 737/1065 EXP: 2130288 Next: 83809 Since: 12-15-12 From: Ireland Last post: 1768 days ago Last view: 1746 days ago |
Posted by Lite Dash I'm not sure what you mean by "stage platforms" but to replace the textures for any model, open the level editor, select "3D model" > "Import other model", browse for and select the BMD file you want to edit, click on "BTP and Texture editor" and you'll then have the option to replace textures. Posted by Lite Dash You would need to export the model, preferably as DAE, edit it in something like Blender to remove the hedges, export to OBJ or DAE and then import it back into the editor. |
Parashoe |
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Member Normal user Level: 12 ![]() Posts: 19/24 EXP: 6634 Next: 1287 Since: 07-11-14 Last post: 2640 days ago Last view: 2602 days ago |
I've been unsuccessful importing my custom models into the game. A particular model gives the following error messages:
DAE: https://kuribo64.net/get.php?id=9Q1v4oPFLpFFPu3j I'm modeling and exporting from Blender. Another note; each time I attempt to replace Luigi's body model the game freezes to white after the file select screen. However, when I attempt to import the exact same model over Mario's, Courses, and everything else I tested the game, the game runs fine and the model is imported. I'm very unsure of what is happening, I'm using US V2 ROM if this is relevant. I know Russmarrs2 was having issues replacing character models, however the thread was a little hard to follow so if I missed something which relates to my problem I am sorry. Lastly, i've been attempting to import custom music from other DS games. The track i'm trying to import consists of 1 .sseq, 1 .sbnk, and 2 .swar. I'm able to replace one of SM64DS's associating .sseq, .sbnk and swar and the song plays, however without the second .swar it is not suitable. This lead me to look into editing the symb.bin, info.bin, which appear to be the solution to all importing problems. I unfortunately have very poor and limited ASM, HEX, low-level editing skill and was unsucessful. Tinke appears to have full control over the info section of the SDAT, which I have not found in any other program, however the program is very buggy and I find every time I try to save anything from the program I find the results usually corrupt in one way or another where another program does the same job and the rom works, therefore any edits with Tinke aren't proper tests. Is there another program able to edit the info section? I'm okay with learning the hex editing if need be but it would be nice to have some automation from a program. I know Skelux and Skawo were doing some investigation here, what does Skelux's more sound effects patch really do? any explanation, advice, pointers on this topic would be very gladly accepted. |
Fiachra |
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Local moderator Level: 64 Posts: 738/1065 EXP: 2130288 Next: 83809 Since: 12-15-12 From: Ireland Last post: 1768 days ago Last view: 1746 days ago |
Posted by Parashoe OBJ model: The issue with the OBJ model is that the paths of the textures specified need to be relative instead of absolute as exported by Blender, so for example: If your model is stored in "c:/Users/You/model.obj" Change "c:/Users/You/Texture/Image000.png" to "./Image000.png" DAE model: The problem is caused by the editor only supporting one set of texture co-ordinates and one set of vertex colours be specified for each list of polygons. I'm not sure why you can have more than one as it doesn't make sense but to fix before exporting: - For each object, select the object in Object Mode, - In the panel on the righthand side, select the "Object data" tab (icon has three dots connected in a triangle), - Scroll down to "UV Maps" and "Vertex Colours" and delete any additionals maps so that there's just the first one left - if you look at the values in the exported DAE you'll see that the UV co-ordinates are all zeroes and the colours all white for these extra maps. You should also make sure every face is assigned to a material. Luigi replacing: There are two reasons here: 1) Generally when replacing the character models the material, texture and palette names should match the original model's otherwise you'd have to go through and change every BTP file used with that model. For Luigi you need the following: Material, Texture mat_body, luigi_body_tr_1 mat_body2, luigi_body_tr_2 Note the lack of file extensions in the textures - this is because palette names are generated by appending "_pl" to the end. Also make sure that the two images aren't identical as it'll only get imported once to save space. You need not assign the mat_body2 material and texture to any faces, just make sure it's included in the DAE model (the texture in mat_body2 is used to make Luigi transparent when using his Power Flower ability). 2) Luigi's model doesn't follow the same naming conventions as all of the other models so you'll need to replace the file "/ARCHIVE/arc0.narc/data/player/L_tx_bodytrans.btp" with this modified version. Unfortunately I don't know anything about music importing so can't help you with those questions. |
Parashoe |
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Member Normal user Level: 12 ![]() Posts: 20/24 EXP: 6634 Next: 1287 Since: 07-11-14 Last post: 2640 days ago Last view: 2602 days ago |
Thank you so much for the quick reply.
Level Model: The blender model does only have one UV Map and one Vertex Color per object. I think the problem is I'm not using materials but rather UV textures of which I have more than one texture per object. On export I use export UV textures but not material textures to get it to work. I'll look into moving my work to material based now which I think is more compatible with the import/export process and 3D related things in general. The .obj model imports without error and works in the level editor as seen here: However when I enter the level in the game, the game freezes to white. Edit: I imported it over jolly roger bay and sunshine isle, where it crashed in the game. However after importing it it on bob-omb battlefield it ran successfully, whats going on? Luigi: When I replace L-tx_bodytrans.btp with the file you provided the game freezes to white after the file select screen with both the original Luigi model and when I replace it with a different one. Music: That's alright Fiachra, I'ts not to critical to me. |
Fiachra |
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Local moderator Level: 64 Posts: 739/1065 EXP: 2130288 Next: 83809 Since: 12-15-12 From: Ireland Last post: 1768 days ago Last view: 1746 days ago |
Posted by Parashoe Remove the texture animations or change the name of the animated material to match the name of your water material. Posted by Parashoe The provided L_tx_bodytrans.btp will not work with the original model, only the replaced one. Ensure that the material names are "mat_body" and "mat_body2" exactly. Replace any occurence of "mat_body-material" with "mat_body" and "mat_body2-material" with "mat_body2". (Upon export, Blender appends "-material" to material names.) Find the <bind_material> element and check it matches: Check that <library_materials> matches: Check that <library_images> matches: |
Louiskovski |
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![]() Red Koopa Normal user Level: 24 ![]() Posts: 2/122 EXP: 76550 Next: 1575 Since: 05-29-14 From: Germany Last post: 237 days ago Last view: 123 days ago |
Hello there! I have a problem with level modell importing. Ever, when i import a model, all the textures are upside-down in the game! This problem can you see here |
Fiachra |
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Local moderator Level: 64 Posts: 740/1065 EXP: 2130288 Next: 83809 Since: 12-15-12 From: Ireland Last post: 1768 days ago Last view: 1746 days ago |
Posted by Louiskovskie Texture co-ordinates get flipped vertically when importing. The solution is to vertically flip your textures before importing the model. One quick and easy way is the use to batch conversion utility provided by Irfanview. I'm going to add the option to have the editor soon to flip them upon importing to make this easier. |
Parashoe |
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Member Normal user Level: 12 ![]() Posts: 21/24 EXP: 6634 Next: 1287 Since: 07-11-14 Last post: 2640 days ago Last view: 2602 days ago |
I appear to encounter problems in importing quite frequently. How would I go about fixing the issue with my model here:
PS: I'm still having great trouble in importing a custom Luigi model. I'm getting the following error: |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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