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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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natnew
Posted on 11-28-13 07:06 PM Link | #35455
before I ask this question, thanks for answering my previous questions.

ok, I got luigi's key, and on the "congradulations" screen, the game froze. why?

____________________

[image][image][image]

Stomatol
Posted on 01-14-14 03:01 PM Link | #37609
Don't know if this is the right place to ask but, how do we change collision type of a material(like grass, lava etc.)? Sorry for the total noob question but I can't find it anywhere.

Hiccup
Posted on 01-14-14 04:48 PM Link | #37611
Posted by Stomatol
Don't know if this is the right place to ask but, how do we change collision type of a material(like grass, lava etc.)? Sorry for the total noob question but I can't find it anywhere.

https://kuribo64.net/?page=wiki&id=Super_Mario_64_DS

Stomatol
Posted on 01-14-14 05:20 PM (rev. 2 of 01-14-14 09:11 PM) Link | #37615
Posted by Hiccup


I still don't get how we're supposed to use the KCL editor, I mean, theres just a bunch of yellow lines and numbers :I I'm again sorry for being so nooby

EDIT: If i get it correctly there's no way to make a collisions based on textures, like it is in the SM64 model importer?

Fiachra
Posted on 01-14-14 10:08 PM Link | #37625
Yes there is: when you load a model to import, either in the KCL editor or Model Importer there's a table that lists the materials and the collision types they'll be imported with. Change the collision type per material to the ID of the collision type you want (you can view/edit a level's collision types in the CLPS editor (CLPS in Level Editor)), click on 'Assign Types' and then import the model. It's set to zero by default which in most levels is solid. If you want to use the collision types available in one level in another, you can copy them over using the CLPS editor.

Stomatol
Posted on 01-15-14 07:52 AM (rev. 2 of 01-15-14 07:57 AM) Link | #37631
Posted by Fiachra
Yes there is: when you load a model to import, either in the KCL editor or Model Importer there's a table that lists the materials and the collision types they'll be imported with. Change the collision type per material to the ID of the collision type you want (you can view/edit a level's collision types in the CLPS editor (CLPS in Level Editor)), click on 'Assign Types' and then import the model. It's set to zero by default which in most levels is solid. If you want to use the collision types available in one level in another, you can copy them over using the CLPS editor.


Wait, for me there isn't any table with materials..
This is all there is for me:

[image]
Sorry again for the extreme noob posts

skawo
Posted on 01-15-14 09:42 AM Link | #37634
You're not using the latest version.

Stomatol
Posted on 01-15-14 10:34 AM (rev. 3 of 01-15-14 10:45 AM) Link | #37635
Posted by skawo
You're not using the latest version.

Well, I've got this zip file called "SM64DSe_Backup_20140104_R65", but I have no idea how I'm supposed to install it or whatever

Hiccup
Posted on 01-15-14 04:19 PM Link | #37638
Since when have rom hacking tools ever had installers?

Stomatol
Posted on 01-15-14 04:28 PM Link | #37639
Posted by Hiccup
Since when have rom hacking tools ever had installers?

Meh, you get my point, I don't know how to use the files inside it.

Fiachra
Posted on 01-15-14 06:01 PM Link | #37640
Extract the archive, the executable is in bin/Release/

I package the source as well for if anyone wants to look at it or compile and debug it themselves.

Stomatol
Posted on 01-15-14 06:02 PM (rev. 2 of 01-15-14 06:06 PM) Link | #37641
Posted by Fiachra
Extract the archive, the executable is in bin/Release/

I package the source as well for if anyone wants to look at it or compile and debug it themselves.


Oh well, didn't look in there. Thanks for the help! Btw, is there a list of collision types somewhere on the forums?

Fiachra
Posted on 01-15-14 06:46 PM Link | #37643
Only a very small number are documented; look in bin/Release/CLPS_Types.xml for a list of the known ones. Any known collision types will appear in the CLPS editor "Type/Description" column. You can use this dropdown to set the collision type for that row (ID).

Stomatol
Posted on 01-15-14 06:49 PM Link | #37644
Posted by Fiachra
Only a very small number are documented; look in bin/Release/CLPS_Types.xml for a list of the known ones. Any known collision types will appear in the CLPS editor "Type/Description" column. You can use this dropdown to set the collision type for that row (ID).

But how do we assign collision types to textures using the CLPS editor?

Fiachra
Posted on 01-15-14 06:55 PM Link | #37645
You don't.

Posted by Fiachra
Yes there is: when you load a model to import, either in the KCL editor or Model Importer there's a table that lists the materials and the collision types they'll be imported with. Change the collision type per material to the ID of the collision type you want (you can view/edit a level's collision types in the CLPS editor (CLPS in Level Editor)), click on 'Assign Types' and then import the model. It's set to zero by default which in most levels is solid. If you want to use the collision types available in one level in another, you can copy them over using the CLPS editor.

Stomatol
Posted on 01-15-14 06:58 PM (rev. 2 of 01-15-14 08:42 PM) Link | #37646
Oh nvm, didn't read through your response correctly, sorry!

Edit: Finally got it to work, thanks so much for the help! ^_^

Zeldaman101
Posted on 01-19-14 01:12 AM Link | #37742
Where can I get the latest version of the editor?
The Super Mario 64 DS Downloads tabs just takes me to a page that only has downloads for Whitehole and Wiiexplorer.

skawo
Posted on 01-19-14 08:18 AM Link | #37745
Posted by Zeldaman101
Where can I get the latest version of the editor?
The Super Mario 64 DS Downloads tabs just takes me to a page that only has downloads for Whitehole and Wiiexplorer.


The editor development thread. It's somewhere near the end of the topic.

Sevrault
Posted on 01-20-14 07:41 PM Link | #37821
Are there any Sm64ds editors for mac?

[i dont understand
discord: Sevvy#4212, twitter: @Sevvyuwu
add me if you want, kinda shy tho

Fiachra
Posted on 01-20-14 08:03 PM Link | #37822
You should be able to load the source code in Mono and compile and run it that way or you could also probably try running it under Wine for Mac OS X.
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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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