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04-30-25 12:28 AM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 1 bot |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
Fiachra |
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Local moderator Level: 66 Posts: 833/1065 EXP: 2336176 Next: 125675 Since: 12-15-12 From: Ireland Last post: 2529 days ago Last view: 479 days ago |
Posted by Seemario65 You need to give more information. Were you trying to follow my model replacing tutorial? Please outline the steps you took in replacing it. |
Seemario65 |
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Member game over, ayan500 Level: 12 ![]() Posts: 5/22 EXP: 6125 Next: 1796 Since: 09-06-15 From: U.S.A. Last post: 3481 days ago Last view: 3396 days ago |
i followed best i can, but this happens ![]() ____________________ is not a bad signature |
Fiachra |
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Local moderator Level: 66 Posts: 834/1065 EXP: 2336176 Next: 125675 Since: 12-15-12 From: Ireland Last post: 2529 days ago Last view: 479 days ago |
That's not helpful, I need to see the full error message.
You also have not explained which steps you followed to import your model but the fact you had to ask about how to edit in notepad suggests you haven't followed every step. |
Seemario65 |
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Member game over, ayan500 Level: 12 ![]() Posts: 6/22 EXP: 6125 Next: 1796 Since: 09-06-15 From: U.S.A. Last post: 3481 days ago Last view: 3396 days ago |
that was all there was in the error message. ____________________ is not a bad signature |
CodingKoopa |
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![]() Lakitu she/her Level: 48 ![]() Posts: 120/560 EXP: 822379 Next: 1164 Since: 10-13-14 Last post: 1376 days ago Last view: 605 days ago |
Seemario65 |
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Member game over, ayan500 Level: 12 ![]() Posts: 7/22 EXP: 6125 Next: 1796 Since: 09-06-15 From: U.S.A. Last post: 3481 days ago Last view: 3396 days ago |
I have one more question for now.(I am very stupid, I know what I did wrong. Don't bother to answer my last pointless question- I am very stupid.)Where are the files for the power stars? ____________________ is not a bad signature |
GreenThunder1337 |
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![]() Fuzzy Good riddance! Level: 56 ![]() Posts: 610/785 EXP: 1328261 Next: 69915 Since: 05-05-15 From: secret Last post: 3280 days ago Last view: 2671 days ago |
1. When I try to place objects in the castle, they don't show in game. What do?
2. How to you replace enemy models? ____________________ NNID: GreenThunder1337 3DS FC: 1521 - 5979 - 1511 |
Arisotura |
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![]() Star Mario in this room you have a pile of apple pies Level: 166 ![]() Posts: 4250/9076 EXP: 59176733 Next: 1010953 Since: 07-03-12 From: in a box ![]() Last post: 13 days ago Last view: 34 min. ago |
Posted by GreenThunder1337 1. maybe give us more details? (did you forget to click the Save button? well I guess not, but you never know) 2. have you searched the board? pretty sure this has already been covered somewhere ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
GreenThunder1337 |
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![]() Fuzzy Good riddance! Level: 56 ![]() Posts: 611/785 EXP: 1328261 Next: 69915 Since: 05-05-15 From: secret Last post: 3280 days ago Last view: 2671 days ago |
I tried to place a boo, a sign, and a ribbon to test placement.
I did save, and even went through all the stars to see if that was the issue, no luck. Also, what's the ideal aspect ratio for custom textures? ____________________ NNID: GreenThunder1337 3DS FC: 1521 - 5979 - 1511 |
Fiachra |
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Local moderator Level: 66 Posts: 839/1065 EXP: 2336176 Next: 125675 Since: 12-15-12 From: Ireland Last post: 2529 days ago Last view: 479 days ago |
Posted by GreenThunder1337 You couldn't possibly have gone through all the stars - the game doesn't let you pick the star for inside the castle, it's determined based on the state of your save file. Try changing the act selector ID to another level's eg. 6 and select different stars upon entering. A texture's dimensions should be powers of 2 only eg. 8,16,32 etc. Note that 8 x 8 pixels is the minimum size. |
Arisotura |
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![]() Star Mario in this room you have a pile of apple pies Level: 166 ![]() Posts: 4254/9076 EXP: 59176733 Next: 1010953 Since: 07-03-12 From: in a box ![]() Last post: 13 days ago Last view: 34 min. ago |
From what I remember, typical textures are 16x16 or 32x32 (or variations thereof), rarely bigger. The DS has pretty limited texture RAM, so you can't get too big.
Edit- there are a few 64x64 or 32x64 textures too (ground/walls/etc). I doubt it gets bigger than that though. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Platinatic |
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![]() Koopa Cat in his spare time Level: 24 ![]() Posts: 1/117 EXP: 74883 Next: 3242 Since: 09-28-15 From: over there! Last post: 2528 days ago Last view: 1643 days ago |
When i save my (very simple) level model.
Sometimes some faces disappear for a second. My model is a plane subdivided about 8 times with a bit of height variation and a very simple texture used in another nintendo game, i also didn't triangulate my model. Is there anyway to fix this? because i would be surprised if it is because of the amount of tri's |
Fiachra |
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Local moderator Level: 66 Posts: 840/1065 EXP: 2336176 Next: 125675 Since: 12-15-12 From: Ireland Last post: 2529 days ago Last view: 479 days ago |
Posted by Platinatic Collision maps usually require different scaling than the model eg. level models are 1000x larger; the editor just shows the scaled size being used for the collision map. If you test your level it'll be fine. It doesn't matter whether or not you triangulated your model - the editor does it for you automatically. |
Platinatic |
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![]() Koopa Cat in his spare time Level: 24 ![]() Posts: 2/117 EXP: 74883 Next: 3242 Since: 09-28-15 From: over there! Last post: 2528 days ago Last view: 1643 days ago |
I meant that it happend ingame |
Fiachra |
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Local moderator Level: 66 Posts: 841/1065 EXP: 2336176 Next: 125675 Since: 12-15-12 From: Ireland Last post: 2529 days ago Last view: 479 days ago |
If your original comment is accurate then it'll be because of far too many triangles in your model; when you subdivide a mesh:
1x: 8 2x: 32 3x: 128 4x: 512 5x: 2048 6x: 8192 7x: 32768 8x: 131072 triangles The DS can display a total of 2048 triangles on-screen at once, with a limit of around 4000 triangles in total in the level model if the collision map has the same number. |
Platinatic |
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![]() Koopa Cat in his spare time Level: 24 ![]() Posts: 3/117 EXP: 74883 Next: 3242 Since: 09-28-15 From: over there! Last post: 2528 days ago Last view: 1643 days ago |
Oh no, that can't be the case, it's an 8x8 grid so it should be 64 vertices. (i was talking about the blender 3d subdivide function)
I was just testing if i was able to import a model, so it would be very dumb to import a model with that many triangles |
Seemario65 |
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Member game over, ayan500 Level: 12 ![]() Posts: 9/22 EXP: 6125 Next: 1796 Since: 09-06-15 From: U.S.A. Last post: 3481 days ago Last view: 3396 days ago |
How do you change mario's colours?(I am trying to make him short-sleeved.) ____________________ is not a bad signature |
Fiachra |
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Local moderator Level: 66 Posts: 842/1065 EXP: 2336176 Next: 125675 Since: 12-15-12 From: Ireland Last post: 2529 days ago Last view: 479 days ago |
Posted by Platinatic You'll need to send me your model so I can see the problem. Posted by Seemario65 To edit models' textures, open the level editor, click on "3d model", "Import other model", browse for and select your model, click on "Texture and BTP editor". Characters' models are located in: /ARCHIVE/arc0.narc/data/player/ |
Fiachra |
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Local moderator Level: 66 Posts: 843/1065 EXP: 2336176 Next: 125675 Since: 12-15-12 From: Ireland Last post: 2529 days ago Last view: 479 days ago |
I don't know what the reason is but the problem only occurs with non-triangulated models; it turns out that the editor doesn't automatically triangulate models - it only does it when creating the collision map, the model is imported as a list of quadrilaterals. Aside from not being able to take advantage of the triangle lists' increased efficiency, this creates a second problem whereby the collision map may not match the rendered model.
I'll update the editor to always triangulate, I can't think of any reason to use quadrilaterals. |
Platinatic |
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![]() Koopa Cat in his spare time Level: 24 ![]() Posts: 4/117 EXP: 74883 Next: 3242 Since: 09-28-15 From: over there! Last post: 2528 days ago Last view: 1643 days ago |
Luckily there's a "triagulate" modifier in blender, so if it only happens with blender it might just be easier to just use that. |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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