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03-28-25 06:26 AM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 2 bots |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
Platinatic |
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![]() Koopa Cat in his spare time Level: 24 ![]() Posts: 5/117 EXP: 74532 Next: 3593 Since: 09-28-15 From: over there! Last post: 2495 days ago Last view: 1610 days ago |
I encountered another problem while trying to import my .obj
I only got this today and i'm thinking it's because i upgraded my blender, i saw that the .obj exporter got alot more detailed, so i didn't press any buttons The error: EDIT: I got my model imported through .DAE, but i've encountered yet another problem. I have one texture that has collision, the other one has too, but it's only from the bottom so you fall straight through! EDIT 2: I think i fixed it, it flipped the normals. |
Fiachra |
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Local moderator Level: 65 Posts: 844/1065 EXP: 2327693 Next: 7935 Since: 12-15-12 From: Ireland Last post: 2496 days ago Last view: 446 days ago |
The first error "The given path's format is not supported." is because the texture's location hasn't been specified in the correct format within the .mtl file - it must be relative to the model, see here
A handy feature in Blender if there are lots of faces facing the wrong direction is "Mesh">"Normals">"Recalculate Outside"/"Recalculate Inside". |
Platinatic |
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![]() Koopa Cat in his spare time Level: 24 ![]() Posts: 6/117 EXP: 74532 Next: 3593 Since: 09-28-15 From: over there! Last post: 2495 days ago Last view: 1610 days ago |
I read the solution to the import problem, but i'm not intirely sure about what you meant with it.
Do the texures and the model need to be in the same folder? |
Fiachra |
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Local moderator Level: 65 Posts: 845/1065 EXP: 2327693 Next: 7935 Since: 12-15-12 From: Ireland Last post: 2496 days ago Last view: 446 days ago |
Posted by Platinatic No, it means that the texture location should be relative to the model - not an absolute path so eg.: If your model is located in c:/Models/model.obj and your texture is located in c:/Models/textures/image0.png, then the map_Kd value in the .mtl file would read "map_Kd textures/image0.png". I'm going to update the editor so that it allows either relative or absolute paths. |
Seemario65 |
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Member game over, ayan500 Level: 12 ![]() Posts: 12/22 EXP: 6096 Next: 1825 Since: 09-06-15 From: U.S.A. Last post: 3448 days ago Last view: 3363 days ago |
one (more) question: Is it buggy to do this on windows 10? ____________________ is not a bad signature |
Fiachra |
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Local moderator Level: 65 Posts: 846/1065 EXP: 2327693 Next: 7935 Since: 12-15-12 From: Ireland Last post: 2496 days ago Last view: 446 days ago |
Posted by Seemario65 No. |
Platinatic |
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![]() Koopa Cat in his spare time Level: 24 ![]() Posts: 7/117 EXP: 74532 Next: 3593 Since: 09-28-15 From: over there! Last post: 2495 days ago Last view: 1610 days ago |
After seacrching for about two days, i finally found out that you can change the path to "relative" in the obj exporter of blender.
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Seemario65 |
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Member game over, ayan500 Level: 12 ![]() Posts: 15/22 EXP: 6096 Next: 1825 Since: 09-06-15 From: U.S.A. Last post: 3448 days ago Last view: 3363 days ago |
I can't import my model-when i try to, This ____________________ is not a bad signature |
CodingKoopa |
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![]() Lakitu she/her Level: 48 ![]() Posts: 124/560 EXP: 818875 Next: 4668 Since: 10-13-14 Last post: 1344 days ago Last view: 573 days ago |
Fiachra |
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Local moderator Level: 65 Posts: 847/1065 EXP: 2327693 Next: 7935 Since: 12-15-12 From: Ireland Last post: 2496 days ago Last view: 446 days ago |
Posted by Seemario65 That's because your model has over 200,000 triangles. Neither the DS nor SM64DSe were designed to handle models with that amount of complexity. You should be aiming for around 4000 triangles. |
Seemario65 |
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Member game over, ayan500 Level: 12 ![]() Posts: 16/22 EXP: 6096 Next: 1825 Since: 09-06-15 From: U.S.A. Last post: 3448 days ago Last view: 3363 days ago |
Sorry, I put the wrong thing in the download link. Is this better?https://www.sendspace.com/file/e27zfh ____________________ is not a bad signature |
Fiachra |
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Local moderator Level: 65 Posts: 848/1065 EXP: 2327693 Next: 7935 Since: 12-15-12 From: Ireland Last post: 2496 days ago Last view: 446 days ago |
Posted by Seemario65 That model's still over 100,000 triangles - that's 25 times higher than the game will be able to handle, you need to greatly reduce the number of triangles. Even if the editor could easily handle such large models, the game never could. |
GreenThunder1337 |
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![]() Fuzzy Good riddance! Level: 56 ![]() Posts: 648/785 EXP: 1322284 Next: 75892 Since: 05-05-15 From: secret Last post: 3247 days ago Last view: 2639 days ago |
Posted by FiachraWould it be possible to make this area accessible through the door it's behind? ____________________ NNID: GreenThunder1337 3DS FC: 1521 - 5979 - 1511 |
Platinatic |
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![]() Koopa Cat in his spare time Level: 24 ![]() Posts: 8/117 EXP: 74532 Next: 3593 Since: 09-28-15 From: over there! Last post: 2495 days ago Last view: 1610 days ago |
Posted by GreenThunder1337 yes, you just delete the warp that brings you to the "big playroom" then you'll be able to go through the door without triggering a warp. |
GreenThunder1337 |
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![]() Fuzzy Good riddance! Level: 56 ![]() Posts: 651/785 EXP: 1322284 Next: 75892 Since: 05-05-15 From: secret Last post: 3247 days ago Last view: 2639 days ago |
How do you determine what part of the game's progress you're editing in the castle?
(was that worded coherently??) ____________________ NNID: GreenThunder1337 3DS FC: 1521 - 5979 - 1511 |
Fiachra |
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Local moderator Level: 65 Posts: 849/1065 EXP: 2327693 Next: 7935 Since: 12-15-12 From: Ireland Last post: 2496 days ago Last view: 446 days ago |
Posted by GreenThunder1337 I thought the castle used different stars for this but it seems it doesn't, only the outside does. Things like different objects appearing at different times eg. Boos and rabbits is all either set through objects' parameters or hard-coded. |
GreenThunder1337 |
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![]() Fuzzy Good riddance! Level: 56 ![]() Posts: 655/785 EXP: 1322284 Next: 75892 Since: 05-05-15 From: secret Last post: 3247 days ago Last view: 2639 days ago |
Ok, pardon my technological impairment at the moment, but that means what exactly?? :I ____________________ 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: 165 ![]() Posts: 4306/9069 EXP: 58901279 Next: 34402 Since: 07-03-12 From: in a box ![]() Last post: 15 hours ago Last view: 15 hours ago |
GreenThunder1337 |
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![]() Fuzzy Good riddance! Level: 56 ![]() Posts: 657/785 EXP: 1322284 Next: 75892 Since: 05-05-15 From: secret Last post: 3247 days ago Last view: 2639 days ago |
Posted by StapleButterWorse than SMG? ![]() ____________________ 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: 165 ![]() Posts: 4307/9069 EXP: 58901279 Next: 34402 Since: 07-03-12 From: in a box ![]() Last post: 15 hours ago Last view: 15 hours ago |
They're different. For the most part, from a technical standpoint, SMG is nicely organized and easier to deal with (even if not perfect), but the entry barrier is awfully high.
SM64DS has a more affordable entry barrier, but technically it's a nightmare to work with. Have you looked at SM64DSe's code? Back on topic, though. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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