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09-21-23 10:49 PM |
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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 |
Platinatic |
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![]() Koopa Cat in his spare time Level: 24 ![]() Posts: 68/117 EXP: 68329 Next: 9796 Since: 09-28-15 From: over there! Last post: 1942 days ago Last view: 1057 days ago |
Posted by Sparsite Yeah, I found that a little strange. It's like to the point where it's 8-bit. I can still see some gray dots in there though. |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 163/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by Platinatic There has to be something wrong when importing. Why would sm64ds allow up to 128x128 textures and only allow a palette of about 5-10 colours. This, plus the lighting, plus the fact that white textures get filtered red. If these aren't fixable I'm done trying to import custom levels. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
pacmainia&luigi |
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![]() Red Paratroopa Hacker Level: 28 ![]() Posts: 117/178 EXP: 127536 Next: 3802 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1600 days ago Last view: 1240 days ago |
I was importing a model and some of my faces became see- through and some of my UV maps got messed up. Here's an image if you don't know what I mean:![]() how do I fix this? ____________________ Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka......... |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 172/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
SM64DSe crashes when I open a specific obj file. Why? ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Super-toad 65 |
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everyone is an idiot except you. you are THE SPECIAL ONE. you win the prize: the LOLDERP BAN -.- Level: 17 Posts: 34/55 EXP: 21038 Next: 3705 Since: 06-09-16 From: Italy Last post: 2527 days ago Last view: 2495 days ago |
What file is that? Is that original or custom? I found something similar on NSMBe a lot of time ago ____________________ Layout by Sherry the Feather (even if here is broken -.-) My youtube channel |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 173/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by Super-toad 65 Not sure what you mean by original or custom. The map is completely fine and I can import it in both sketchup and blender without errors but sm64dse crashes like a little bitch. (Im fed up with level importing if you couldn't tell, lol.) ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
pacmainia&luigi |
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![]() Red Paratroopa Hacker Level: 28 ![]() Posts: 119/178 EXP: 127536 Next: 3802 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1600 days ago Last view: 1240 days ago |
Posted by Sparsite Cheeck the poly count and the normals. ____________________ Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka......... |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 175/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by pacmainia&luigi poly count is 2k, not sure what you mean by normals but i'd assume its something in the .mtl file ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Platinatic |
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![]() Koopa Cat in his spare time Level: 24 ![]() Posts: 73/117 EXP: 68329 Next: 9796 Since: 09-28-15 From: over there! Last post: 1942 days ago Last view: 1057 days ago |
Posted by Sparsite Normals are the way the faces are facing, if they face the wrong way you will fall through them because collision is only one sided. |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 176/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by Platinatic Not sure what that has to do with the model importer crashing with a specific obj file but my normals are fine. EDIT: Ok so apparently, my obj is crashing blender too. Which makes sense (it doesnt actually) and all because I exported it from blender and then try to import it back in and it doesn't work. Anyway, selecting the OBJ file crashes the editor, and reopening and checking the stage permanently fucks up my stage to the point where nothing loads and I cant even press the red X in the top right without getting an error. ![]() Tryed a .dae and it crashes too. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 181/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
I'm not sure what this game's problem is with its the ASM Patch Template, but they they need to work out their issues because this code is crashing for no reason what so ever.
int TmpX = 0;
int TmpY = 0; int TmpZ = 0; void hook_020e50ac() { if (KEY_STATES_ALL == 68) //Select + DPad Up { LoadLevel(CURRENT_ENTRANCE_LEVEL_LEVEL_ID, CURRENT_ENTRANCE_LEVEL_ENTRANCE_ID, 0xFFFFFFFF, 1); } if (KEY_STATES_ALL == 36) //Select + Left { TmpX = PLAYER->xPos; TmpY = PLAYER->yPos; TmpZ = PLAYER->zPos; } if (KEY_STATES_ALL == 20) //Select + Right { PLAYER->xPos = TmpX; PLAYER->yPos = TmpY; PLAYER->zPos = TmpZ; } } It gives me a white screen when a file is selected. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
pacmainia&luigi |
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![]() Red Paratroopa Hacker Level: 28 ![]() Posts: 120/178 EXP: 127536 Next: 3802 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1600 days ago Last view: 1240 days ago |
how do i add a penguin to the castle grounds object bank? ____________________ Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka......... |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 183/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by pacmainia&luigi hmm... I like that idea, swapping certain objects in object banks. I don't know much about object banks, but it seems like it would be easy. Although im certain Fiachra is the only one who would be able to figure it out. Just checked two object constructors in the same bank setting and nothing seemed to match regarding the bank setting number so I'm all out of ideas, lol. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
pacmainia&luigi |
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![]() Red Paratroopa Hacker Level: 28 ![]() Posts: 121/178 EXP: 127536 Next: 3802 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1600 days ago Last view: 1240 days ago |
Posted by Sparsite I have somewhat of an idea, but I may need to do some planning, as my computer is down and theres no research or trial and error stuff, for me right now. ____________________ Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka......... |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 184/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by pacmainia&luigi If you don't understand asm, chances are you won't be able to figure it out. If I had to guess, object banks are loaded via overlays since all the object behaviours/constructors seem to be in overlays. You would probably have to swap the objects in the overlays. Maybe there is some sort of pointer pointing to each objects constructor or something like that though, and you could make it point to a different object. These are just my assumptions without any actual research. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
pacmainia&luigi |
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![]() Red Paratroopa Hacker Level: 28 ![]() Posts: 122/178 EXP: 127536 Next: 3802 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1600 days ago Last view: 1240 days ago |
Posted by Sparsite I think fiachra said that the object bank has something to do with the xml file. not sure what, though.. ____________________ Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka......... |
MC708 |
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![]() Cheep-cheep Normal user Level: 29 ![]() Posts: 25/188 EXP: 135351 Next: 12534 Since: 03-04-16 From: Ireland Last post: 2099 days ago Last view: 844 days ago |
How many polygons can this SM64DS handle in a map? Would it be enough to make a semi open-world level? ____________________ Sorry for the maintenance -- we'll be back soon! |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 200/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by MattCrafter A little over 5000 polygons ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
FFIVGUY |
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Newcomer Normal user Level: 6 ![]() Posts: 2/5 EXP: 563 Next: 344 Since: 10-10-16 From: Baron Castle Last post: 2512 days ago Last view: 1503 days ago |
I looked through the games files, but I can't seem to find what I am looking for. I am looking for the file(s) for the character stats, such as, speed, weight, strength, and jump height. So, can somebody help me figure out where they might be? Or are they hardcoded into the game? |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 221/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by FFIVGUY The limits aren't stored in ordinary files. if I had to guess, most or all of what you are loooking for is stored somwhere in overlay 2 because this overlay handles all the player controls and is always loaded. You could also modify stuff such as speed by simply using the asm patch template. The hover example has a hook that runs every frame, just go PLAYER->forwardSpeed = modified_speed; you would havd to figure out the other values though in RAM watch. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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