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10-07-24 10:38 AM |
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0 users reading [Tutorial] How to Replace Mario's Model with a Custom Model | 1 bot |
Main - General SM64DS hacking - [Tutorial] How to Replace Mario's Model with a Custom Model | Hide post layouts | New reply |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 190/331 EXP: 383449 Next: 21322 Since: 08-31-13 Last post: 2112 days ago Last view: 89 days ago |
1. Goto 02090864+ACTOR_ID*4
2. Goto the pointer that it points to. This is the spawn info. 3. Goto where that points to. This is the constructor. 4. Somewhere in the constructor, you'll find something like this: ldr r0, =02112357 (some address between 020ad660 and 0214eaa0)
The registers could be different, and there may be code in between.
str r0, [r4] 5. Goto the pointer that is loaded. You should see an array of pointers. 6. Goto the first pointer in the array. This is the initialization function. 7. Find the branch to 02016fd4. ____________________ Current hack: Excerpt from Super Mario 256 |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 152/178 EXP: 135709 Next: 12176 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1981 days ago Last view: 1621 days ago |
In your Sunshine port, it looks like you gave piantas 2 models: one male, one female. How Do I do 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......... |
Sonikku A |
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Member Normal user Level: 8 Posts: 1/12 EXP: 2161 Next: 26 Since: 05-13-17 Last post: 2433 days ago Last view: 2209 days ago |
Hello,I'm new to this forum,and I have a few questions.A lot of the tutorials relating to 3D modeling.A lot of the tutorials use Blender or Sketchup,which isn't good for me since I use 3DS Max.When I tried to hex/etc edit the model to work for the editor,the structure is massively different compared to the original. There's a lot more numbers in the edited model,and the node naming is in different order.Is there anyone with 3DS Max that knows how to do this? |
poudink |
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Sonikku A |
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Member Normal user Level: 8 Posts: 2/12 EXP: 2161 Next: 26 Since: 05-13-17 Last post: 2433 days ago Last view: 2209 days ago |
That won't work for rigged models ;/ |
Fiachra |
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Local moderator Level: 65 Posts: 1027/1065 EXP: 2282674 Next: 52954 Since: 12-15-12 From: Ireland Last post: 2325 days ago Last view: 274 days ago |
Can you post a DAE model exported from 3DS Max such as the Mario model? |
Sonikku A |
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Member Normal user Level: 8 Posts: 3/12 EXP: 2161 Next: 26 Since: 05-13-17 Last post: 2433 days ago Last view: 2209 days ago |
Sorry for the late reply.Unfortunately I can't until internet on my computer works.But I'll try to find a work around |
Sonikku A |
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Member Normal user Level: 8 Posts: 4/12 EXP: 2161 Next: 26 Since: 05-13-17 Last post: 2433 days ago Last view: 2209 days ago |
Here's an edited Yoshi.I changed the UVs,hence why the custom texture works https://www.dropbox.com/sh/99lkuwgbbuiq93o/AADVbWu-N7AUB3wm8vimhfE6a?dl=0
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Fiachra |
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Local moderator Level: 65 Posts: 1029/1065 EXP: 2282674 Next: 52954 Since: 12-15-12 From: Ireland Last post: 2325 days ago Last view: 274 days ago |
The differences really aren't that big, you should be able to use 3DS Max fine.
Before you start, you'll find it much easier to make these changes if you "pretty-print" the XML content, Notepad++ has a plugin, "XML Tools" which does this or there are plenty of online tools. Using a text editor make the following changes: 1. Replace any material or efftect names which contain a '#' character with a name without the hash eg. "Material #45" becomes "Material 45". This is due to a bug in the DAE parser which will be fixed in the next release. 2. Find the <node> element with id "face_1-node" and add the following attribute: type="NODE"
so that:
<node name="face_1-node" id="face_1-node" sid="face_1-node"gt;
becomes:
<node name="face_1-node" id="face_1-node" sid="face_1-node" type="NODE"gt;
3. Within the "face_1-node" element there's an "instance_controller" elements; within that element add the following:
<skeletongt;#face_1</skeletongt;
so that:
<instance_controller url="#face_1-nodeController">
becomes:
<bind_material> <technique_common> <instance_material symbol="yoshi_all_tx" target="#yoshi_all_tx"/> <instance_material symbol="Material #45" target="#Material #45"/> </technique_common> </bind_material> </instance_controller> <instance_controller url="#face_1-nodeController"> <skeleton>#face_1</skeleton> <bind_material> <technique_common> <instance_material symbol="yoshi_all_tx" target="#yoshi_all_tx"/> <instance_material symbol="Material #45" target="#Material #45"/> </technique_common> </bind_material> </instance_controller> |
Linus |
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Newcomer Normal user Level: 3 Posts: 1/1 EXP: 50 Next: 78 Since: 09-19-17 Last post: 2575 days ago Last view: 2396 days ago |
Hello everyone, I'm new to sm64ds hacking. I'm trying to replace the four main characters with the characters from the movie Madagascar. However, the structure of the custom models don't match the originals, so I'm not sure how to replace them. |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 169/178 EXP: 135709 Next: 12176 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1981 days ago Last view: 1621 days ago |
Posted by Linus retopology is your friend. ____________________ 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......... |
FZone96 |
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Newcomer Normal user Level: 5 Posts: 3/4 EXP: 395 Next: 134 Since: 02-01-18 From: Germany Last post: 2346 days ago Last view: 2279 days ago |
Two issues/questions:
1.) When I attempt to change the main head of any playable character the game crashes. However, changing the secondary head (hatless Mario, Yoshi with filled cheeks) works fine for whatever reason. Is there any way to fix this? 2.) What if I want to make a character whose proportions are very unlike any of the other characters? (e.g. a character with more realistic humanoid proportions) There must be a way to manipulate the bone structure, no matter how difficult the process might be, It shouldn't be impossible. |
Casini Loogi |
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Waluigi2401Purple |
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Waluigi NUMBER ONE!!!! Level: 8 Posts: 6/12 EXP: 1692 Next: 495 Since: 03-24-20 From: Unknown Last post: 1629 days ago Last view: 1519 days ago |
Can i replace Wario with this Tutorial? |
Gonc90 |
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Newcomer Normal user Level: 2 Posts: 1/1 EXP: 38 Next: 8 Since: 08-27-20 Last post: 1501 days ago Last view: 1501 days ago |
I know this is a very old thread but I followed all steps and this error shows up when I import my custom model (I am trying to replace Mario body model, using blender 2.8 and the 2018 build of sm64dse) |
Larry Koopa 64 DS Hacker |
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Newcomer Normal user Level: 4 Posts: 1/3 EXP: 195 Next: 84 Since: 11-22-20 Last post: 981 days ago Last view: 275 days ago |
Posted by Waluigi2401Purple I know this was like, months ago, but yes, I believe it's possible. I've replaced Wario before. Replacing player characters is pretty similar for all, but the easiest ones to replace are Mario and Wario, while Yoshi and Luigi are tougher to replace, but Luigi is the toughest to replace, so I hardly try to replace Luigi personally, oof... But yeah, you can replace Wario, but I think this tutorial was missing things if I remember correctly, not sure what though, but I remember not getting it right away and having had Fiachra help me out on it on youtube comments and then I was able to do it, lol. I did make my own tutorial on custom player character models for Super Mario 64 DS, but I feel I should make another one that would be scripted and much better since someone didn't get it right away and I had to help them on discord through voice calls and such and I pretty much kinda forgot how it was like to have a laptop without a numpad or how I would explain it to my noobish self from years ago, lmao (and I'm ashamed of how the Larry impression in that one sounded since my Larry Koopa voice impression has since improved by a landslide, lol, although it was always alright when scripted, but it sounded bad when not 8000Hzd or scripted) sorry for the text wall |
YoModder415 |
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Newcomer Normal user Level: 2 Posts: 1/1 EXP: 15 Next: 31 Since: 02-06-24 Last post: 243 days ago Last view: 243 days ago |
I know this is an old post, but I tried doing the steps in this tutorial and I made it to the part before the texturing and the ditor says something like "value cannot be null". This is in the step of using the text editor. And before that, it says the model has 0 Polygons. Also, what are the steps for the second method for textures? Please reply. |
Main - General SM64DS hacking - [Tutorial] How to Replace Mario's Model with a Custom Model | Hide post layouts | New reply |
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