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12-05-24 07:20 AM |
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0 users reading Editor development | 2 bots |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
ray |
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Normal user Level: 25 Posts: 60/119 EXP: 87406 Next: 2214 Since: 07-07-12 From: In front of my PC Last post: 2970 days ago Last view: 2759 days ago |
So yeah, I thought such a thread would be very useful, since the editor was brought back to life.
This thread should contain bug reports & feature suggestions. Then, I'll just start. Bug: I don't know if it's only me, but when moving the camera with the right mouse button, the camera goes crazy fast and makes flips etc. Revision: 23 Suggestion: Making object-moving better. I mean, you should be able to click on one of the axis-arrows to move it on the selected axis. Revision: 23 Suggestion: It would be really nice if the dark-texture thing could be fixed. When you import your model, you always have to make them a bit brighter, so they don't look dark after importing Revision: 23 ____________________ Check out my Patreon Page if you want to support me |
Fiachra |
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Local moderator Level: 65 Posts: 18/1065 EXP: 2298195 Next: 37433 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
I'll also be posting updates on the progress here as I don't a new thread'd be necessary.
That's been done deliberately - you'll to ask Mega-Mario
That turned out to be Google Sketchup not exporting them properly. Latest: Revision 31 - 24/01/2013 Rev. 31 24/01/2013 2 improvements Got model exporting working I made a mistake with working out the amount of faces in quadrilateral strips, messed up BODMAS. I had this: 4+(N-1)*2 vertices per N quads ((N/2)-4)+1 Quads. per N Vertices instead of 4+(N-1)*2 vertices per N quads ((N-4)/2) + 1 Quads. per N Vertices Some textures are upside down or repeated incorrectly but that's because the BMD format supports texture features that OBJ doesn't, that can't be helped. Also fixed the issue with exporting models that had a material without a texture that caused the textures to become swapped around. I had made improvements to the minimap editor that appeared to be working perfectly but it seems that resolution and other information about the minimaps is hardcoded into the game somewhere. Eg. just swapping playroom's minimap with Bob-Omb Battlefield's doesn't work. As Mega-Mario would say: Blarg! The changes though should allow it to be used as a general 2D graphics editor with some changes. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 648/9047 EXP: 57970048 Next: 965633 Since: 07-03-12 From: in a box Last post: 38 days ago Last view: 1 day ago |
NWPlayer123 |
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Member Imma Snuggle You Level: 111 Posts: 126/3604 EXP: 14568214 Next: 300146 Since: 07-07-12 From: Colorado Last post: 3326 days ago Last view: 1483 days ago |
IDK if this is relevant, but I remember SM64DS (the person who visits SMG2.5 occasionally) once brought up mipmaps, and I'm wondering if they would be of any use. Just a suggestion. ____________________ "I hate playing musical chats" ~ Quote of the month |
Fiachra |
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Local moderator Level: 65 Posts: 19/1065 EXP: 2298195 Next: 37433 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
I just used the method LZ77_Compress found here http://nsmb-editor.googlecode.com/svn/trunk/NSMBe4/ROM.cs
It's not used by default in NitroFile.SaveChanges() yet as it's easier to test uncompressed files though it'd be very easy to add for a release. I've just tested it on importing a custom level model and it doesn't seem to make much of a difference to that. Do you want it on by default? Posted by NWPlayer123 What do you mean? Has he worked on the format? |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 649/9047 EXP: 57970048 Next: 965633 Since: 07-03-12 From: in a box Last post: 38 days ago Last view: 1 day ago |
NWPlayer123 |
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Member Imma Snuggle You Level: 111 Posts: 127/3604 EXP: 14568214 Next: 300146 Since: 07-07-12 From: Colorado Last post: 3326 days ago Last view: 1483 days ago |
Well he told me one day that he knew how to edit SMG1/2 BDLs to enable mipmaps. I don't remember anything else, but from what little I know about it, it could be useful, though it would take up some space on whatever you're using. ____________________ "I hate playing musical chats" ~ Quote of the month |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 651/9047 EXP: 57970048 Next: 965633 Since: 07-03-12 From: in a box Last post: 38 days ago Last view: 1 day ago |
Skelux |
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Banned Level: 28 Posts: 19/148 EXP: 119310 Next: 12028 Since: 11-27-12 Last post: 3846 days ago Last view: 2306 days ago |
Adding Y-offset options would allow you to place the level down near the death floor. From memory, about -8000 was how much it needed.
Also, I want to ask about this.
Is this referring to 0x75298 in the rom? If so, how is the table set out? Also, is there any known way of removing the game intro currently? If we knew what animations were played, perhaps replacing them with normal standing animations could work, or something along those lines. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 656/9047 EXP: 57970048 Next: 965633 Since: 07-03-12 From: in a box Last post: 38 days ago Last view: 1 day ago |
Skelux |
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Banned Level: 28 Posts: 20/148 EXP: 119310 Next: 12028 Since: 11-27-12 Last post: 3846 days ago Last view: 2306 days ago |
I think an important problem to be fixed is the text corruption. Although there are no troubles editing act and course names, many other strings such as the ones belonging to bob-ombs will always corrupt. |
Fiachra |
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Local moderator Level: 65 Posts: 22/1065 EXP: 2298195 Next: 37433 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
Are you definitely using the latest version? I thought I had got that working. I know sometimes the last string can become a bit corrupted but the others should be fine, including shrinking and expanding string entries.
Make sure you're downloading the source and compiling it - the executable doesn't be updated when new code is added. If the problem is with the newest version (rev. 26) can you post exactly what happens and how to reproduce the error. |
Skelux |
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Banned Level: 28 Posts: 22/148 EXP: 119310 Next: 12028 Since: 11-27-12 Last post: 3846 days ago Last view: 2306 days ago |
Posted by Fiachra The map and text are working now, I hadn't noticed the updates. The crazy camera in the editor is caused by some code that makes the camera's rotation speed relative to what part of the model your mouse is overlapping. I suggest changing it to how it was in beta 3. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 661/9047 EXP: 57970048 Next: 965633 Since: 07-03-12 From: in a box Last post: 38 days ago Last view: 1 day ago |
Posted by Skelux Likely an unfinished attempt of mine. That can be commented out. Or alternately, I know how to make it work properly. I have working code for that in Whitehole. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Skelux |
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Banned Level: 28 Posts: 23/148 EXP: 119310 Next: 12028 Since: 11-27-12 Last post: 3846 days ago Last view: 2306 days ago |
Another thing occurred to me - since you have map importing working, shouldn't it be fairly simple to replace the title screen? |
NWPlayer123 |
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Member Imma Snuggle You Level: 111 Posts: 151/3604 EXP: 14568214 Next: 300146 Since: 07-07-12 From: Colorado Last post: 3326 days ago Last view: 1483 days ago |
That's what you would think, but sometimes it's not that simple. AFAIK the title screen for SMG2 is hardcoded and I have a sneaking suspicion that this would be the same way. However I could be entirely wrong. ____________________ "I hate playing musical chats" ~ Quote of the month |
Skelux |
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Banned Level: 28 Posts: 24/148 EXP: 119310 Next: 12028 Since: 11-27-12 Last post: 3846 days ago Last view: 2306 days ago |
Posted by NWPlayer123 The title in SM64DS is just a static 2D image, probably the same format as the level maps. |
Fiachra |
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Local moderator Level: 65 Posts: 24/1065 EXP: 2298195 Next: 37433 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
Do you know what files are used for the title image? I looked for it but couldn't find it. Also, I'm not sure isc, icg, icl (minimaps) are the same as nsc, ncg and ncl - the screen, graphic and palette of all the other images though I'm sure they're very similar, if not the same with a different extension. |
Skelux |
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Banned Level: 28 Posts: 27/148 EXP: 119310 Next: 12028 Since: 11-27-12 Last post: 3846 days ago Last view: 2306 days ago |
Whatever you last changed in the collision is causing a new problem. Some hills are randomly being counted as walls (something like that), and long jumping while on them will make mario act like he crashed into a wall. Also, jumping normally while standing on them will completely slow your acceleration. |
Fiachra |
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Local moderator Level: 65 Posts: 25/1065 EXP: 2298195 Next: 37433 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
Are those the steep slopes that go down to the water? That's what the game does with steep slopes. The collision itself is fine. You should be able to change their collision type using the KCL Editor to 'climbable hill' if you can figure out that number.
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Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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