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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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ray
Posted on 12-29-12 11:40 AM (rev. 2 of 12-29-12 11:40 AM) Link | #2285
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

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Fiachra
Posted on 01-02-13 06:13 PM (rev. 12 of 01-24-13 11:10 AM) Link | #2672
I'll also be posting updates on the progress here as I don't a new thread'd be necessary.

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

That's been done deliberately - you'll to ask Mega-Mario
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

That turned out to be Google Sketchup not exporting them properly.

Latest: Revision 31 - 24/01/2013


Rev. 24 31/12/2012:
2 bug fixes.
This line:
if (cross(v.sub(u), w.sub(u)).norm_sq() < 0.001) { continue; } //#TODO: find a better solution

was getting rid of very small faces, like the ones on the inside of the coin - the coins now work.

Also this:
int result = (int)(ix*this.magic_x + iy*this.magic_y + iz*this.magic_z) % this.num_buckets;

Sometimes num_buckets could be equal to zero if there were fewer than 256 triangles in the model (problem is also in blank's script, download fix here: http://www.sendspace.com/file/yyj6e8). I've fixed this problem as well in the editor (code added to repo).


Rev. 25 31/12/2012:
1 bug fix.
Fixed bug whereby importing an object model/collision would replace the level's model/collision, forgot to update after fixing the collision generation.


Rev. 26 02/01/2013:
2 new features.

Added LZ77 compression with or without header (files where ForceDecompression() was used eg. minimap files).

Added minimap editing. You can now import your own image, must be 256 or fewer colours indexed bitmap and size has to be the same as the minimap you're replacing.
You can also choose which colour to use as the background image (default is first colour in palette).

(Below: Custom image with default background colour, Custom image with custom background colour, Minimap Editor)
[image][image][image]
I've tested it both using an emulator and the DS itself, fully working.


Rev. 27 06/01/2013
2 improvements, 1 minor change
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.

You can now move an object along a particular axis by using X,Y and Z keys while moving it.

Added multiple face selection in KCL Editor so you can change several or all collision types at once.

Also added option to use old method for generating collision (ImportCollisionMap() instead of ObjToKcl class) when importing models because some people wanted it.


Rev. 28 07/01/2013
1 bug fix

Removing this line:
if (cross(v.sub(u), w.sub(u)).norm_sq() < 0.001) { continue; } //#TODO: find a better solution

was causing some strange collision behaviour and leaving it as it was meant very small faces were dropped. Setting it to check for < 0.0005 seems to fix both problems. If you're still having problems, play about with the value of it.

Pointless


Rev. 29 07/01/2013
1 improvement

You can now choose the threshold value for removing very small faces when importing collision or set it to not remove any (enter 0). (This line: if (cross(v.sub(u), w.sub(u)).norm_sq() < 0.001) { continue; } //#TODO: find a better solution)

[image]


Rev. 30 19/01/2013
1 new feature, 1 minor improvement

Added texture animation editor - you can edit or remove existing texture animations including their scale, rotation and translation values as well as adding new ones.


[image]

Also added option for changing minimap co-ordinate scale.

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.

Before:

After:
[image]

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
Posted on 01-02-13 06:21 PM Link | #2673
Amazing!

However, how fast is compression? I had once managed to write a working implementation, but it was rather slow on large data volumes. But it seems that I've lost the code...

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

NWPlayer123
Posted on 01-02-13 06:32 PM Link | #2675
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
Posted on 01-02-13 06:43 PM (rev. 3 of 01-02-13 06:44 PM) Link | #2676
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
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.

What do you mean? Has he worked on the format?

Arisotura
Posted on 01-02-13 07:09 PM Link | #2677
Nah, compression should stay off by default. It's better to use it when you're done editing your level :)

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

NWPlayer123
Posted on 01-02-13 09:18 PM Link | #2687
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
Posted on 01-02-13 09:20 PM Link | #2688
He talked about minimaps, not mipmaps.

SM64DS minimaps are the maps shown on the bottom screen :) Oh also, the DS doesn't support mipmapping. Its 3D hardware is really oldstyle.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Skelux
Posted on 01-03-13 12:59 AM (rev. 2 of 01-03-13 01:02 AM) Link | #2700
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.
0x02075298 -> table that maps level IDs to act selector entry IDs

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
Posted on 01-03-13 01:03 AM Link | #2702
IIRC each entry in the table is a byte, but I don't know. The best thing is to open a (patched) ROM in a hex editor and look.

As for the intro animation, I know literally zero about it.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Skelux
Posted on 01-03-13 01:53 AM (rev. 2 of 01-03-13 01:53 AM) Link | #2707
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
Posted on 01-03-13 09:01 AM (rev. 2 of 01-03-13 09:09 AM) Link | #2729
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
Posted on 01-04-13 01:31 AM Link | #2781
Posted by Fiachra
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.


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
Posted on 01-04-13 01:33 AM Link | #2783
Posted by Skelux
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.

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
Posted on 01-04-13 01:46 AM Link | #2785
Another thing occurred to me - since you have map importing working, shouldn't it be fairly simple to replace the title screen?

NWPlayer123
Posted on 01-04-13 01:56 AM (rev. 2 of 01-04-13 01:56 AM) Link | #2788
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
Posted on 01-04-13 03:17 AM Link | #2790
Posted by NWPlayer123
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.


The title in SM64DS is just a static 2D image, probably the same format as the level maps.

Fiachra
Posted on 01-04-13 10:18 PM (rev. 3 of 01-04-13 11:14 PM) Link | #2817
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
Posted on 01-05-13 09:30 AM Link | #2919
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
Posted on 01-05-13 09:52 AM (rev. 2 of 01-05-13 10:08 AM) Link | #2921
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.

[image]
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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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