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05-28-23 11:59 PM |
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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 |
Arisotura |
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![]() Star Mario in this room you have a pile of apple pies Level: 161 ![]() Posts: 1704/9008 EXP: 53950201 Next: 162916 Since: 07-03-12 From: in a box ![]() Last post: 59 days ago Last view: 8 days ago |
Fiachra |
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Local moderator Level: 64 Posts: 180/1065 EXP: 2147024 Next: 67073 Since: 12-15-12 From: Ireland Last post: 1827 days ago Last view: 1806 days ago |
Well it shouldn't be necessary; it shouldn't be much longer until I've got bone exporting and importing working. I can currently get simple models eg. Whomp exported, changed and imported with animation still working and I've a good idea why the others aren't working. |
Crashdance22 |
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Normal user Level: 24 Posts: 49/112 EXP: 71874 Next: 6251 Since: 05-04-13 Last post: 2560 days ago Last view: 1802 days ago |
You say you will have bone importing and exporting implemented, but will the bones be editable in the editor? As in parameters/transforms? |
Fiachra |
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Local moderator Level: 64 Posts: 182/1065 EXP: 2147024 Next: 67073 Since: 12-15-12 From: Ireland Last post: 1827 days ago Last view: 1806 days ago |
No, I mean you can export a model with it split up into different chunks matching the bones that can be then be edited, eg. in Blender and re-imported and the model's bones and therefore animation will still be working. Bone information is exported and is needed when re-imported and can be edited if you want. This'll allow editing character and enemy models properly. I've actually got that part done (eventually!), I'm trying to fix a problem in the model importer window with the scale being wrong and translucent faces not showing up (they used to but it now gives a preview of the converted BMD file). |
RiksKing |
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Member Normal user Level: 11 Posts: 18/18 EXP: 4816 Next: 1169 Since: 07-07-12 From: The Netherlands Last post: 3532 days ago Last view: 2700 days ago |
All right, this is a really dumb question, and I'm sure somebody has asked it before, but I can't seem to find it anywhere, soo...
How do you compile new versions of the editor? |
Fiachra |
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Local moderator Level: 64 Posts: 187/1065 EXP: 2147024 Next: 67073 Since: 12-15-12 From: Ireland Last post: 1827 days ago Last view: 1806 days ago |
You can compile it either in Visual Studio 2010 or above or in Monodevelop. You'll need to use an SVN client to download the source first though. For Windows you can use TortoiseSVN or for Linux there's KDESvn.
Here's the newest R60, I'd had to upload it for someone else. |
skyl |
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Keep Calm and Inject Some Lysol Level: 50 Posts: 28/612 EXP: 901328 Next: 45989 Since: 09-13-13 Last post: 852 days ago Last view: 69 days ago |
I have a model, and it's imported. The only problem is that it is floating in the sky and I can't find any way to move it. ____________________ Can you burn a Luigi board? |
Fiachra |
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Local moderator Level: 64 Posts: 194/1065 EXP: 2147024 Next: 67073 Since: 12-15-12 From: Ireland Last post: 1827 days ago Last view: 1806 days ago |
You can't move level models around. If you want to makr it higher/lower etc. you have to do that before exporting it from the modelling software. Make sure you apply location before exporting it if you're moving it. |
jordansegagalaxy2.5 |
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Yushe |
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natnew |
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![]() Bullet Bill Normal user Level: 46 ![]() Posts: 210/500 EXP: 691389 Next: 20385 Since: 12-07-12 Last post: 1575 days ago Last view: 1477 days ago |
I used the editor today, and it seems to think literally every placable object other than a minimap change could crash the game on startup. why?
EDIT: and how do the doors work? ____________________ |
Fiachra |
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Local moderator Level: 64 Posts: 202/1065 EXP: 2147024 Next: 67073 Since: 12-15-12 From: Ireland Last post: 1827 days ago Last view: 1806 days ago |
You need to have the right Object Bank settings. These specify which objects may be used in each level.
What is you're trying to do with the doors? If you want them to take the player to another level you place an exit warp behind it. |
natnew |
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![]() Bullet Bill Normal user Level: 46 ![]() Posts: 211/500 EXP: 691389 Next: 20385 Since: 12-07-12 Last post: 1575 days ago Last view: 1477 days ago |
well, thanks.
EDIT: how do I move data over to a new ROM? ____________________ |
Fiachra |
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Local moderator Level: 64 Posts: 204/1065 EXP: 2147024 Next: 67073 Since: 12-15-12 From: Ireland Last post: 1827 days ago Last view: 1806 days ago |
Easiest program to use NSMBe. You need to export the overlay for the level, the first level overlay in a modified ROM is 103. You'll also need to export the contents of the /data/stage/ folder for that level which contains the level model, collision and minimap.
Then import them back in over the other (patched) ROM. When asked if you are importing a compressed overlay, select 'No'. To change Object Bank settings, select the 'Level Settings' option and select which banks you want. |
natnew |
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![]() Bullet Bill Normal user Level: 46 ![]() Posts: 212/500 EXP: 691389 Next: 20385 Since: 12-07-12 Last post: 1575 days ago Last view: 1477 days ago |
is there anyway to import the objects/positions? I accidentally corrupted big boo's haunt map x.x ____________________ |
Fiachra |
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Local moderator Level: 64 Posts: 207/1065 EXP: 2147024 Next: 67073 Since: 12-15-12 From: Ireland Last post: 1827 days ago Last view: 1806 days ago |
If you don't have a working backup for it then probably not. Importing the level overlay from another ROM over the broken one would allow it to work again.
The level overlays contain a level's settings such as model, collision, minimal file IDs and object bank settings as well as a list of objects and their positions and parameters. |
natnew |
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![]() Bullet Bill Normal user Level: 46 ![]() Posts: 213/500 EXP: 691389 Next: 20385 Since: 12-07-12 Last post: 1575 days ago Last view: 1477 days ago |
alright, thanks.
EDIT: I assume root/data/stage/teresa_house/ is the correct directory? it literally translates to "boo house" ____________________ |
Fiachra |
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Local moderator Level: 64 Posts: 209/1065 EXP: 2147024 Next: 67073 Since: 12-15-12 From: Ireland Last post: 1827 days ago Last view: 1806 days ago |
Yes. If you aren't sure you can export the model or minimap from those folders and check. |
natnew |
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![]() Bullet Bill Normal user Level: 46 ![]() Posts: 214/500 EXP: 691389 Next: 20385 Since: 12-07-12 Last post: 1575 days ago Last view: 1477 days ago |
which one is the "big boo's haunt" overlay? I can't tell. they just have numbers. ____________________ |
Skelux |
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Banned Level: 27 Posts: 88/148 EXP: 111497 Next: 4662 Since: 11-27-12 Last post: 3290 days ago Last view: 1749 days ago |
Count up starting from 103 where 103 is the first level in the list displayed by SM64DSe. |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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