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09-16-24 07:27 PM |
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0 users reading Editor development | 1 bot |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
Hiccup |
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Normal user Level: 58 Posts: 59/815 EXP: 1542170 Next: 35376 Since: 09-06-12 Last post: 1835 days ago Last view: 191 days ago |
Thanks for the build and the information! |
Jesse |
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Member Normal user Level: 53 Posts: 150/688 EXP: 1145537 Next: 11582 Since: 09-05-13 Last post: 2522 days ago Last view: 2084 days ago |
so I thought: yay lets import a .dae cuz there are yet two versions with fixed problems. so I imported it and saw nothing. I thought maybe its the scale, so I write another scale: then I see mario is going to another position. so with the scale option you can chance marios position on the x y as xD
I hope you can do something with this story : ) |
skyl |
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Keep Calm and Inject Some Lysol Level: 51 Posts: 235/613 EXP: 962399 Next: 51539 Since: 09-13-13 Last post: 370 days ago Last view: 363 days ago |
Actually, it changes the model's position, not mario's... ____________________ Can you burn a Luigi board? |
Fiachra |
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Local moderator Level: 65 Posts: 230/1065 EXP: 2277208 Next: 58420 Since: 12-15-12 From: Ireland Last post: 2304 days ago Last view: 254 days ago |
"so with the scale option you can chance marios position on the x y" - You probably just moved Mario with your mouse.
"Actually, it changes the model's position, not mario's... " - It doesn't change the position of anything. Your model may not be centered in which case it might look that way? "so I imported it and saw nothing" - Have you applied the model's scale within your editing program? What program are you using to export the DAE model? If it's Blender there are a few things you may need to do to get it to export correctly. |
Jesse |
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Member Normal user Level: 53 Posts: 151/688 EXP: 1145537 Next: 11582 Since: 09-05-13 Last post: 2522 days ago Last view: 2084 days ago |
Posted by Fiachra 1. yes it chances mario's position, I wanted that there was a way so I could show it to you. it is really weird. 2. see 1 3. I thought it was the normal size. 4. I think here is the mistake, I use blender. but that mario's position chances while editing the scale must be a sort of bug. |
skyl |
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Keep Calm and Inject Some Lysol Level: 51 Posts: 236/613 EXP: 962399 Next: 51539 Since: 09-13-13 Last post: 370 days ago Last view: 363 days ago |
Posted by jjesss064 If the model is not centered it appears to change mario's position but it's actually the model moving if you change the scale. ____________________ Can you burn a Luigi board? |
Skelux |
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Banned Level: 28 Posts: 100/148 EXP: 118225 Next: 13113 Since: 11-27-12 Last post: 3767 days ago Last view: 2226 days ago |
The first byte of the second word in the CLPS entry is the path ID used for wind. Thanks, I have it working now. |
Fiachra |
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Local moderator Level: 65 Posts: 231/1065 EXP: 2277208 Next: 58420 Since: 12-15-12 From: Ireland Last post: 2304 days ago Last view: 254 days ago |
skyluigi and jjess064: Individual co-ordinates' positions move outward from the centre when scaled but the model's position is still (0,0).
jjess064/Anyone looking to export DAE with Blender: For exporting using Blender (I'm using 2.68a): - Each texture must have its own Material with and have an assigned Texture (Video I made for someone else). The quickest way for an already-textured model is to select a face with a specific texture, Select>Similar>Image and then assign that to a new material and add the Texture as shown in the video. Do this for each texture used. - Object mode, Object>Apply>Location, >Rotation, >Scale. This is in case you've scaled it down a lot, it will appear one size but when exported will have the original scale. - Sometimes the exported DAE model will be rotated, usually on the X axis. Eg. if rotated on X axis by 90 degrees: Object mode, type "RX-90", Object>Apply>Rotation. Now export. You can then do RX90 and don't apply rotation. Now it'll look right when editing and exporting. - File>Export>Collada DAE Do select 'Include Material Textures' (otherwise textures don't get exported), do not select 'Copy' (this would create copies of all your images). Does it appear if you export as OBJ? Skelux: That's good. I'll see if I can add to the CLPS editor descriptions entries, eg. if you selected that wind entry from the drop-down you'd get a description (tooltip maybe) for the different bytes. |
Jesse |
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Member Normal user Level: 53 Posts: 152/688 EXP: 1145537 Next: 11582 Since: 09-05-13 Last post: 2522 days ago Last view: 2084 days ago |
when I select Include Material Textures nothing will be exported(only the .dae of course) however when I select copy it works. |
Fiachra |
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Local moderator Level: 65 Posts: 232/1065 EXP: 2277208 Next: 58420 Since: 12-15-12 From: Ireland Last post: 2304 days ago Last view: 254 days ago |
Posted by jjesss064 "...when I select copy it works" - What do mean by "works", do you mean you can import it? Can you open your exported DAE file in another 3D editor/viewer eg. MeshLab. If the textures appear correctly it should be fine. |
Jesse |
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Member Normal user Level: 53 Posts: 153/688 EXP: 1145537 Next: 11582 Since: 09-05-13 Last post: 2522 days ago Last view: 2084 days ago |
I mean that if I don't do "copy" that the importer says that there are missing textures. it makes sense and it works now
edit: |
Fiachra |
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Local moderator Level: 65 Posts: 233/1065 EXP: 2277208 Next: 58420 Since: 12-15-12 From: Ireland Last post: 2304 days ago Last view: 254 days ago |
"Input string was not in a correct format"
Does your DAE file contain decimal commas instead of decimal points, eg. 1,234 instead of 1.234? If so, can you open your DAE file and replace all commas with decimal points. Have you changed any settings in Blender? Have you modified your DAE file after exporting? "it seems that I get this error suddenly." - Did you change anything? Can you please translate the main error in future. |
Jesse |
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Member Normal user Level: 53 Posts: 154/688 EXP: 1145537 Next: 11582 Since: 09-05-13 Last post: 2522 days ago Last view: 2084 days ago |
no I really haven't chanced anything after or before the exporting its just total random. however must every material have his own object? oh and everything is just in . |
Fiachra |
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Local moderator Level: 65 Posts: 235/1065 EXP: 2277208 Next: 58420 Since: 12-15-12 From: Ireland Last post: 2304 days ago Last view: 254 days ago |
Can you answer "Does your DAE file contain decimal commas instead of decimal points"?
Do a search for "float_array" or "" (remove speech marks). "however must every material have his own object?" No, I said every texture must have its own material. "oh and everything is just in" I don't understand what you mean. |
Jesse |
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Member Normal user Level: 53 Posts: 155/688 EXP: 1145537 Next: 11582 Since: 09-05-13 Last post: 2522 days ago Last view: 2084 days ago |
everything is in decimal points.
I don't know exactly what you mean but I saw . oh and everything is just in . <-- I meant that . (dot) xD how confusing of me |
Fiachra |
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Local moderator Level: 65 Posts: 236/1065 EXP: 2277208 Next: 58420 Since: 12-15-12 From: Ireland Last post: 2304 days ago Last view: 254 days ago |
Can you try re-exporting the model and trying again, just in case?
If not can you PM me your model as there's not much more I can do without it, just copy and paste it into a spoiler, I don't need the textures. |
Fiachra |
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Local moderator Level: 65 Posts: 238/1065 EXP: 2277208 Next: 58420 Since: 12-15-12 From: Ireland Last post: 2304 days ago Last view: 254 days ago |
R65 2014/01/04
- Texture Animation Editor totally rewritten, many improvements to functionality/stability, level corruption issues should all be removed, code much simpler and cleaner. - Added option to generate texture animation scale, rotation and translation values given start and end values and number of values. - Added 'Change Starting Lives' and 'Infinite Health' patches. I had been meaning to rewrite the Texture Animation Editor for a while, the code was too complex and too hard to find bugs. It's now much simpler and the issues previously with the scale, rotation or translation values becoming corrupt and issues when adding and removing texture animations when there were multiple areas have been removed (after several hours turned out the problem was that certain addresses had to be multiples of 4). Note: When editing texture animations, changes are made to the level overlay as you edit, so if you don't want to keep them you must exit the Level Editor without saving. I probably won't change this as it greatly simplifiies the code involved. Also, ROM's modified with SM64DSe do work with the GW3DS DS flashcart and therefore probably any other flashcart using the Wood firmware. Download: http://www.sendspace.com/file/3af3cw |
skawo |
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Normal user Level: 32 Posts: 1/216 EXP: 198451 Next: 7991 Since: 01-04-14 Last post: 2625 days ago Last view: 1314 days ago |
So, I made a level using 2.1 and found a bug. Seems to also apply to the version in the post above.
Here's the situation: I have a Bob-omb Buddy on Star 4. I want to place a JARIUSHI_L (arrow sign) on Star 2. When I do that, the Bob-omb Buddy on Star 4 gets removed from the list, and a Star 4 JARIUSHI_L is placed in the level instead. I think the Bob-Omb Buddy is the last on the object list, by the way. If you need the ROM Patch to test this out, just drop a line on PM |
Stomatol |
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Normal user Level: 30 Posts: 10/178 EXP: 148726 Next: 17143 Since: 12-21-13 From: Sweden Last post: 2632 days ago Last view: 1524 days ago |
Posted by Fiachra Can confirm it works on Supercard DSTWO though. |
Skelux |
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Banned Level: 28 Posts: 102/148 EXP: 118225 Next: 13113 Since: 11-27-12 Last post: 3767 days ago Last view: 2226 days ago |
Is there any progress on replacing character models/textures? Even replacing the textures in any of the compressed archives causes the game to freeze. Could it be a problem with the way the archives are recompressed, or will I definitely need to go digging up some checksum code? Also, I know someone replaced Wario's texture, but that one was not compressed. |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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