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

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skawo
Posted on 01-09-14 02:45 PM (rev. 5 of 01-09-14 07:15 PM) Link | #37340
Should probably also add to the above that it seems some models just refuse to open in the editor. One example are the VRboxes (i.e backgrounds) which just crash it, making it impossible to retex them as well.

There's also some other bugs I've been running into, like

- The additional patches menu just crashes every time for some reason
- Import a model and close the importer.If you then try to open it back up and import a second model, it will fail to show the import preview
- The editor has problems importing textures that are not 32x32. They render fine in the editor, but then are screwed up in-game.
- Either the views are too complex for their own good, the editor creates malformed ones, or they actually have more data editable. Making a view crashes the game every. single. time, even if you copy all of the settings exactly.


The editor's certainly improved a lot, though, to the point where level creation is rather enjoyable. So, props.

Fiachra
Posted on 01-09-14 07:28 PM (rev. 3 of 01-09-14 07:44 PM) Link | #37349
Posted by Skelux
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.

I believe there is still a bug somewhere in the NARC file re-insertion code. R51 fixed some of the problems (previously importing a model into an archive level didn't work) but obviously there're still more. I'll definitely try and get this sorted.

Here's the temporary workaround:
- Make a copy of you ROM.
- Use NSMBe to extract the model you want to edit from the NARC file and then reinsert it over a non-archived model.
- Edit this non-archived one in SM64DSe and then extract it using NSMBe.
- Use NSMBe to reinsert it into the NARC file in your original ROM over the original model.
NSMBe seems to be very stable but make a backup just in case.

Posted by skawo
Should probably also add to the above that it seems some models just refuse to open in the editor. One example are the VRboxes (i.e backgrounds) which just crash it, making it impossible to retex them as well.

Any file or ROM version in particular? I just tried 3D Model>Import Other Model>/data/vrbox/vr*.bmd and they all worked fine in a EUR ROM, I didn't try all the vrboxes in the other versions but the ones I tried worked.

Posted by skawo
There's also some other bugs I've been running into, like

"The additional patches menu just crashes every time for some reason" - The structure of the AdditionalPatches.xml XML has changed recently, make sure you're using the latest version - the editor is not backwards-compatible with the older versions, though I'll add an error message.

"When you import a model and close the importer, if you then try to open it back up and import a second model, it will fail to show the import preview" - I think it's always done that, this is probably a bug in how the form is closed, or may be related to the general ModelCache bug that doesn't update imported models correctly until you re-open the ROM, or it may be. I'll try and fix it.

"The editor has problems importing textures that are not 32x32" - It's non-powers-of-2 resolutions and ones lower than 8 that it can't handle. Textures need to be 8x, 16x, 32x, 64x ... Nintendo's models stick to these resolutions as well so I don't think it's a problem with the editor. If they still don't appear correctly then they're probably not indexed.

"Making a view crashes the game every. single. time, even if you copy all of the settings exactly." - Thanks for pointing out. I think I know exactly what the problem is; when working on the Texture Animation editor recently I discovered that if addresses aren't multiples of 4 the level will crash; View objects are 14 bytes each which is causing the addresses of following object tables and other data to be at addresses not divisible by 4 when adding or removing them. This should be easy enough to fix - just pad with 2 extra bytes at the end of the table when needed.

EDIT: This is also most likely there are problems when adding and removing Path and Path Node objects - they're 6 bytes each.

Posted by Hiccup
Could you add the ability to replace levels and/or star selects to the editor?...

Yes, that'll be in the next revision.

skawo
Posted on 01-09-14 07:54 PM (rev. 4 of 01-09-14 07:57 PM) Link | #37363
Posted by Fiachra
Posted by skawa
Should probably also add to the above that it seems some models just refuse to open in the editor. One example are the VRboxes (i.e backgrounds) which just crash it, making it impossible to retex them as well.

Any file or ROM version in particular? I just tried 3D Model>Import Other Model>/data/vrbox/vr*.bmd and they all worked fine in a EUR ROM, I didn't try all the vrboxes in the other versions but the ones I tried worked.


US V 1.0 ROM, any VRbox. Here's, uh, the error produced, not sure if it's any good or not:

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SM64DSe.ModelImporter.ModelImporter_Load(Object sender, EventArgs e) in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\ModelImporter.cs:line 686
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)




Posted by Fiachra
Posted by skawa
There's also some other bugs I've been running into, like
"The additional patches menu just crashes every time for some reason" - The structure of the AdditionalPatches.xml XML has changed recently, make sure you're using the latest version - the editor is not backwards-compatible with the older versions, though I'll add an error message.


I'm using the latest version, directly taken from your download. Again, possibly useless error:


************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.Generic.List`1.get_Item(Int32 index)
at System.Linq.Enumerable.ElementAt[TSource](IEnumerable`1 source, Int32 index)
at SM64DSe.Patch.CheckIsApplied(NitroROM rom) in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\AdditionalPatchesForm.cs:line 457
at SM64DSe.AdditionalPatchesForm.populatePatchListTable() in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\AdditionalPatchesForm.cs:line 53
at SM64DSe.AdditionalPatchesForm..ctor() in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\AdditionalPatchesForm.cs:line 30
at SM64DSe.MainForm.btnAddPatches_Click(Object sender, EventArgs e) in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\MainForm.cs:line 352
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Posted by Fiachra
Posted by skawa
"When you import a model and close the importer, if you then try to open it back up and import a second model, it will fail to show the import preview" - I think it's always done that, this is probably a bug in how the form is closed, or may be related to the general ModelCache bug that doesn't update imported models correctly until you re-open the ROM, or it may be. I'll try and fix it.


Actually, it behaved bugged out before as well, but differently; before, it didn't clear out the preview and you could just see it again.

Posted by Fiachra
Posted by skawa
"The editor has problems importing textures that are not 32x32" - It's non-powers-of-2 resolutions and ones lower than 8 that it can't handle. Textures need to be 8x, 16x, 32x, 64x ... Nintendo's models stick to these resolutions as well so I don't think it's a problem with the editor. If they still don't appear correctly then they're probably not indexed.


Thing is, this was with 64x64 textures, taken from NSMBDS (some paths). Changing them to 32x32 fixed them. So...yeah. This doesn't appear to be wrong until you try to specifically map them (like the paths). And, again, they appear correctly in the editor itself, just that the game renders them completely differently.



BTW, did you find out why that Bob-omb Buddy bug's been happening? I ran into this when making a different level, except this time the Bomb Buddies were getting replaced with PLAYER actors :/

Fiachra
Posted on 01-09-14 08:17 PM Link | #37367
Posted by skawo
Should probably also add to the above that it seems some models just refuse to open in the editor. One example are the VRboxes (i.e backgrounds) which just crash it, making it impossible to retex them as well.

You're right, I just tried running the .exe file directly instead of running through VS and I got the same error.

"The editor has problems importing textures that are not 32x32" - Are you talking about importing a model or replacing textures?

"The additional patches menu just crashes every time for some reason" - Was able to reproduce using a US ROM, I know what the problem is, will be fixed soon.

"BTW, did you find out why that Bob-omb Buddy bug's been happening?" - Not yet, sorry. Seems very strange that it would change the object ID and not corrupt the level at all.

skawo
Posted on 01-09-14 08:45 PM (rev. 2 of 01-09-14 09:01 PM) Link | #37368
Importing a new model. If you'd like, I can rig up something to showcase this.

Fiachra
Posted on 01-09-14 09:44 PM (rev. 2 of 01-09-14 09:45 PM) Link | #37372
If you send me a model I'll have a look at it. No one else, including me have had any problems with non 32x32 textures when importing models (both OBJ and DAE) though.

Are you sure your textures are indexed? The colours can be messed up if not.

Edit:
It could also be that you have too many textures, if you've too many / too big textures they'll start to glitch.

skawo
Posted on 01-09-14 10:28 PM (rev. 3 of 01-09-14 10:37 PM) Link | #37377
...Well. I tried it right now, and, of course, it worked correctly this time. Can't make it do what it was doing before...

Not sure what to say to that.

Either way, though; if this is indeed something that mucks up because of the issues you listed, could you make the editor warn the user about this? Or render it like the DS would, but...probably undoable.

Also, heh, running about in the editor reminded me of two things more:

- Maybe this isn't a bug with the editor and is actually wrong in-game data but...the animation data for Goomboss Battle Map seems to be output wrong? Shows only one frame on the list, but then also says there's supposed to be 181. The one in the Goomboss Battle Fight is right, so...uh.

[image]
- This happens a lot:

[image]
I think this is because we write decimals with "," and not "." over here. So, uh, it thinks all of the defaults/retail values are incorrect and you have to constantly turn off that textbox.


Sorry to report so many things at once, by the way.

Fiachra
Posted on 01-10-14 05:58 PM Link | #37417
Posted by skawo
Either way, though; if this is indeed something that mucks up because of the issues you listed, could you make the editor warn the user about this? Or render it like the DS would, but...probably undoable.

It already does warn if the textures are above a certain size but it just wouldn't be possible to predict when it'll glitch or not load for each specific model, also the complexity of the KCL file can also affect when it freezes.


Maybe this isn't a bug with the editor and is actually wrong in-game data but...the animation data for Goomboss Battle Map seems to be output wrong? Shows only one frame on the list, but then also says there's supposed to be 181. The one in the Goomboss Battle Fight is right, so...uh.

It's either a bug in the code that creates the new overlays or there're inconsistencies in the original overlays; for some levels (other example is LLL) the texture animation data doesn't get copied and so it doesn't work in those levels.


I think this is because we write decimals with "," and not "." over here. So, uh, it thinks all of the defaults/retail values are incorrect and you have to constantly turn off that textbox.

That would be the reason, I must have forgotten to specify the locale when parsing some of the values.


Sorry to report so many things at once, by the way.

It's fine, if they don't get reported they'll never get fixed!

Hiccup
Posted on 01-10-14 06:36 PM Link | #37430
Some helpful tips for skawo:
* You may want to use the E rom, because I think Fiachra uses it mostly, to base hacks on.
* The new version linked by Fiachra, has the new files in the bin folder, not the main one (I think). Try this one anyway.

skawo
Posted on 01-10-14 07:04 PM Link | #37432
I'm not gonna scrap what I did so far just to switch ROMs.

Hiccup
Posted on 01-10-14 07:06 PM Link | #37433
It's not sensible for me to think that you would, no.

skawo
Posted on 01-11-14 05:32 PM Link | #37486
Oh boy, 'ts me again:

Um, the messages corrupted on me for some reason. Here's the bin...

https://drive.google.com/file/d/0B-HeBvPjqJ74WHdsSlBtVmI4cTg/edit?usp=sharing

Not sure how many corrupted, but the "COMPLETE" message is (for instance, try clearing the Goomboss Battle)

Hiccup
Posted on 01-11-14 06:11 PM Link | #37489
Feature Request:
* Could you add rudimentary support for Japanese text?

Fiachra
Posted on 01-11-14 07:24 PM Link | #37493
skawo:
Import this XML to fix your strings:
http://www.sendspace.com/file/abg4s3

If they become corrupt but you can still load them in the text editor, you can export and use a clean copy of the texts compare and fix the corrupt one.

Maybe you tried to enter a character not supported by US ROMs?

[image]
Not sure, haven't had any problems with the text editing since R47.

Could you add rudimentary support for Japanese text?

Maybe. Depends on how difficult it would be. If it's very difficult then I'd be unlikely to as there aren't many that want to edit the Japanese text.

Posted by Skelux
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?...

The problem seems to be yet again, a problem with offsets not being 4-byte aligned. Hopefully it won't be too hard to fix.

Hiccup
Posted on 01-11-14 07:33 PM Link | #37494
I think a few people on The Cutting Room Floor would like to compare the texts with the English versions.

Fiachra
Posted on 01-12-14 05:39 PM (rev. 2 of 01-12-14 05:59 PM) Link | #37541
If someone can give a list of the Unicode characters for the Japanese characters used here:

[image]

I'll add support for it, but I'm not going to go through that and try and find each one.

Edit:
Here it is split up into individual characters.

skawo
Posted on 01-12-14 06:40 PM (rev. 5 of 01-12-14 07:02 PM) Link | #37543
Well, as far as feature requests go, I also have a "few":

- Ability to duplicate item across select stars (or, at least, across all stars)
- Ability to search for message in the text editor (or, at least, make it output the IDs in the xml as well, so you can search for them in the xml)
- Ability to move the entire level around (map polygons, collision and all objects, views, maps, exits, etc)
- In the KCL editor, ability to click on faces to select them

And, uh, some more...advanced ones
- Copy paste (yeah, seen this coming, probably)
- Ability to save entire level into some file and import it back (between versions, as well)
- Better integration of the Object DB. Should replace "PARAM 1" etc with stuff from DB (and, say, hover over the field to get a futher comment about what this setting does). See: Reggie Level editor, NSMBe, etc.

Fiachra
Posted on 01-12-14 06:55 PM (rev. 2 of 01-12-14 07:09 PM) Link | #37544
Posted by skawo
Ability to duplicate object across all stars

If you set the Star to 'All' it will appear in all stars with the same parameters.

"Ability to search for message in the text editor (or, at least, make it output the IDs in the xml as well, so you can search for them in the xml)" - I was already planning on doing both of those.

"Ability to move the entire level around (map polygons, collision and all objects, views, maps, exits, etc)" - Already can for all of the objects (Objects>Offset All Co-ords). Moving the model and collision map around would be way too much effort for so little gain - you'll just to re-import them.

"In the KCL editor, ability to click on faces to select them" - Possibly in future, my OpenGL knowledge is fairly limited.

"Copy paste (yeah, seen this coming, probably)" - Shouldn't actually be that hard to do, will probably do that after the bugs listed recently are fixed.

"Ability to save entire level and import it back (between versions, as well)" - Will do it sometime. By 'between versions' I assume you mean EUR, US etc., I wouldn't do for between versions of the editor as the format may change.

"Should replace "PARAM 1" etc with stuff from DB..." - The ObjectDB already has the ability to store this (it's not really used though) but that'll be done sometime as well.

skawo
Posted on 01-12-14 07:00 PM (rev. 2 of 01-12-14 07:01 PM) Link | #37545
Yes, but, see, the problem arises if you want the object to appear in all stars but one or something. Then you have to add 6 objects, copy the values to each one, and it takes quite a while.

If you could duplicate the object 7 times and just have the star number different on each one, then you could just erase the ones from the star(s) you don't want them to appear on.

Fiachra
Posted on 01-12-14 07:10 PM Link | #37546
That'd be taken care of by copy-and-paste. I've edited my above post.
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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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