How can i edit the "Bom-ob King point"? Also, in area and the border???
And how can i make the in area point & the border for other enemies?
(Big Boo...) And how can i edit Koopa's path? (The Race)
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09-25-23 03:45 AM |
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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 |
Cackletta |
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Member Permanently banned: taking part in lamer attacks Level: 22 ![]() Posts: 12/91 EXP: 51483 Next: 6867 Since: 02-06-14 From: Los angeles california Last post: 3338 days ago Last view: 3338 days ago |
How do I implement scrolling textures? ____________________ Subscribe to my youtube channel Follow me on twitter My Modification's progress thread here |
Fiachra |
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Local moderator Level: 64 Posts: 328/1065 EXP: 2180286 Next: 33811 Since: 12-15-12 From: Ireland Last post: 1946 days ago Last view: 1925 days ago |
Use the 'Texture Animation' editor.
Each area has a list of scale, rotation and translation values which you can create, edit or remove. You then add, edit or remove a texture animation within that area, setting the range of scale, rotation and translation values that you want to use and setting the name of the material that you want to animate. The easiest way to understand how it works is to look at the existing ones. |
StarLand |
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gtfo Level: 44 Posts: 44/455 EXP: 578877 Next: 32408 Since: 12-28-13 From: Germany Last post: 3187 days ago Last view: 3098 days ago |
How can i edit the "Bom-ob King point"? Also, in area and the border???
And how can i make the in area point & the border for other enemies? (Big Boo...) And how can i edit Koopa's path? (The Race) |
Fiachra |
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Local moderator Level: 64 Posts: 331/1065 EXP: 2180286 Next: 33811 Since: 12-15-12 From: Ireland Last post: 1946 days ago Last view: 1925 days ago |
"How can i edit the "Bom-ob King point"?" - No one's been able to get King Bob-Omb working in a different level or location.
"Also, in area and the border???" - I don't understand what you mean. "And how can i make the in area point & the border for other enemies?" - I don't understand what you mean. "(Big Boo...) And how can i edit Koopa's path? (The Race)" - To change Koopa The Quick's path, you can either edit the path he currently uses, adding and removing nodes and moving them about or you can create a new path for him to follow and set Parameter 2 to the ID of your new path. |
NoThisIsStupider |
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Normal user Level: 31 ![]() Posts: 8/207 EXP: 175751 Next: 9612 Since: 03-13-14 Last post: 1707 days ago Last view: 1476 days ago |
I've run into a small issue with sm64dse, a lot of times when I start sm64dse, all the object banks say "none". Also I've noticed the objects in the level have Japanese names (e.g. the goomba's are named kuribo's). I've found the only fix to this is deleting and re-extracting the editor, but I have to do it a lot, just wondering if there is a more permanent fix. ____________________ Switch on latest firm happily playing Smash daily PC with an i7-4790K, RX480, 16GB ram Various other consoles that are hardly used due to emulation existing |
Fiachra |
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Local moderator Level: 64 Posts: 333/1065 EXP: 2180286 Next: 33811 Since: 12-15-12 From: Ireland Last post: 1946 days ago Last view: 1925 days ago |
It sounds like you're deleting or moving some of the files within bin/Release/ (specifically objectdb.xml) or moving the executable out. You need to keep the executable in that folder. |
NoThisIsStupider |
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Normal user Level: 31 ![]() Posts: 9/207 EXP: 175751 Next: 9612 Since: 03-13-14 Last post: 1707 days ago Last view: 1476 days ago |
No, i'm not moving anything, it just occurs. If it's any help, it usually happens after I delete and re-extract the rom so I can reverse crashes and such. ____________________ Switch on latest firm happily playing Smash daily PC with an i7-4790K, RX480, 16GB ram Various other consoles that are hardly used due to emulation existing |
Fiachra |
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Local moderator Level: 64 Posts: 334/1065 EXP: 2180286 Next: 33811 Since: 12-15-12 From: Ireland Last post: 1946 days ago Last view: 1925 days ago |
The only thing that could cause that behaviour is a missing or corrupt objectdb.xml. What revision are you using (should be R72)? |
NoThisIsStupider |
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Normal user Level: 31 ![]() Posts: 11/207 EXP: 175751 Next: 9612 Since: 03-13-14 Last post: 1707 days ago Last view: 1476 days ago |
How would I go about checking? All I really know is i'm using v2.1. Although objectdb.xml can't be corrupt, since after I re-extract SM64DSe, It works, for the entire session. ____________________ Switch on latest firm happily playing Smash daily PC with an i7-4790K, RX480, 16GB ram Various other consoles that are hardly used due to emulation existing |
Fiachra |
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Local moderator Level: 64 Posts: 335/1065 EXP: 2180286 Next: 33811 Since: 12-15-12 From: Ireland Last post: 1946 days ago Last view: 1925 days ago |
Is Object Database automatic update turned on (should be off)? |
NoThisIsStupider |
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Normal user Level: 31 ![]() Posts: 12/207 EXP: 175751 Next: 9612 Since: 03-13-14 Last post: 1707 days ago Last view: 1476 days ago |
Yeah, it was on, that probably will fix it. Thanks.
Edit: I've removed every single object in the castle grounds and set all the object banks to none, I also moved the warps, so Mario would spawn somewhere safe, but when I try to launch the game it makes a beeping noise like a time bomb and then desmume crashes. (happens on 0.9.10 and 0.9.9) Any idea why? ____________________ Switch on latest firm happily playing Smash daily PC with an i7-4790K, RX480, 16GB ram Various other consoles that are hardly used due to emulation existing |
Fiachra |
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Local moderator Level: 64 Posts: 339/1065 EXP: 2180286 Next: 33811 Since: 12-15-12 From: Ireland Last post: 1946 days ago Last view: 1925 days ago |
Are you using R72? Did you remove any entrance objects (particularly 0 - 3)? Did you remove the Mininap Tile ID objects (probably shouldn't)? Did you remove all of the objects for every star - if not the problem's that you're trying to load them with the wrong object banks. |
NoThisIsStupider |
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Normal user Level: 31 ![]() Posts: 13/207 EXP: 175751 Next: 9612 Since: 03-13-14 Last post: 1707 days ago Last view: 1476 days ago |
I've re-extracted the rom to start fresh, re-imported my model, and checked everything, and now I open a file, and there's no beeping noise or crash, but instead a blank white screen. Happens on both 0.9.9 and 0.9.10, I only removed all objects in star 1 and any stars, moved entrances 0-3 to above a solid surface and imported my model, nothing else. I really don't understand this error, is importing into the castle grounds just not possible? ____________________ Switch on latest firm happily playing Smash daily PC with an i7-4790K, RX480, 16GB ram Various other consoles that are hardly used due to emulation existing |
Stomatol |
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Normal user Level: 29 Posts: 26/178 EXP: 141783 Next: 6102 Since: 12-21-13 From: Sweden Last post: 2275 days ago Last view: 1166 days ago |
Posted by NoThisIsStupider Same problem for me, I can't import into castle grounds, the screen is just white when I start the rom. |
skawo |
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Normal user Level: 32 ![]() Posts: 77/216 EXP: 189152 Next: 17290 Since: 01-04-14 Last post: 2267 days ago Last view: 956 days ago |
Did you remove the texture animations? |
Stomatol |
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Normal user Level: 29 Posts: 27/178 EXP: 141783 Next: 6102 Since: 12-21-13 From: Sweden Last post: 2275 days ago Last view: 1166 days ago |
Posted by skawo Yes I did, can't really figure out anything I did wrong :/ Edit: I kinda got it to work but the game froze and it looked really glitchy |
Fiachra |
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Local moderator Level: 64 Posts: 341/1065 EXP: 2180286 Next: 33811 Since: 12-15-12 From: Ireland Last post: 1946 days ago Last view: 1925 days ago |
Those glitches are because either your textures weren't indexed or there are too many/too high a resolution, I think this is the first one. Once you add a lot of large or very small tiled textures you start to get glitches in the textures.
NoThisIsStupider: How many polygons are in your model and what size and how many are your textures? The maximum number of polygons is around 5000, depending on textures and complexity of collision map. |
Stomatol |
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Normal user Level: 29 Posts: 28/178 EXP: 141783 Next: 6102 Since: 12-21-13 From: Sweden Last post: 2275 days ago Last view: 1166 days ago |
For some reason the level worked when I removed all the rabbits, don't know why they caused a problem though :/ |
Fiachra |
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Local moderator Level: 64 Posts: 343/1065 EXP: 2180286 Next: 33811 Since: 12-15-12 From: Ireland Last post: 1946 days ago Last view: 1925 days ago |
Had you removed the path objects? The rabbits reference path ID's in their parameters and will crash if they're not found. |
Cackletta |
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Member Permanently banned: taking part in lamer attacks Level: 22 ![]() Posts: 16/91 EXP: 51483 Next: 6867 Since: 02-06-14 From: Los angeles california Last post: 3338 days ago Last view: 3338 days ago |
A level with approximately 6400 polygons imported successfully with no glitches, it may be from the rom version, I really don't know. ____________________ Subscribe to my youtube channel Follow me on twitter My Modification's progress thread here |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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