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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here Hide post layouts | New reply

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Stomatol
Posted on 05-08-14 02:59 PM (rev. 2 of 05-08-14 03:00 PM) Link | #41104
Posted by SuperMario64DS
Next question - Just something general:

Is it absolutely impossible to replace the castle grounds model with another? If I recall correctly, SM64 had the same issue. I've tried on multiple occasions to replace the model (Even re-importing the original model), and the game won't operate past the level select screen.


[image]

It works just fine over any other level, but not the castle grounds. I will note that I modelled that entire level by eyeballing the original, and managed to do so around the SM64DS castle so it's shape remains more or less the same, and everything from the original is in the same position. Very incomplete. (I will note, the editor seems to both export and import mapping inverted)

Impossible endeavour?


It works fine, but you need to remove all animations from the level or else the game will crash.

Storm
Posted on 05-14-14 03:08 PM (rev. 2 of 05-14-14 03:09 PM) Link | #41231
when I try to play my imported level that changes whomp's fortress it freezes after loading the level.

Fiachra
Posted on 05-14-14 04:07 PM Link | #41233
If it works when replacing other levels it's almost certainly the texture animations - the game is trying to animate a non-existant texture, either go into 'Texture Animations' and remove the texture animation for Whomp's Fortress or change the name of the material used to match your water texture, if you want yours animated.

StarLand
Posted on 05-14-14 07:35 PM Link | #41239
How can I add Modes with Animation (Not Texture Animation). Or How can move my Model, How in Skelux new preview?

Fiachra
Posted on 05-14-14 07:48 PM Link | #41240
Skelux (most likely) used a combination of replacing the models of objects that already had that specific movement and modifying the assembly code for that object. For the latter you'd need to ask him.

There are now two options for changing object movement;
- If an object exists with the movement you want, you can simply replace that object's model.
- If not, you'll need to add animation to your model within a 3D modelling program such as Blender and export to COLLADA DAE and then import that into the editor to replace the model and the BCA file. This is still a work-in-progress, so I would advise you don't try this at the minute unless your animation is a simple one.

Storm
Posted on 05-15-14 02:52 PM (rev. 2 of 05-16-14 12:55 PM) Link | #41253
The level works now but it has no collision (I did triangulate it)
I have the newest version of the editor

Fiachra
Posted on 05-16-14 06:54 PM Link | #41297
That's because if the collision types you're using, by default all faces are assigned a collision type of zero, which in most levels is solid however in Whomp's Fortress it's the 'death floor'. You can either change the collision types your model is imported with, or edit the 'CLPS' data of the level so that collision type zero is solid. I usually copy the CLPS data from JRB - zero for solid and 8 for water.

Storm
Posted on 05-17-14 08:45 AM (rev. 3 of 05-17-14 10:47 AM) Link | #41311
I changed the collision type to 1,it worked thank you.

Cackletta
Posted on 05-17-14 06:29 PM Link | #41323
What exactly do I have to do to get a level working? I just Imported a level over Bomb-omb battle field, I placed the "Entrance" where my level was, removed the objects, there was no Texture Animation in BOB was there? Anyway with all that done, I got so hyped to see how the level was in-game I checked all I got was a white screen, nothing else.

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Spacey
Posted on 05-17-14 06:49 PM Link | #41326
I imported a model but some faces seem to be missing? could it be my model?

____________________
Hacking LM and trying to not suck. Weeeeeeee.

Cackletta
Posted on 05-17-14 07:12 PM Link | #41327
At least you are able to import a model.
It seems like you are not exporting two sided faces, when doing this just Front faces get exported, even if you texture back faces they don't still get exported. Reverse the face that is missing and texture it(White faces out side, Purple/Blue faces inside). BTW in sketchup White faces are front faces and the blue/purple are back faces. Now I hope some one can help me with my problem.

____________________
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My Modification's progress thread here

Spacey
Posted on 05-17-14 08:41 PM (rev. 2 of 05-17-14 08:45 PM) Link | #41331
Posted by Cackletta
What exactly do I have to do to get a level working? I just Imported a level over Bomb-omb battle field, I placed the "Entrance" where my level was, removed the objects, there was no Texture Animation in BOB was there? Anyway with all that done, I got so hyped to see how the level was in-game I checked all I got was a white screen, nothing else.
You should read the first post in this thread it deals with this problem
Edit:
Posted by Cackletta
At least you are able to import a model.
It seems like you are not exporting two sided faces, when doing this just Front faces get exported, even if you texture back faces they don't still get exported. Reverse the face that is missing and texture it(White faces out side, Purple/Blue faces inside). BTW in sketchup White faces are front faces and the blue/purple are back faces. Now I hope some one can help me with my problem.
I am exporting with 2 sided faces, bleh its probably just my exporter being my exporter, its really buggy sometimes

____________________
Hacking LM and trying to not suck. Weeeeeeee.

Stomatol
Posted on 05-19-14 12:24 PM Link | #41390
When I try to import a .dae file into the editor I get

[image]
error. I use blender and it doesn't work if I press 'include material texture' either(as mentioned earlier in the developement thread). Everything else works fine and I can import .obj. Is there any fix to this?

Fiachra
Posted on 05-19-14 05:31 PM Link | #41403
Can you try:
Edit Mode
Select all
Mesh>Clean up>Delete Loose

For the textures, open your .DAE file and look for the <init_from> tags and change the file paths from absolute to relative, for example if you have C:/Users/Stomatol/image.png and your model is saved in C:/Users/Stomatol/ you would change the location to just image.png.

Stomatol
Posted on 05-19-14 06:33 PM Link | #41407
Thanks alot! I got it working all properly now :)

SuperMario64DS
Posted on 05-24-14 05:44 AM (rev. 2 of 05-24-14 05:45 AM) Link | #41738
So, am I correct to assume that the head and body (models) of characters are entirely separate? It seems most games in general that allow for free movement of the head does something like that.

I haven't had much of an opportunity to view anything regarding characters myself properly - At the moment technology limitations prevent me from rendering anything in 3D.

Fiachra
Posted on 05-24-14 08:20 AM Link | #41743
Both models are stored separately however they're not completely separate; each body model has a 16th bone with no geometry as a placeholder for the head. The head model uses this bone's information to determine its scale, rotation and location. This unfortunately seems to be hardcoded so if you want to import a new character body model, either its bone structure would need to have the head placeholder as the 16th bone or you include the head as part of the body model and import an empty dummy model over the head model.

Skelux
Posted on 05-25-14 02:35 PM Link | #41798
Is there any easy way to import over thwomp without it freezing because of the animation? Would be nice to not have to debug it and stuff.

Fiachra
Posted on 05-25-14 03:22 PM Link | #41800
When importing the model, select 'Texture and BTP editor', select 'Load BTP' and load the Thwomp's .btp file. You can either delete all the frames (never tested this) or rename the materials, textures and palettes used to match your new ones. You can delete all but the first frame if you don't want an animated texture.

Jesse
Posted on 05-25-14 08:39 PM Link | #41809
can I make a btp for a level? for example: I want to animate the sinking sand of gobies valley from banjo kazooie. I got the textures but is it possible to animate them with a btp?
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here Hide post layouts | New reply

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