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04-23-24 06:47 AM |
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0 users reading Editor development | 1 bot |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
SuperMario64DS |
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Normal user Level: 27 Posts: 46/141 EXP: 107168 Next: 8991 Since: 02-03-13 Last post: 2663 days ago Last view: 2548 days ago |
I have a question myself - When you say "normals", are you referring to culling? Perhaps it would be better just to have the option to disable/enable culling based on the material?
Another suggestion - Why not allow for the exportation/importation of the games shader properies? A long runnjng issue I've had is materials appearing too dark in game, and I'd like to enter some I've written myself. |
Fiachra |
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Local moderator Level: 65 Posts: 437/1065 EXP: 2238008 Next: 97620 Since: 12-15-12 From: Ireland Last post: 2157 days ago Last view: 107 days ago |
Posted by SuperMario64DS No, I'm referring to setting the normal for each vertex separately to allow giving the appearance of a curved surface as described here: http://nocash.emubase.de/gbatek.htm#ds3dpolygonlightparameters I plan to use the <double_sided> <extra> tag in COLLADA to allow a material to be double or single sided. Posted by SuperMario64DS If they appear too dark, it's probably just that your exported material settings are wrong. If a material is too dark, try increasing the Kd (diffuse) colour for OBJ or for DAE, the <diffuse> value to be closer to white. |
StarLand |
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gtfo Level: 44 Posts: 165/455 EXP: 595807 Next: 15478 Since: 12-28-13 From: Germany Last post: 3398 days ago Last view: 3309 days ago |
Fiachra Would you like add a directory for SM64DS in SM64DSe? |
Jesse |
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Member Normal user Level: 53 Posts: 235/688 EXP: 1124516 Next: 32603 Since: 09-05-13 Last post: 2376 days ago Last view: 1937 days ago |
Posted by smirkogm if you mean that there are different folders where you start when you open the rom and open a model, if yes because its very annoying to search every time the right folder. |
StarLand |
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gtfo Level: 44 Posts: 166/455 EXP: 595807 Next: 15478 Since: 12-28-13 From: Germany Last post: 3398 days ago Last view: 3309 days ago |
Or included as part function. |
Fiachra |
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Local moderator Level: 65 Posts: 438/1065 EXP: 2238008 Next: 97620 Since: 12-15-12 From: Ireland Last post: 2157 days ago Last view: 107 days ago |
I don't understand what either of you two mean. The folder opened when you open a file within the editor is the last folder you opened a file from. |
StarLand |
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gtfo Level: 44 Posts: 167/455 EXP: 595807 Next: 15478 Since: 12-28-13 From: Germany Last post: 3398 days ago Last view: 3309 days ago |
Posted by Fiachra I mean, can you make a directory function (File directory) how in NSMB Editor? |
Fiachra |
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Local moderator Level: 65 Posts: 440/1065 EXP: 2238008 Next: 97620 Since: 12-15-12 From: Ireland Last post: 2157 days ago Last view: 107 days ago |
I'll probably add something like that for extracting, replacing, compressing and decompressing files. |
Skelux |
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Banned Level: 28 Posts: 147/148 EXP: 116199 Next: 15139 Since: 11-27-12 Last post: 3620 days ago Last view: 2080 days ago |
I started making a tutorial on swapping instrument sets manually, but I realised that might not be necessary if you think you can automate the process in an update. It's quite simple, really. Open up info.bin from the sdat and go to 0x40 for a table. First word is the number of entries in the table, each after it is a pointer to details on each sequence and the sseq/sbnk/swar loaded. After going to where one of the entries points, you'll find the first 4 bytes identify the sseq. The next 4 bytes identify the sbnk and swar, also effecting which byte 1 and 2 need to be set in that level with that music. You can easily copy these from any other sequence to use the same instrument sets multiple times. |
Fiachra |
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Local moderator Level: 65 Posts: 441/1065 EXP: 2238008 Next: 97620 Since: 12-15-12 From: Ireland Last post: 2157 days ago Last view: 107 days ago |
Sounds easy enough, I'll add it for the next revision. |
NoThisIsStupider |
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Normal user Level: 31 Posts: 31/207 EXP: 181000 Next: 4363 Since: 03-13-14 Last post: 1918 days ago Last view: 1687 days ago |
Just wondering, for the next revision of SM64DSe, You should add a delete all for objects, would help for starting a new stage and wanting to clear it, instead of clicking 50 billion times. Just a thought. Or maybe i'm missing something. ____________________ 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: 65 Posts: 444/1065 EXP: 2238008 Next: 97620 Since: 12-15-12 From: Ireland Last post: 2157 days ago Last view: 107 days ago |
I've meaning to add a 'clear level' option for a while. |
Apache Thunder |
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Normal user Level: 15 Posts: 37/38 EXP: 14216 Next: 2168 Since: 03-23-14 Last post: 3598 days ago Last view: 2276 days ago |
Posted by Fiachra Sorry about being late on replying to this. Had been caught up in other projects so hadn't had a chance to do anything SM64DS related. Sure I'll give that a try. I do know that the Collada format has changed in newer versions of Max as I recall only getting Collada files from Max 7 to work. But it's been awhile. I'll take a look. ____________________ I have cameras in your head! |
Fiachra |
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Local moderator Level: 65 Posts: 454/1065 EXP: 2238008 Next: 97620 Since: 12-15-12 From: Ireland Last post: 2157 days ago Last view: 107 days ago |
Thanks very much, those'll be very useful |
StarLand |
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gtfo Level: 44 Posts: 283/455 EXP: 595807 Next: 15478 Since: 12-28-13 From: Germany Last post: 3398 days ago Last view: 3309 days ago |
Is it possible to insert a skybox importer? |
Jesse |
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Member Normal user Level: 53 Posts: 292/688 EXP: 1124516 Next: 32603 Since: 09-05-13 Last post: 2376 days ago Last view: 1937 days ago |
Posted by smirkogm you can overwrite an skybox by importing over another model. like in this video, the sky model is changed. https://www.youtube.com/watch?v=3kFFwSQf5k8 |
StarLand |
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gtfo Level: 44 Posts: 290/455 EXP: 595807 Next: 15478 Since: 12-28-13 From: Germany Last post: 3398 days ago Last view: 3309 days ago |
Have found a trick!
I do not need add a object: "Star Marker". I add a Power Star with: Parameter: 1 without Star Marker and I can see the position of my Star. |
Fiachra |
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Local moderator Level: 65 Posts: 482/1065 EXP: 2238008 Next: 97620 Since: 12-15-12 From: Ireland Last post: 2157 days ago Last view: 107 days ago |
I'm going to rewriting most of the DAE importing using the open source csharpcollada project for parsing it, hopefully this will make importing DAE models more stable with support for more complex models and should make it easier to add support for more features in future. |
StarLand |
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gtfo Level: 44 Posts: 330/455 EXP: 595807 Next: 15478 Since: 12-28-13 From: Germany Last post: 3398 days ago Last view: 3309 days ago |
Have found the skybox.
./data/vrbox vr1.bmd = Sea vr2.bmd = Sky vr3.bmd = Cloudy sky vr4.bmd = Snowy mountain vr5.bmd = Hounted forest vr6.bmd = Desert vr7.bmd = Flamming sky vr8.bmd = Underwater city vr9.bmd = Foggy forest vr10.bmd = Bowser in the dark world vr11.bmd = Bowser in the sky Or is that known? |
Jesse |
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Member Normal user Level: 53 Posts: 313/688 EXP: 1124516 Next: 32603 Since: 09-05-13 Last post: 2376 days ago Last view: 1937 days ago |
Posted by smirkogm yeah its pretty much known. but good that you listed it. so then I know what I will replace. also a tip for importing skyboxes. make them really big, because they will appear smaller in game. |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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