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04-26-24 02:00 PM |
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0 users reading Editor development | 1 guest | 3 bots |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
BlackYoshi485 |
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Member Banned for being an idiot. Level: 25 Posts: 80/123 EXP: 85544 Next: 4076 Since: 07-21-13 From: Under a rock Last post: 3329 days ago Last view: 2044 days ago |
Posted by StarLand I don't know where that data is stored, let alone how to edit it. You could try asking Skelux, he's the most likely to know. the custscene animations are in : .data/player, the cameras and other stuff are obiously in the game's code. |
Fiachra |
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Local moderator Level: 65 Posts: 562/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
R77 2014/08/24
Download in Latest SM64DSe Download thread. |
Fiachra |
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Local moderator Level: 65 Posts: 568/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
R78 2014/08/27
Download in Latest SM64DSe Download thread. |
Fiachra |
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Local moderator Level: 65 Posts: 575/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
R79 2014/09/03
Download in Latest SM64DSe Download thread. Posted by StarLand Added. |
Fiachra |
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Local moderator Level: 65 Posts: 594/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
R80 2014/09/25
Download in Latest SM64DSe Download thread. The main points are the first two; 1) This fix means that the editor can correctly read and export all animations within the game - previously none of Mario's animations weren't working properly. 2) In theory this will allow fitting more polygons into a level before it crashes as using triangle strips are stored much more efficiently within BMD than a list of separate triangles as was previously done. I say "in theory" because I haven't yet found a tool that will optimise triangles and convert them to <tristrips> properly. Also, I recently got NSMBe's 'Patch Maker' and 'ASMHackingTemplate' working with SM64DS. This greatly reduces the difficulty of making ASM hacks, see here for how it works (NSMB). I'll be posting a tutorial and more details very soon, hopefully next week. |
shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 3065/4661 EXP: 20893352 Next: 337914 Since: 07-07-12 Last post: 1350 days ago Last view: 363 days ago |
Neat! I'll see if I can do some editorz with it once I take a peek at it. ____________________ a |
Fiachra |
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Local moderator Level: 65 Posts: 604/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
R81 2014/10/06
Download in Latest SM64DSe Download thread. Russmarrs2: Please try your models now. Note: (1) the editor only supports models with one skeleton (2) 3DS Max seems to export materials with a transparency of zero by default, there's probably a material property you need to update, otherwise you can manually update the DAE file (it's an XML file, you can open it in a text editor). Also, I haven't forgotten about the ASMHackingTemplate, it'll be posted soon. |
Russmarrs2 |
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Normal user Level: 25 Posts: 8/123 EXP: 80651 Next: 8969 Since: 10-01-14 Last post: 2332 days ago Last view: 952 days ago |
It fixed the error messages, although the white screen still shows up when I try to play the game. The problems with the editor seem to be fixed, although the model itself still needs to be fixed. |
Fiachra |
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Local moderator Level: 65 Posts: 616/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
R82 2014/10/16
Download in Latest SM64DSe Download thread. SM64DS ASM Hacking Template is only very basic at the minute, it'll be added to as more information is found out about the game but it's enough to let you start making assembly hacks, you'll still have to do the same research yourself but adding and modifying code is much simpler. It includes some use functions to help with modifying the Player object's behaviour and an example of hovering with a set time limit for Mario. Important note: Currently only works with a European ROM. You will need the latest version of NSMBe (the version on nsmbhd is outdated) as I had to modify it to work with SM64DS (original pull request and technical details here). You can either download the latest source from NSMBe's GitHub project or download the compiled version here. I'll add a tutorial tomorrow for those that haven't used NSMBe' ASM Hacking Template before. See for more details: http://nsmbhd.net/thread/1025-asm-hacking-project-template/ http://nsmbhd.net/thread/1281-how-asm-hacks-are-setup/ |
Fiachra |
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Local moderator Level: 65 Posts: 651/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
R84 2014/11/18
IMD/ICA Current limitiations:
Download in Latest SM64DSe Download thread. EDIT: R85 2014/11/19
Download in Latest SM64DSe Download thread. |
Fiachra |
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Local moderator Level: 65 Posts: 652/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
R86 2014/11/21
Download in Latest SM64DSe Download thread. |
Fiachra |
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Local moderator Level: 65 Posts: 656/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
R87 2014/11/22
R88 2014/11/22
In order to produce the environment mapping effect, your IMD must include the following:
I'm not sure how you would achieve the last two points using the various 3D CG tools as I'm not very familiar with them but a quick way is to texture as normal and after exporting to IMD, make the first two changes manually, get rid of any normals (<nrm>) elements and perform the following find and replace: find: <tex st="(.*)"/> replace: <<rm xyz="$1 0"/> Download in Latest SM64DSe Download thread. |
Fiachra |
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Local moderator Level: 65 Posts: 662/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
R89 2014/12/02
Download in Latest SM64DSe Download thread. |
NoThisIsStupider |
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Normal user Level: 31 Posts: 56/207 EXP: 181081 Next: 4282 Since: 03-13-14 Last post: 1921 days ago Last view: 1690 days ago |
It might be a good idea to at some point compile a complete change log, as it might be useful to have as a point of reference. There's post's in between the changes in this thread, as well as multiple pages you need to go through. ____________________ 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: 669/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
Posted by NoThisIsStupider You can view such a list on the Google code commit history page. |
NoThisIsStupider |
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Normal user Level: 31 Posts: 57/207 EXP: 181081 Next: 4282 Since: 03-13-14 Last post: 1921 days ago Last view: 1690 days ago |
Posted by Fiachra Ah, thanks. ____________________ 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 |
StarLand |
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gtfo Level: 44 Posts: 431/455 EXP: 596067 Next: 15218 Since: 12-28-13 From: Germany Last post: 3401 days ago Last view: 3312 days ago |
Fiachra can you add of any way a *.3ds model exporter into your editor? |
Fiachra |
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Local moderator Level: 65 Posts: 671/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
Posted by StarLand No, it would be too much work when OBJ, DAE and IMD/ICA support should be plenty. If you have models in 3DS format, there are several tools which will convert them to DAE eg. Blender. |
Fiachra |
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Local moderator Level: 65 Posts: 703/1065 EXP: 2238898 Next: 96730 Since: 12-15-12 From: Ireland Last post: 2161 days ago Last view: 110 days ago |
R90 2015/01/23
The most important change here is the first one; converting to triangle strips where possible, why it's better is described here. Also useful is the SM64DSe-specific <extra> tag options added to DAE importing. The full list of supported options are: <extra> <technique profile="SM64DSe"> <lights>1 0 0 0</lights> <environment_mapping>1</environment_mapping> <double_sided>0</double_sided> <tex_tiling>repeat flip</tex_tiling> <tex_scale>1.000000 1.000000</tex_scale> <tex_rotate>0.000000</tex_rotate> <tex_translate>0.000000 0.000000</tex_translate> </technique> </extra> Just insert the above inside either the <profile_COMMON> or <effect> tags. For environment_mapping, simply texture and export your model as normal and then add an <extra> tag with <environment_mapping>1</environment_mapping>. tex_scale, rot and translate can be used to control the appearance, as in the IMD models. Download in Latest SM64DSe Download thread. |
Jesse |
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Member Normal user Level: 53 Posts: 496/688 EXP: 1124994 Next: 32125 Since: 09-05-13 Last post: 2379 days ago Last view: 1940 days ago |
Well the triangle strips did not really change anything for me. Levels are still crashing without reason (I think its because they get moved wrong in the rom). I think I am just going to cancel my project. |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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