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03-28-24 06:36 PM
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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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BlackYoshi485
Posted on 08-18-14 09:06 AM Link | #46834
Posted by StarLand
Is that possible to manipulate cutscene? Or the cutscene paths etc?

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
Posted on 08-24-14 09:29 AM Link | #47110
R77 2014/08/24

  • Fixed bugs introduced in R76:
    1. OBJ models with no "o" commands weren't importing due to no geometry for default bone
    2. KCLWriter and KCLEditor weren't creating enough colours for each collision type causing IndexOutOfBoundsException
    3. KCL class wasn't loading large triangles correctly due to integer overflow.
  • When importing BMD models, user can choose whether they want each vertex to be written using Cmd 23h VTX_16 or to use Cmd 25h, 26h and 27h where possible, Cmd 23h will remove any gaps but less polygons can be included without crash.

Download in Latest SM64DSe Download thread.

Fiachra
Posted on 08-27-14 07:35 PM Link | #47319
R78 2014/08/27

  • Minor bug fix for importing OBJ models without an "o" command.
  • Removed ISupportInitialize statements accidentally introduced in R77.

Download in Latest SM64DSe Download thread.

Fiachra
Posted on 09-03-14 07:36 PM (rev. 2 of 09-03-14 07:38 PM) Link | #47738
R79 2014/09/03

  • Fixed bug where OBJ wouldn't load if o command used just before f command.
  • Allowed DAE to load materials that reference a non-existant image ID.
  • Fixed issue when exporting to OBJ with assigning faces to materials.
  • Added search feature to text editor.
  • Sped up text editor displaying of texts list.

Download in Latest SM64DSe Download thread.

Posted by StarLand
Is it possible to add a word/sentence search function in the text editor?

Added.

Fiachra
Posted on 09-25-14 06:16 PM Link | #48672
R80 2014/09/25

  • Fixed bug when reading BCA files where incorrect interpolation values were produced for rotation for example with values [0]-170, [1]170 -> [0]-170, [1]0, [2]170 instead of [0]-170, [1]-180, [2]-190 - See comment in BCA.cs for details.
  • Added support for importing triangle strips from DAE (tristrips elements) and writing them to BMD - more efficient than separate triangles.
  • Added support for double sided faces using double_sided extra tag in DAE within effect.profile_COMMON.
  • Fixed bug with object copy-and-paste within level editor where parameters weren't copied correctly.
  • Fixed bug with trying to place '511 - Minimap change' object.
  • Added renderers for Chained and Loose Chain Chomps.
  • Added option to extract, replace and decompress individual (ARM 9) overlays within game.

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
Posted on 09-28-14 01:53 PM Link | #48758
Neat! I'll see if I can do some editorz with it once I take a peek at it. :)

____________________
a

Fiachra
Posted on 10-06-14 02:09 PM (rev. 2 of 10-06-14 02:11 PM) Link | #49323
R81 2014/10/06

  • Fixed various bugs when parsing DAE models:
    1. nodes without ID attributes caused NPE
    2. fixed bug when importing meshes where polygon elements weren't being read correctly
    3. fixed bug with incorrectly checking mesh input counts, resulting in corrupt meshes or IOoBE
    4. fixed bug in animation reading where number of frames was incorrectly calculated
    5. skins whose source is another skin will take geometry ID from source skin.
  • Fixed bug in OBJ export for models with multiple bones introduced in R76.

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
Posted on 10-07-14 01:14 AM Link | #49372
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
Posted on 10-16-14 07:53 PM (rev. 2 of 10-16-14 07:55 PM) Link | #49759
R82 2014/10/16

  • Added option to make (EUR) ROM suitable for NSMBe's ASM patching feature.
  • Added SM64DS ASM Hacking Template based on Dirbaio's NSMB ASM Hacking Template.

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
Posted on 11-18-14 07:24 PM (rev. 2 of 11-19-14 05:50 PM) Link | #51416
R84 2014/11/18

  • Added support for importing NITRO Intermediate Model Data (IMD) and Intermediate Character Animation (ICA) models and animations.
  • Fixed bug in DAE so that only joints in the skin are added to the bone/transform map.
  • Fixed problem with viewing certain animations that were producing incorrectly interpolated values.

IMD/ICA Current limitiations:
  • The option "Force Full Weight" under "Imd Options" in the NITRO Export dialogue must be selected.
  • I haven't been able to get certain models working which use a large pos_scale value so currently vertices are not scaled by it and bone translations both in the IMD and ICA files a multiplied by (1 / (1 << pos_scale)). This results in the model and animations importing correctly however the model's size is limited to (-8..8, -8..8, -8..8).

Download in Latest SM64DSe Download thread.

EDIT:

R85 2014/11/19

  • Fixed issue with not correctly importing IMD and ICA models that used had a pos_scale value > 0 and fixed issue with scaling IMD models (this fixes the second limitation mentioned in above post)
  • Fixed how all models are scaled.
  • Added option to correctly scale model with animations.
  • Fixed issue in DAE exporter where geometry was not exported unless it was assigned to a root bone.

Download in Latest SM64DSe Download thread.

Fiachra
Posted on 11-21-14 04:57 PM Link | #51581
R86 2014/11/21

  • Fixed bug where animations set to just use a constant value of the bone's default transformation weren't imported correctly when model/animation is scaled.
  • Fixed the frame navigation buttons in the Animation Editor.

Download in Latest SM64DSe Download thread.

Fiachra
Posted on 11-22-14 08:49 PM Link | #51643
R87 2014/11/22

  • Fixed bug in IMD loader not handling quad_strip primitives correctly.

R88 2014/11/22

  • Added support for importing normals for all models.
  • Added support for setting the material property "tex_gen_mode" in IMD models which, if set to "nrm" and combined with point 1 allows texture environmental mapping (eg. as in the Bullet Bill model).

In order to produce the environment mapping effect, your IMD must include the following:
  • The material you want to use must have "light0" set to "on"
  • The material you want to use must have "tex_gen_mode" set to "nrm"
  • The <primitive>s to be used with that material should not contain any <tex> elements
  • When using environment mapping, the texture co-ordinates are based on the normals, specified in <nrm> elements with the Z component set to zero, eg. <nrm xyz="30.562500 9.125000 0"/>

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
Posted on 12-02-14 06:42 PM Link | #52159
R89 2014/12/02

  • Fixed bug in level XML importing that would irreversibly mess up the level's cameras.
  • Fixed bug where Silver Stars weren't treated as simple objects when adding to level.
  • Fixed bug where IMD format couldn't be imported to KCL.
  • Normals weren't working properly in DAE models, cause unknown so they've been disabled again for DAE only.

Download in Latest SM64DSe Download thread.

NoThisIsStupider
Posted on 12-19-14 12:15 AM Link | #52819
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
Posted on 12-19-14 09:21 AM Link | #52829
Posted by NoThisIsStupider
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.

You can view such a list on the Google code commit history page.

NoThisIsStupider
Posted on 12-21-14 11:15 PM (rev. 3 of 12-21-14 11:16 PM) Link | #52949
Posted by Fiachra
You can view such a list on the Google code commit history page.


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
Posted on 12-23-14 09:45 AM Link | #53021
Fiachra can you add of any way a *.3ds model exporter into your editor?

Fiachra
Posted on 12-23-14 11:35 AM Link | #53023
Posted by StarLand
Fiachra can you add of any way a *.3ds model exporter into your editor?

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
Posted on 01-23-15 11:37 AM Link | #55038
R90 2015/01/23

  • Added the ability to convert models to use Triangle Strips wherever possible to take advantage of the fewer vertices required and allow larger models in the game before it crashes. More details in TriangleStripper.cs.
  • Added the ability to add an 'extra' tag in DAE models to support IMD features such as environment mapping, double-sided faces and dis/enabling lighting. See DAELoader.cs for full list.
  • Minimap/Image Editor allows assigning tiles to a specific row when importing 4 bits/pixel images.
  • Minimap/Image Editor allows specifying the palette row when viewing and exporting 4 bits/pixel images.
  • Minimap/Image Editor allows exporting palette to Adobe Colour Table (ACT) format.
  • Importing normals has been disabled in OBJ as they only seem to work with IMD models, not needed anyway.
  • LZ77 decompression no longer throws exception to as terminating condition (annoyance when debugging).

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
Posted on 01-24-15 12:23 AM Link | #55077
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.
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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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