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Celestial
Posted on 04-30-15 09:12 PM (rev. 2 of 04-30-15 09:45 PM) Link | #59416
What is a good size for a level base to be for importing (preferably in meters)?

Fiachra
Posted on 05-01-15 09:25 AM Link | #59424
Posted by Celestial
What is a good size for a level base to be for importing (preferably in meters)?

What do you mean by "level base"? If you are unsure of the scale to use, the model importer window has a Mario figure that you can move around to judge whether your level scale needs changed. For reference, Bob-Omb Battlefield is 8x8 metres.

DaKamikaze
Posted on 05-18-15 05:46 AM (rev. 2 of 05-18-15 10:32 AM by Fiachra) Link | #59897
Doing some level modeling in blender and I'm making a new face with the same texture as the other face next to it but it looks all funky and stretched when I apply it (as indicated by the highlighted faces and big red arrows). What must I do different? FYI, using Windows 8 OS x64.
[thumbnail]

Fiachra
Posted on 05-18-15 10:32 AM Link | #59899
You need to fix the UV mapping, select all of the faces on that side of the wall and type 'U' (for unwrap) and select either "unwrap" or "smart UV unwrap", you then need to open the UV Mapping window if you haven't already and scale the UV co-ordinates so it fits with the textures on the other wall. If you select the faces on the other wall, their UV mapping will show up and you can use it as a guide.

If the above isn't clear I would suggest watching some tutorial videos on UV mapping in Blender.

DaKamikaze
Posted on 05-19-15 04:15 AM (rev. 2 of 05-19-15 04:17 AM) Link | #59927
I used unwrap. I didn't see "smart UV unwrap" and I got it to line up just fine BUT the texture is abnormally big :P How do you set it to the opposite of WUMBO? (if you don't get the reference, how do I shrink it?)

Fiachra
Posted on 05-19-15 07:50 AM Link | #59928
Ensure all coordinates are selected and then you can scale (s), rotate (r) and move (g) them about like you would a normal face. To "shrink" it you'll need to increase the scale.

DaKamikaze
Posted on 05-20-15 12:20 AM (rev. 2 of 05-22-15 01:34 PM by Fiachra) Link | #59969
Thank you! You saved me many hours of pain and suffering :D
[thumbnail]

Fruit Smasher
Posted on 05-21-15 09:57 PM Link | #60045
i was making a uv map, and the model went all black when i applied it (im using blender).

any ideas?

i tried everything.

Fiachra
Posted on 05-22-15 01:36 PM Link | #60067
Posted by Somebody Else
i was making a uv map, and the model went all black when i applied it (im using blender). ...

Your post doesn't provide enough information. Can you try describing it in more detail and showing some screenshots?

Fruit Smasher
Posted on 05-22-15 07:39 PM (rev. 2 of 05-22-15 07:40 PM) Link | #60085
Posted by Fiachra
Your post doesn't provide enough information. Can you try describing it in more detail and showing some screenshots?


(Both models are incomplete.)

[image]

[image]


i added materials, nodes, and everything else.

TheToxicRyu
(post deleted) #60235

GreenThunder1337
Posted on 05-26-15 09:57 PM Link | #60237
How (if you even can) do you replace Mario's and Yoshi's head models on the title screen?

Again, if you even can do this, how would you replace the voice clips?

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

TheToxicRyu
Posted on 05-26-15 10:24 PM Link | #60239

[image]

So this is my model i created and when i import it it comes out as this


[image]

can someone help me with this and one more thing i want to change king bomb omb into a different enemy and when you kill it it drops king bomb omb's star

____________________
NNID: Mariomon100
3DS Friend Code: 0473-8619-3062

Fiachra
Posted on 05-27-15 08:23 PM Link | #60287
GreenThunder1337 and ToadKidGaming: see the tutorial here for replacing animated models in the game.

Posted by GreenThunder1337
How (if you even can) do you replace Mario's and Yoshi's head models on the title screen?

How would you replace the voice clips?

You can edit the title screen faces as you would any other model and animation in the game, the files are under the /data/DSMT/ folder and their names begin with "face_demo_".

I'm not familiar with modifying DS sounds but you should be able to find a good bit of information on gbatemp.net.

Posted by ToadKidGaming
... So this is my model i created and when i import it it comes out as this ...
can someone help me with this and one more thing i want to change king bomb omb into a different enemy and when you kill it it drops king bomb omb's star

Your first issue is how you're exporting the model from SketchUp, if you look underneath that model can you see the remaining textures? It's something related to a setting when exporting about exporting front and back faces but I'm familiar enough with SketchUp to help more.

For the Bob-Omb King, see the tutorial linked at the start.


TheToxicRyu
Posted on 05-28-15 07:24 AM Link | #60320
I'm using sketch up 2015 pro to export and there is no settings that i know of to change how you export it maybe you can help me with that? And i don't want to replace the model for Bob-Omb King i want to change how you get the star from him

____________________
NNID: Mariomon100
3DS Friend Code: 0473-8619-3062

Fiachra
Posted on 05-28-15 12:12 PM Link | #60330
Posted by ToadKidGaming
... And i don't want to replace the model for Bob-Omb King i want to change how you get the star from him

You're going to need to do that with assembly hacking.

King Bob-Omb spawns a star so somewhere the SpawnActor method 0x02010E2C will get called with actor ID (r0) set to 178 (0xB2, actor ID of object 61). I would place a breakpoint in this method just after defeating King Bob-Omb and if r0 = 0xB2, go to value in r14 and once SpawnActor returns, trace the execution back up to King Bob-Omb's code. You could then disable the method call that causes the Star to appear and add in your own code to spawn an enemy of your choice. You'd then need to modify this enemy's "onDefeat" method to spawn a Star object with appropriate parameters or you could spawn another Boss-type enemy.

extern "C"
{
// Spawns an object with specified Actor ID,
// Object Bank settings must allows object in current level,
// Returns address of the new object
unsigned int SpawnActor(
short int actor_id,
unsigned short int parameter01,
int* xyz_positions,
short int* xyz_rotations);
}

Hiccup
Posted on 05-28-15 12:31 PM Link | #60331
General SM64DS Question:
Has anybody found anything unused in the code (not in the other files)?

Mixlas
Posted on 06-02-15 05:56 PM Link | #60534
Why are there texture differences between SM64DSe and the game?


Editor:

[image]

Game:

[image]

Fiachra
Posted on 06-03-15 08:56 AM Link | #60559
There aren't meant to be, I think someone else had this problem a good while ago with SketchUp-exported models but I don't think it was ever resolved. Can you send me a model which has this problem, eg. send me the model shown but with just the polygons that are shown in the second screenshot.

Mixlas
Posted on 06-03-15 01:54 PM Link | #60564
Uhm... this is the original unfinished model:

https://www.dropbox.com/s/gf33cipaab3qrkk/ForestMap.zip?dl=0
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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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