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04-24-24 08:53 AM
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Main - Posts by SuperMario64DS

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SuperMario64DS
Posted on 05-06-14 04:43 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 05-06-14 04:55 AM) Link | #41019
Just a simple question - Is there any known Poly limit for this game?

I've heard Mario Kart DS begins to slow down around 5,000 (Course only, not considering Characters or objects). What limit does this game propose exactly?

And I might as well seize the opportunity for another question: Has anyone figured out the values for cull & such, and are there any decent documentations of the model format I can look at? One running issue I've had is with culling, I need it.

SuperMario64DS
Posted on 05-08-14 02:55 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 05-08-14 03:03 PM) Link | #41103
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. The entire thing sit around 2.9k in triangles and contains around 12 textures presently. Still very incomplete, I believe I amied too low complexity wise. (The editor also seems to both export and import mapping inverted)

Impossible endeavour?

SuperMario64DS
Posted on 05-16-14 12:27 AM, in A simple thought regarding what little there was of SMG2.5 (rev. 2 of 05-16-14 12:29 AM) Link | #41271
I believe what little there was has already been distributed in some form. The "mark up" levels seen in the trailer had very little to them other than what you saw, at least from what I had seen myself.

There's not much to ask for.

(post in restricted forum)

(post in restricted forum)

SuperMario64DS
Posted on 05-18-14 04:09 PM, in Editor development Link | #41352
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.

SuperMario64DS
Posted on 05-24-14 05:44 AM, in SM64DS Editor Help Thread - Post your questions here (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.

SuperMario64DS
Posted on 05-24-14 05:29 PM, in Music Importation Explained Link | #41753
I've been investigating this, and it seems as if there are a few "hiccups" when it comes to the above method, as well as a few answered questions regarding the process in general:

1. The provided files do not work. Not only does it rename each sequence/sound bank & co, but it's also missing several files. By renaming the files with added numbers (1, 2, 3...), the game fails to recognize any sound input and screams back at you with a horrid buzz sound. Entire files are missing as well, the "editor.exe" included is unable to export entire files for whatever reason (NCS_BGM_VOCAL.sseq, for example, is not exported or in the download either).

2. Numbering is also wrong. Related to the above somewhat, the numbering of files doesn't seem to match the actual data either, since files are missing and it seems that files are re ordered after being exported.

3. No further explanation beyond replacing music. There simply seems to be no explanation for what exactly needs to be placed where, and how. For instance, if you view the SDAT file directly, view the music data in a level, and count the files manually to determine their ID, you'll see that the IDs of the sequences and soundbanks match - However, this is not the case for the SWAR. The editor says:

(SWAR entry address - 4)/4

Is that the SWAR entry minus 4 divided by 4? Through 4 slash 4?

I'm not sure what was used in the tutorial, but I'm running this with a European rom and I can't seem to get anything to work other than swapping music via copying from another level.

SuperMario64DS
Posted on 10-12-14 02:38 PM, in A One World Galaxy Hack [by the 2.5 Team] Link | #49565
I'd be willing to lend some help with texture mapping if I could see an example of what I'd be working with.

SuperMario64DS
Posted on 11-07-14 06:24 PM, in Super Mario 3D Land Hacking (rev. 3 of 11-07-14 06:26 PM) Link | #50938
Even doing so much as including a texture from a copyrighted game in a model you release is 'piracy'. I don't understand why you and others are taking on this policy now when in the past there have been cases when various files (Modified and unmodified) from both SMG titles and SMS have been distributed.

It's pieces of a copyrighted work that you were never given permission to use.

SuperMario64DS
Posted on 11-28-14 03:20 AM, in SM64DS Editor Help Thread - Post your questions here Link | #51876
Question - Why would this ever happen?


[image]

I've been messing around a bit, and tried replacing the castle-interior model. Not only are textures invisible - But Yoshi looks really weird as well.

SuperMario64DS
(post deleted) #51925

SuperMario64DS
Posted on 12-02-14 02:34 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 12-02-14 02:40 AM) Link | #52131
(A solution to the previous was discovered, and was deleted in error)

Dae importation and the the warp-based triggers are working within the castle interior. However, I seem to be having an issue - Textures do not import alongside the Dae, but the material do.

Any solutions, perhaps? The paths to the texture files haven't changed, so that possibly couldn't be an issue.

(post in restricted forum)

(post in restricted forum)

SuperMario64DS
Posted on 12-02-14 07:34 PM, in SM64DS Editor Help Thread - Post your questions here Link | #52164
Posted by Fiachra
What did you do to get it working?


What do you mean when you say that, exactly?

SuperMario64DS
Posted on 12-02-14 08:28 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 5 of 12-02-14 08:54 PM) Link | #52171
Posted by Fiachra
What did you change in your model to allow you to successfully import over the Castle ground floor?


Oh, okay.

The mesh is rigged to several bones - r0-node, r1-node, r2-node, etc. Anything linked to r0-node will appear by default.

To trigger the rendering of anything linked to other portions of the model, you set the in/out area's value of the door to that of the bone. So, if you'd like a door to render area 2 (Mesh linked to r2-node) when you enter, you set the in value to 2. To render are 7 when you leave that door (r7-node), then set out value to 7. I'd imagine that it only can up to 255.


Edit: It would appear as if I were mistaken, the name the mesh/group plays a role as well. I'll arrange an explanation once I've have it sorted out.

SuperMario64DS
Posted on 12-02-14 10:59 PM, in SM64DS Editor Help Thread - Post your questions here Link | #52186
It turns out it's slightly more complicated than I figured. I'll make a thread on it.

SuperMario64DS
Posted on 12-05-14 04:28 AM, in SMG1 Comet Fires in SMG2 as level objects Link | #52235
As long as the path doesn't contain sharp turns or short distances, the movement should look pretty natural. I'd bet that you could get away with 40/50ยบ angles over long distances.

SuperMario64DS
Posted on 12-05-14 11:56 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #52274
Impressive! Absolutely stunning. Have you considered posting about this hack elsewhere to gather more attention?

Any plans to ditch the SM64 Mario model, or are you in favour of keeping it? At some point, I'd guess, the surrounding world would be far more complex than Mario himself! It would be interesting.

If at any point you might ever need any assistance with level assets such as models or textures, I'd be more then happy to lend my resources.
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Main - Posts by SuperMario64DS

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