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04-16-24 05:49 PM
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Main - Posts by Crashdance22

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Crashdance22
Posted on 05-04-13 12:24 AM, in Avoid Crashes When Swapping Model/Animation/Collision Files! (rev. 2 of 05-04-13 12:24 AM) Link | #21970
Messing around with replacing model, animation, and collision files I've been doing some simple black box testing. A lot of these combinations will crash the game, of course. For example, I've "legally" replaced bob-ombs in Bob-omb Battlefield with the King Bob-omb model and matching animations (walk and struggle) and it actually looks pretty good. The object still behaves like a normal bob-omb, but looks and animates like whatever files you swapped the originals with.

What I'm getting at though is the fact that so many combinations can cause crashes. Well I accidentally found a way to "sort of" avoid these crashes and use pretty much any model/animation/collision data with any object, period. I even managed to use the castle main model for the cannon hatch, which is pretty bizarre.

[image]

[image]

The method to make this work is to open SM64DSe, load the level the object you are changing is in, replace the files in NitroExplorer, and save it in the editor. This has worked with every combination of files I've thrown at an object, with the exception of one freeze when walking near the cannon hatch object with the main castle model and collision files. Haven't been able to replicate it though.

The caveat here though is it will cause some areas to freeze when you enter them, and you cannot do this twice (corrupts the ROM). Doing this in the castle grounds causes the inside of the castle and bob-omb battlefield to freeze, results vary based on what level you do the swaps in. However, you can do a swap and still do stuff with the editor as long as you don't do another "illegal" swap. As far as I know doing a "legal" swap (without having to use the editor) doesn't cause the game to crash at all.

So this is best done in a single level and in all one step: do stuff in the editor, replace your files, and save in the editor. Happy hacking! :)

Crashdance22
Posted on 05-04-13 12:43 AM, in Editor development (rev. 3 of 05-04-13 01:13 AM) Link | #21971
First of all thanks MM for mentioning this to Fiachra! I'm the one who posted that, MM told me about Kuribo64 so I simply moved and dropped anchor here.

As for the problems I was having, basically when exporting the model from within the editor, editing the corresponding PNG file, and importing it back in the edited texture was imported successfully but the resulting model was broken. I only tried this on Toad, the result was a really huge version of the model with random textures in the tileset mapped all over him.

But man, thanks a lot for making a dedicated texture editor! I used to edit SM64 a lot about 5 years ago and swapping textures was something I did. I'll try the new build. :)

Edit: Noticed you didn't update the bin directory, can you compile those changes so I can test it?

Also would it be possible to scale objects? Does that property even exist?

Crashdance22
Posted on 05-04-13 03:04 PM, in Editor development (rev. 3 of 05-04-13 03:20 PM) Link | #21978
Ok I'll try that. And speaking of texture size, can higher res textures be imported? If so what's an acceptable size change? Does using the HLE OpenGL renderer mean the VRAM of the DS can be extended beyond what was originally available?

Crashdance22
Posted on 05-04-13 03:40 PM, in Editor development (rev. 2 of 05-04-13 03:42 PM) Link | #21980
How exactly do I use the model importer? It seems to get to it I have to try and replace a model, and I'm not wanting to change any of the models just edit existing textures.

Crashdance22
Posted on 05-05-13 12:26 AM, in Editor development (rev. 2 of 05-05-13 12:27 AM) Link | #22004
The editor works great! But I ran into a couple of small issues. After replacing a texture and re-loading the level, several objects are either incorrect or slightly out of place. Restarting the editor fixes this and it correctly reflects the changes. Also using mutiple levels of transparency in the PNG image causes the imported texture to either appear corrupted or corrupt any other textures for the object you are working with. Are texures using a single bit for transparency in-game? Not a big deal but it would be cool for gradients and to make certain objects partially transparent.

Crashdance22
Posted on 05-05-13 12:38 AM, in Editor development Link | #22006
Also, how would I see the level geometry textures? When I go to replace the level model and view the textures all I see is the star texture.

Crashdance22
Posted on 05-05-13 04:33 PM, in Editor development (rev. 2 of 05-05-13 04:46 PM) Link | #22014
Ok I figured it out, wasn't in "model" mode. The trees still have the star texture associated with them when I try that, and is it possible to edit Mario's textures? Can't figure out how to do that. Of course if you're going to allow editing the bmd files directly then that won't matter.

[image]

[image]

Crashdance22
Posted on 05-05-13 07:59 PM, in Editor development (rev. 3 of 05-05-13 09:43 PM) Link | #22018
Awesome! I'll try it out! By the way, I ran into "out of bounds" errors when trying to import larger textures, specifically a texture of double size. I only tried it with one texture and figured that isn't fully supported.

Edit: How to access Mario's model/filesystem stuff?

Crashdance22
Posted on 05-06-13 12:39 AM, in Editor development (rev. 2 of 05-06-13 01:39 AM) Link | #22031
The game crashes after selecting a file (white screen) when I try to swap the tree texture for the trees used outside the castle. The replacement image seems to be causing a corrupt block to form in the compressed image. There is a square of gray pixels with solid colors surrounding it. Possibly a buffer overflow? Is the image converter/compressor buggy? Because I've also noticed that if I export a texture and re-import it again, the image quality degrades and compression artifacts/blocks form that weren't previous present.

Crashdance22
Posted on 05-06-13 02:22 PM, in Editor development (rev. 2 of 05-06-13 02:22 PM) Link | #22040
I'm using indexed images and round numbers for dimensions on a clean ROM using the latest R51. I've tried several images to replace the trees, including Peach's portrait, and it's still corrupting my ROM. It loads fine in the editor. Want me to send you the file?

Crashdance22
Posted on 05-06-13 08:23 PM, in Editor development (rev. 2 of 05-06-13 08:23 PM) Link | #22048
Do you think this issue is related to this phenomenon? I didn't realize the editor uses NitroExplorer functions.

https://kuribo64.net/?page=thread&id=740

Crashdance22
Posted on 05-07-13 12:44 AM, in Editor development (rev. 3 of 05-07-13 12:45 AM) Link | #22052
I think you misread the thread. What I was doing was actually "fixing" a corrupt ROM. Swapping wrong model/animation/collision files in NitroExplorer breaks the ROM as expected, but if I save in the editor following the swap it boots. Didn't know if the bug had anything to do with it or not, very strange.

Crashdance22
Posted on 05-07-13 06:46 PM, in Editor development (rev. 2 of 05-07-13 06:51 PM) Link | #22061
I frequently get "Index was outside the bounds of the array" when trying to swap higher resolution textures. You said you managed to replace several in one level. Judging by the results I'm guessing this is a ROM limitation...

[image]

Crashdance22
Posted on 05-07-13 07:15 PM, in Editor development Link | #22063
The editor crashes when I load the ROM after doing this. It still saves and messes up the ROM despite the error message. In this case I tried swapping out the two 64x64 castle wall textures with 128x128 replacements. The thing is it threw the error on the first try, surely replacing one texture in a clean unedited ROM wouldn't cause issues?

Crashdance22
Posted on 05-08-13 02:45 PM, in Editor development (rev. 3 of 05-08-13 02:47 PM) Link | #22089
Nice, everything seems to work now. One side effect of importing higher res textures I noticed, for tiled/repeated textures the pixel density doesn't change, the texture just consumes more space on the plane and repeats less often. I'd like to try some cool stuff with wall textures, grass, etc. but I would need to use at least double resolution textures for those. Is there any way to configure the texture mapping to draw the texture in the same space on the plane? Or at least for imported high res textures?

Crashdance22
Posted on 05-08-13 05:27 PM, in Editor development (rev. 38 of 05-09-13 01:23 AM) Link | #22092
I found the materials section. Unfortunately the texture S and texture T scale values are ignored. I tried halving the values, doubling them, and even setting them to zero. Didn't notice a single change in appearance.

Mega-Mario do you know anything about these values?

Crashdance22
Posted on 05-09-13 01:23 AM, in Editor development (rev. 3 of 05-09-13 01:25 AM) Link | #22122
Ok, well thanks anyway.

Crashdance22
Posted on 05-11-13 12:50 AM, in Editor development Link | #22213
Well I suppose there's no point in supporting high res textures at all, does the same freaking thing even with non-tiled textures...

[image]

[image]

Crashdance22
Posted on 05-19-13 01:43 PM, in Editor development (rev. 2 of 05-19-13 05:28 PM) Link | #22855
Replacing tree textures still corrupts the US ROM. Also, replacing a texture with the same name as another texture in the same level corrupts other textures using that name. And considering I've been running into so many texture issues, can you configure the editor to not commit texture changes until you click save? This will allow me to verify importing a texture doesn't break the ROM (often it appears blocky/corrupted in the preview) before I save the file and have to go back and do a restore.

Crashdance22
Posted on 05-21-13 01:09 AM, in Editor development Link | #23010
Nope, tree still corrupts the ROM. Do you have a US ROM to test with?
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Main - Posts by Crashdance22

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