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03-28-24 12:36 PM
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Main - Posts by blank

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Posted on 04-18-13 06:07 AM, in Model formats - A better understanding Link | #20763
A BMD to BDL converter and a OBJ to BDL converter.

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Posted on 04-18-13 09:50 AM, in Model formats - A better understanding Link | #20765
The OBJ to BDL converter is here and the BMD to BDL converter you can get here (it's some pretty crappy code, though).

As for indirect texturing, thakis almost had it. Here is how it should be:

struct IndTexOrder
{
u8 texcoord;
u8 texmap;
u16 padding0;
};

struct IndTexMatrix
{
f32 offset_matrix[2][3];
s8 scale_exponent;
u8 padding0[3];
};

struct IndTexCoordScale
{
u8 scale_s;
u8 scale_t;
u16 padding0;
};

struct TevIndirect
{
u8 indtex;
u8 format;
u8 bias;
u8 mtx;
u8 wrap_s;
u8 wrap_t;
u8 addprev;
u8 utclod;
u8 a;
u8 padding0[3];
};

struct IndirectEntry
{
u8 unknown0; // always 0 or 1
u8 unknown1; // unknown1 = unknown0, one of these is the argument to GXSetNumIndStages
u16 padding0;

IndTexOrder indtexorder[4]; // arguments to GXSetIndTexOrder
IndTexMatrix indtexmatrix[3]; // arguments to GXSetIndTexMatrix
IndTexCoordScale indtexcoordscale[4]; // arguments to GXSetIndTexCoordScale
TevIndirect tevindirect[16]; // arguments to GXSetTevIndirect
};

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Posted on 06-02-13 05:13 AM, in Custom planets possible for regular user? Link | #23812
It looks like an encoding error. The only thing I can think of that would cause this issue is that you use some non-standard characters in the OBJ file and the file isn't UTF-8 encoded.

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Posted on 06-02-13 11:09 AM, in Custom planets possible for regular user? Link | #23827
You need to install PyQt4.

Also, even though it is nice that MrRean and NWPlayer123 are trying to help, they are both incorrect: You don't need to put obj2bdl or any other files in the python folder, and as far as I know there should be no problems with using python 3.3.

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Posted on 06-05-13 09:50 AM, in TUTORIAL: How to get a obj. file in Whitehole. [TUTORIAL] Link | #24137
Your problem is ProductMapObjDataTable.bcsv. The ModelName field should be set to the name of the model (in your case piattaforma1) and for simple objects the ClassName field should be set to SimpleMapObj.

On a more general note for everybody trying to import objects into the SMG2:

There are two general groups of objects: map objects and planets. Map objects are smaller objects such as platforms, pipes and trees. These are the kind of objects that should go in ProductMapObjDataTable.bcsv. Planets on the other hand should go in PlanetMapDataTable.bcsv in ObjData/PlanetMapDataTable.arc.

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Posted on 06-08-13 08:07 PM, in Collision tools Link | #24393
Posted by Goembario
Hmm when I just rescaled my planet and reversed a texture upsidedown, the collision tool gave me this error:
[image]
Any idea what I did wrong?
It just did it's job before rescaling and the texture fix.

Edit:
Also: https://www.dropbox.com/s/ep1fo1z5ac4ijyv/test5.obj
Its the .obj file.


You have to many triangles in the model.

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Posted on 06-08-13 08:23 PM, in TUTORIAL: How to get a obj. file in Whitehole. [TUTORIAL] Link | #24396
Posted by NWPlayer123
Oh, for some reason, the importing process flips textures, so you're going to have to manually flip them in photoshop or something vertically to make it align right.


Really? Then why the fuck haven't anybody told me? I would say that it is pretty obvious that that's not the intended behaviour.

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Posted on 06-08-13 08:32 PM, in Collision tools Link | #24397
Very small triangles are removed before the KCL is generated, as there aren't really any good way of handling those. If your model was very small before you scaled it, it's possible that all or many of the triangles where simply removed when you tried to make a KCL with the unscaled model.

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Posted on 06-08-13 09:56 PM, in Collision tools Link | #24407
Remove all faces that aren't necessary and if possible try to simplify parts of the model with many smaller faces.

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Posted on 06-09-13 08:01 PM, in Importing/Creating Planets/Objects Tutorial v2 [New!] [Updated!] [Shiny!] Link | #24482
I'm not sure, but I believe that to get working water you have to combine a MoveLimit.kcl with a WaterArea.

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Posted on 06-29-13 07:56 PM, in New Trailer! Link | #26632
This project is nowhere near a point where it needs anything more advanced than the current model converter. I can see no reason why you would even begin to consider thinking about animations when you haven't even made one single level for the game.

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Posted on 06-30-13 07:25 AM, in New Trailer! Link | #26652
Posted by Luigi
What I'm saying is, why can't we just get animations, and all that other stuff WORKING, so we don't have to worry about it later, when we need it?


Because I don't give a shit about animations. I have absolutely no intentions of doing any work to support animations any time soon, if ever.

Posted by Luigi
We want to get the big parts of programming done, so we can start with all the tools and editing we need to make our levels, so shit isn't interrupted because we can't do something.


The big parts of programming are already done. You already have a level editor and the ability to create new planets. That's all you really need to create new levels, yet no new levels have been created. And personally I'm not motivated to spend any more time programming tools for a project that seems unable to actually produce anything.

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Posted on 07-06-13 08:33 PM, in obj2bdl - Convert Wavefront OBJ to BDL Link | #27333
I've released a minor update to this. The new version allows for more triangles per model and fixes the inverted texture issue. The download link is in the first post.

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Posted on 07-21-13 12:06 PM, in TUTORIAL: How to get a obj. file in Whitehole. [TUTORIAL] Link | #28672
Do you have any spaces in the file name? If so, enclose the file name in quotes ("").

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Posted on 07-21-13 02:15 PM, in TUTORIAL: How to get a obj. file in Whitehole. [TUTORIAL] Link | #28682
You can't just rename the files, as the OBJ file still references the the MTL file with spaces in its file name. The problem here is that whatever tool made that OBJ file allowed for the MTL file to have spaces in its name, which it shouldn't.

The easiest fix for this would be if you simply don't use spaces in the file name when exporting your model to an OBJ file.

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Posted on 07-21-13 04:37 PM, in TUTORIAL: How to get a obj. file in Whitehole. [TUTORIAL] Link | #28687
Possibly. As long as all the resulting files (OBJ, MTL and all textures) has no spaces in the file names.

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Posted on 07-21-13 07:40 PM, in TUTORIAL: How to get a obj. file in Whitehole. [TUTORIAL] Link | #28692
The file names of the textures still contain spaces. Try renaming the textures in blender before exporting.

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Posted on 07-23-13 02:22 PM, in TUTORIAL: How to get a obj. file in Whitehole. [TUTORIAL] Link | #28786
In that case your only option is to manually rename the texture files. Then open the MTL file in a text editor, look for lines beginning with map_Kd and change the following texture file name correspondingly.

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Posted on 07-25-13 07:14 PM, in TUTORIAL: How to get a obj. file in Whitehole. [TUTORIAL] Link | #28948
None of those materials has any textures. A material has to have a line with map_Kd or else any mesh using that material will be skipped.

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Posted on 07-25-13 08:50 PM, in TUTORIAL: How to get a obj. file in Whitehole. [TUTORIAL] Link | #28959
Each material starts with a line starting with newmtl and continues until the next line beginning with newmtl. Anywhere between those two lines add the line

map_Kd texture_file_name
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