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Main - Posts by Fiachra

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Fiachra
Posted on 01-03-13 09:01 AM, in Editor development (rev. 2 of 01-03-13 09:09 AM) Link | #2729
Are you definitely using the latest version? I thought I had got that working. I know sometimes the last string can become a bit corrupted but the others should be fine, including shrinking and expanding string entries.
Make sure you're downloading the source and compiling it - the executable doesn't be updated when new code is added. If the problem is with the newest version (rev. 26) can you post exactly what happens and how to reproduce the error.

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Fiachra
Posted on 01-04-13 10:18 PM, in Editor development (rev. 3 of 01-04-13 11:14 PM) Link | #2817
Do you know what files are used for the title image? I looked for it but couldn't find it. Also, I'm not sure isc, icg, icl (minimaps) are the same as nsc, ncg and ncl - the screen, graphic and palette of all the other images though I'm sure they're very similar, if not the same with a different extension.

Fiachra
Posted on 01-05-13 09:52 AM, in Editor development (rev. 2 of 01-05-13 10:08 AM) Link | #2921
Are those the steep slopes that go down to the water? That's what the game does with steep slopes. The collision itself is fine. You should be able to change their collision type using the KCL Editor to 'climbable hill' if you can figure out that number.

[image]

Fiachra
Posted on 01-05-13 10:38 AM, in Editor development Link | #2923
That is weird, haven't seen that before. I was able to fix that face by changing its collision type (from 0 to 6 in Castle Grounds, will change for other levels). It's plane number 678 in the KCL Editor. Can you try importing the same model with blank's script and see if the problem happens there?

Fiachra
Posted on 01-05-13 02:16 PM, in Editor development Link | #2977
Ray: What scale did you import your model with? I imported with scale 1 and didn't move anything. I went to the same place as the video and it was fine. What happens if you get rid of those black balls, it looked like there was something wrong with them?

Fiachra
Posted on 01-05-13 03:46 PM, in Editor development (rev. 3 of 01-05-13 03:51 PM) Link | #3165
Ray and Skelux: Any problems seem to be caused by the collision type - blank's script tries to guess which type to use based on shared textures (though this isn't perfect either) whereas in the editor I just set them all to zero. Unfortunately yous'll have to manually edit the .kcl collision file using the KCL Editor. Alternately if your model has perfect collision (test it thoroughly to check) with a revision older than rev. 23, you can stick to using that for your collision.

jdpgamer: Here's a tutorial:
http://ankhsvn.open.collab.net/downloads
Scroll down to "Check out a Solution from Subversion". You'll need at least Visual Studio 2008, the Express edition'll do and is free and AnkhSVN (or another plugin but this one's good).

Fiachra
Posted on 01-05-13 06:09 PM, in Editor development Link | #3275
Posted by Gericom
They are the same. You can view them with the last beta of mkds course modifier (4.0 beta 5.1)

Thanks, that's good then, this can be added in a later version.

Fiachra
Posted on 01-06-13 09:37 AM, in Editor development Link | #3979
Posted by Skelux
Could you paste me the line of code that writes 0 as the collision? Considering the size of my levels, it would be faster for me to just find an appropriate collision and set it for every plane in the level on import.

It's in ObjToKcl.cs - Line 198:
kcl.Write16(pos + 14, (ushort)0);

Just change that 0 to the collision type you want.

Fiachra
Posted on 01-06-13 02:25 PM, in Editor development (rev. 2 of 01-06-13 08:24 PM) Link | #4053
Posted by Skelux
Thanks, It doesn't seem to be the problem though, the invisible slowness barrier is still there. Tomorrow I'll try the earlier revision.

I've added the option to use the old method when importing a model (rev. 27) and some other changes - see second post.

Posted by Skelux
Adding Y-offset options would allow you to place the level down near the death floor. From memory, about -8000 was how much it needed.

Most (if not all) levels have a collision type for the death floor - you can use the KCL editor to set the lower faces of your level to be the death floor

Fiachra
Posted on 01-07-13 07:15 AM, in Editor development (rev. 5 of 01-07-13 08:19 PM) Link | #4362
The changes between rev. 23 and 24 were:

This line: if (cross(v.sub(u), w.sub(u)).norm_sq() < 0.001) { continue; } //#TODO: find a better solution

was removed as it was getting rid of very small faces.

Also sometimes num_buckets could be equal to zero if there were fewer than 256 triangles in the model

int result = (int)(ix*this.magic_x + iy*this.magic_y + iz*this.magic_z) % this.num_buckets;

so this has been fixed to set num_buckets = 1 not 0 if there are fewer than 256 faces.

Edit: I have now added the first line back in but you can now configure the value it uses - 0 to keep all faces, default value is original 0.001. For your Bob-Omb Islands model the value 0.0005 seems to sort out both the hill and the raised bumps around the roof of the floating fort.

Please see second post (revision 29 07/01/2013).

Fiachra
Posted on 01-15-13 07:39 PM, in Editor development Link | #6277
Yeap :)

I haven't been working on it as much though this past week as I'm working on porting a level from Super Mario Sunshine to SM64DS. So far I've finished simplifying the model from over 16000 faces to 3750 (the maximum the DS can handle, a lot higher than I previously thought) and I'm nearly done with the re-texturing.

I'm currently adding an interface for the texture collision data which hopefully will allow adding and removing from selected areas and renaming the material to use as well as the scale, rotation and translation values.

Fiachra
(post deleted) #6735

Fiachra
Posted on 01-19-13 06:20 PM, in Editor development (rev. 3 of 01-19-13 06:29 PM) Link | #7391
Has anyone worked out the texture animation data, specifically the last values at offset 0x18 (below)?
The documentation says the last value is 4 bytes but it's actually 2 ushort values. For most texture animations they're the same as the translation values table start index and amount of values but then in others it's just 1, 0 and then in others it seems to be the total length of the translation values table.
I'm trying to allow you to remove a specific texture animation from an area but I think this is causing problems. If no one knows, I'll just leave it as editing existing values - adding/removing scale, rotation and translation values and setting the name (can resize) or removing all of them.

Animation data: 28 bytes per entry.

Offset Size Desc
00 4 ???
04 4 Address of the name of the material with the texture to animate (null-terminated ascii string)
08 4 ???
0C 2 Number of scale values
0E 2 Start offset in dwords in the scale values table
10 2 Number of rotation values
12 2 Start offset in words in the rotation values table
14 2 Number of translation values
16 2 Start offset in dwords in the translation values table
18 4 ???

[image]

Edit: Changing doesn't seem to do anything at all. I can delete individual texture animations if it not the first one, otherwise it deletes the first one but the ones after it just appear as noise in their main colour even though their values appear to be fine when read by the editor.
Edit: Finally got that working, now I need to try and allow adding new texture animations.

Finally finished the texture animation editor (rev. 30). You can edit or remove existing texture animations including their scale, rotation and translation values as well as adding new ones.


[image]

Also added option to change minimap co-ordinate scale.

Mega-Mario:
Is there anything else you think needs added?

Edit: Just merged above post.

Also, this is the level I was talking about, though the water looks better now than in the video.
http://www.youtube.com/watch?v=Llq53_P8Tow

Fiachra
Posted on 01-19-13 09:27 PM, in Editor development Link | #7517
The only thing that isn't fully working of the stuff I've added is model exporting - there seem to be problems with quads. I'll try and fix that tomorrow but if that doesn't work, I say just release it as it is, it's got plenty of other new features, most importantly the fixed collision :)

Fiachra
Posted on 01-21-13 05:10 PM, in Create a model Link | #8573
Download this plugin:
https://sites.google.com/site/messiaen64/level-importer/ObjExporter.rb?attredirects=0

Place it in C:/Program Files/Google/Google SketchUp 8/Plugins/

Open Sketchup, Plugins>OBJ Exporter
Make sure you choose "Export front faces", not "Guess which faces to export".

Fiachra
Posted on 01-24-13 10:52 AM, in Editor development (rev. 2 of 01-24-13 11:03 AM) Link | #9261
Got model exporting working :) I made a mistake with working out the amount of faces in quadrilateral strips, messed up BODMAS. I had this:
4+(N-1)*2 vertices per N quads
((N/2)-4)+1 Quads. per N Vertices
instead of
4+(N-1)*2 vertices per N quads
((N-4)/2) + 1 Quads. per N Vertices

Some textures are upside down or repeated incorrectly but that's because the BMD format supports texture features that OBJ doesn't, that can't be helped. Also fixed the issue with exporting models that had a material without a texture that caused the textures to become swapped around.

Before:

After:
[image]

Code committed - rev. 31 24/01/2013

I had made improvements to the minimap editor that appeared to be working perfectly but it seems that resolution and other information about the minimaps is hardcoded into the game somewhere. Eg. just swapping playroom's minimap with Bob-Omb Battlefield's doesn't work. As Mega-Mario would say: Blarg!
The changes though should allow it to be used as a general 2D graphics editor with some changes.

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Main - Posts by Fiachra

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