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04-16-24 09:29 PM
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Main - Posts by Fiachra

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Fiachra
Posted on 07-02-16 09:34 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 07-02-16 09:35 AM) Link | #72839
Posted by Hiccup
I'm getting this error from importing this model. Any idea what is wrong?

That DAE uses DAE version 1.5.0. but SM64DSe only supports version 1.4.1.

Posted by Louiskovskie
Can someone tell me, how to make texture animations? I tried it many times and the game crashed everytime when loading! I wanted, that this level has texture animations.
...

The typical steps for adding texture animations are given below:

These steps assume that your model has only one "root" node. This means that for OBJ format there should be only one "o" command and for DAE you should have only one within which has a of "type" "NODE".
- Open the "Texture Animation Editor"
- Ensure that "Area" "0" is selected
- Click on the "+" button below the "Texture Animation" box. You should see an entry labelled "0" appear in the "Texture Animation" box. Select it.
- Set "Material Name" to the name of the material you want animated.
- For a waterfall you'll need to generate translation animations. Within the box "Generate" underneath "Translation Values". Enter a start value of "0" and and end value of "1". Enter a value for "No. of Values", the larger the number the slower your textures will move.
- Click "Generate Translation"
- You'll notice that both translation 0 and 1 are set to a value of "0", you should delete one of them using the "-" button underneath the "Translation Values" box.
- Set "No. of Frames" to the "Length" for the translation values
- Click on "Save Changes" and test your level. If needed, adjust the value of the single "Rotation Value" to change the direction of movement (in degrees).

Posted by BaneMario74
I'm having some weird collision problem. When I usually import a custom model I give it a scaling of 90 and and ingame size preview of 0.08. But for this one it's not working I just walk right through the model. I'm replacing this model if it helps to know:
[thumbnail]
I'm replacing it with the JRB ship

Is this for an object? If so, is your model larger than the original model? All objects have a hard-coded maximum collision range which may need changed.

Fiachra
Posted on 07-02-16 09:45 AM, in Super Mario Galaxy DS Link | #72840
Posted by Resilixia
Thanks for your effort I reduced to 4k polys I succefully imported it and there is no collision at all but the file goes corrupted when I experiment on it, this is what harass me with this editor and rom. I'm using 2.3 BETA something wrong with it that I should know about ? https://3.sendvid.com/g9gxpxu3.mp4

That version of the editor is years old, you should download the latest version from here.

Fiachra
Posted on 07-02-16 06:52 PM, in Super Mario Galaxy DS Link | #72857
Posted by Resilixia
...
@Fiachra, that's actually the exact same version I've been using
@Banmainia&luigi, I purposly didn't remove objects because even simple edit like that matters to produce a crash trust me XD ...

Sorry, got it mixed up with v1 beta 3.
Which object is causing the level to crash?

Fiachra
Posted on 08-14-16 09:13 AM, in Need some help with the title screen heads Link | #76111
Simply making all bytes zero in a BTP file will not work in fact it will crash the game. You need to:
- open the model in the model importer
- select "Texture and BTP Editor"
- click on "Load BTP"
- select the BTP file you wish to edit
- delete all frame changes, material, texture ID's and palette ID's
- click "Save BTP"

Fiachra
Posted on 08-14-16 09:31 AM, in SM64DS Editor Help Thread - Post your questions here Link | #76112
Posted by pacmainia&luigi
I'm having an error. I made a custom level (by made I mean imported). it looks fine in the editor, but in the game it looks black.
editor:[thumbnail]
game:[thumbnail]
A couple of weeks ago I had an issue like this when importing pianta over toad, but it imported fine in a previous version of the editor. how do I fix this?

It's probably either:
1. your model contains normals which have not been calculated correctly or
2. you have disabled lighting in your material settings

In case of 1. try commenting out any lines that start with "<input semantic="NORMAL"".
For 2. check whether your DAE model contains any "SM64DSe" <extra> tags. Ensure that the <lights> element is not all zeros eg. "1 0 0 0".

Posted by EarlyBird64
How do you apply patches

There are instructions in here.

Fiachra
Posted on 08-14-16 09:37 AM, in Super Mario Sunshine 64 DS Link | #76113
They do have noses, it's just not clear because of the shading:
[thumbnail]
This will be corrected.

Fiachra
Posted on 08-19-16 05:55 PM, in SM64DS Editor Help Thread - Post your questions here Link | #76297
Posted by pacmainia&luigi
I imported the level using obj.

It could still be the normals. Does your OBJ model contain "vn" commands?

Fiachra
Posted on 08-19-16 05:58 PM, in Editor development Link | #76298
I think there is meant to be some way but it's not supported in the editor. You'll notice that after patching the ROM texture animations stop working in certain levels such as Lethal Lava Land. This is because there is some data that is not copied from the original overlays. I would have to investigate.

Fiachra
Posted on 08-20-16 09:24 AM, in SM64DS Editor Help Thread - Post your questions here Link | #76326
Have you tried taking a clean ROM, patching it in SM64DSe and then trying to apply the xDelta patch? If that doesn't work you'll need to ask the author exactly what "source" ROM he used or else to generate a new patch properly.

Fiachra
Posted on 08-24-16 06:03 PM, in Super Mario Galaxy DS Link | #76435
Posted by Resilixia
... but I'm unsure about DS draw distances.

Level geometry will always be visible unless your level has fog in it. Object distances are easy to increase, an object's draw distance is located at offset 0xBC from its address in memory.

Fiachra
Posted on 08-25-16 08:04 PM, in Editor development Link | #76483
SM64DSe R96 v2.3 BETA 2016/08/25

Changes:
- Fixed bug whereby Model Importer would crash after closing and then re-opening from another level editor window.
- Fixed bug whereby objects would be rendered with the wrong model after replacing another's model through the Model Importer.
- Fixed bug whereby editor would crash if trying to open a ROM after having received an error due to a ROM being open in another program.
- Fixed bug whereby DAE texture co-ordinates were not imported correctly if TexGenMode was set to "Normal".
- Fixed bug whereby DAE models could not be imported if a child bone had vertices assigned to it but one of its ancestor bones had not.
- Object parameters are now padded with zeroes for easier editing.

SM64DSe R95 v2.3 BETA 2016/08/19

Changes:
- Add new methods to ASM Hacking Template and update examples.

Download in SM64DSe Git repo and last download thread.

Fiachra
Posted on 08-28-16 07:13 PM, in Editor development Link | #76598
Posted by Sparsite
I'm not exactly sure if I did something wrong, but whenever I use the template to patch something, skelux's modded controls get patched to my ROM. I ran 'make clean' prior to patching and am using a clean sm64ds rom that wasn't previously opened in SM64DSe (then I opened it in sm64dse and click toggle suitability for NSMBe ASM patching.)

Did you add something that patches skeluxs fixed controls? I don't want them patched to my ROM.

It should be obvious from the both the commit history and the code in your downloaded "source" directory that I did not. Delete the "bak" and "build" folders. If NSMBe encounters an error it will try to restore a backup. The backup in your case must contain those control changes.

(Double post because its been over a day and i'm assuming hes not answering the above question)

There's little point in me trying to explain if you're not at all familiar with SM64DSe's code.

Fiachra
Posted on 09-07-16 06:21 PM, in Modify Title Screen Link | #76940
Thanks for posting, these should be useful.

Fiachra
Posted on 09-07-16 06:36 PM, in Misc. Tweaks/Patches Thread Link | #76941
Welcome to kuribo64. If you've not seen it the ASM Hacking Template is available here and makes applying patches like this very simple.

Posted by Sparsite
... Skelux's modded rom already locks the circle where ever you touch, the furthest you can run is at the top of the blue circle in when you touch down, so locking it to the middle isnt very necessary. ...

Yes but that code has not been made publicly available, it's useful to have these changes posted.

(post in restricted forum)

Fiachra
Posted on 09-11-16 10:14 AM, in Modify Title Screen Link | #77114
The easiest way to find them is probably to set a breakpoint for whenever r0 or r1 is set to their internal file ID's.

Fiachra
Posted on 09-11-16 07:44 PM, in Modify Title Screen Link | #77127
https://kuribo64.net/get.php?id=LlHFtl7ypme8rqJB

Fiachra
Posted on 09-11-16 07:48 PM, in SM64DS Editor Help Thread - Post your questions here Link | #77128
Posted by Sparsite
I've never been able to successfully open any of the GUI bin files. ...

https://kuribo64.net/board/thread.php?pid=62530#62530
https://kuribo64.net/board/thread.php?pid=62384#62384

Under "Images, icons, fonts etc." in the "Getting Started" tutorial.

Fiachra
Posted on 04-14-17 02:02 PM, in Editor development Link | #82486
SM64DSe R98 v2.3 BETA 2017/04/14

Changes:
- Fixed a bug in the minimap/image editor which could cause the ROM to become corrupt when importing an image without an NSC tile map

SM64DSe R97 v2.3 BETA 2017/04/12

Changes:
- Fix issue in DAE loader so that normals are ignored if no lighting is enabled for the current material
- Fixed issue in BMD loader whereby vertex normals were being set to (0, 0, 0) when none specified instead of having no value
- Improved the NITRO IMD loader so that calculations do not use floating-point arithmetic

Download in SM64DSe Git repo and last download thread.

Fiachra
Posted on 04-14-17 02:16 PM, in Super Mario Sunshine 64 DS (rev. 2 of 04-14-17 05:00 PM) Link | #82487
It's looking unlikely that I'll ever finish this so I have decided to release the source code and assets for importing F.L.U.D.D. into SM64DS. You are free to make use of this code and its assets in a ROM hack of your own as long as you give credit for anything used.

The code is available at the following Github repo.: https://github.com/Fiachra1993/SuperMarioSunshine64DS

Edit:
To clarify, it's not definitely dead, I may well complete it or a scaled-back version but I can't commit to it which is why 1: I've released the F.L.U.D.D. code so that there's enough for someone interested to make a decent hack out of this in the meantime and 2: I've not released more than the F.L.U.D.D. code and assets.
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Main - Posts by Fiachra

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