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04-19-24 03:33 PM
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Main - Posts by Fiachra

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Fiachra
Posted on 05-05-17 06:04 AM, in Editor development Link | #82857
It'll be implemented in the new model editor/importer I'm working on. The editor currently supports all 6:
- A3I5 Translucent Texture
- 4-Color Palette Texture
- 16-Color Palette Texture
- 256-Color Palette Texture
- 4x4-Texel Compressed Texture
- A5I3 Translucent Texture
- Direct Texture

The current logic is as follows:
if (translucent/transparent)
{
if (no. of colours <= 8) use A5I3
else use A3I5
}
else
{
if (no. of colours <= 4) use 4-colour
else if ("smallest size" selected OR ("better quality when sensible" AND no. of colours > 256 AND width x height > 4096) use 4x4 texel compressed
else if (no. of colours <= 16) use 16-colour
else if (no. of colours <= 256) use 256-colour
else use direct
}

Fiachra
Posted on 05-08-17 07:03 PM, in Excerpt from Super Mario 256 Link | #82896
Looks very good so far. One suggestion I'd make for the course models would be to be add some shading using vertex colours. There's a very useful feature in Blender, "Dirty vertex colours" which will which adds "dirt" into the corners etc. as vertex colours which results in the model looking as though lighting were applied. It's what I used in SMS64DS since it would have been infeasible to have done it by hand.

Fiachra
Posted on 05-09-17 06:10 PM, in Excerpt from Super Mario 256 Link | #82908
You have to patch an unmodified European ROM.

Fiachra
Posted on 05-10-17 07:28 PM, in Modify Title Screen Link | #82932
I meant after converting it:
Posted by swirbster
... I think my issue is the byte sizes never perfectly line up to the numbers given. I cant get the image to be 32k for some reason


The lengths I've given are the length of the original title screen image within which any converted image must fit. Have you followed these steps?

Fiachra
Posted on 05-11-17 05:22 PM, in Modify Title Screen Link | #82957
Just copy the settings exactly as you see them in my screenshot.

Fiachra
Posted on 05-12-17 05:59 AM, in Excerpt from Super Mario 256 Link | #82977
You may find it easier to just use the GUI. You'll need to delete the included xdelta.exe, rename the v3.0.11 executable to "xdelta.exe" and place it in the same directory as xdelteUI.exe.

Fiachra
Posted on 05-13-17 07:34 PM, in [Tutorial] How to Replace Mario's Model with a Custom Model Link | #83050
Can you post a DAE model exported from 3DS Max such as the Mario model?

Fiachra
Posted on 05-18-17 06:17 AM, in Excerpt from Super Mario 256 Link | #83164
Thanks. I'll merge any changes not specific to your hack into the official version, I don't want to end up with two different forks of the editor being used and worked on.

Fiachra
Posted on 05-20-17 07:58 PM, in [Tutorial] How to Replace Mario's Model with a Custom Model Link | #83225
The differences really aren't that big, you should be able to use 3DS Max fine.

Before you start, you'll find it much easier to make these changes if you "pretty-print" the XML content, Notepad++ has a plugin, "XML Tools" which does this or there are plenty of online tools.

Using a text editor make the following changes:
1. Replace any material or efftect names which contain a '#' character with a name without the hash eg. "Material #45" becomes "Material 45". This is due to a bug in the DAE parser which will be fixed in the next release.
2. Find the <node> element with id "face_1-node" and add the following attribute:
type="NODE"
so that:
&lt;node name="face_1-node" id="face_1-node" sid="face_1-node"gt;
becomes:
&lt;node name="face_1-node" id="face_1-node" sid="face_1-node" type="NODE"gt;
3. Within the "face_1-node" element there's an "instance_controller" elements; within that element add the following:
&lt;skeletongt;#face_1&lt;/skeletongt;
so that:
<instance_controller url="#face_1-nodeController">
<bind_material>
<technique_common>
<instance_material symbol="yoshi_all_tx" target="#yoshi_all_tx"/>
<instance_material symbol="Material #45" target="#Material #45"/>
</technique_common>
</bind_material>
</instance_controller>
becomes:
<instance_controller url="#face_1-nodeController">
<skeleton>#face_1</skeleton>
<bind_material>
<technique_common>
<instance_material symbol="yoshi_all_tx" target="#yoshi_all_tx"/>
<instance_material symbol="Material #45" target="#Material #45"/>
</technique_common>
</bind_material>
</instance_controller>

Fiachra
Posted on 05-30-17 07:37 PM, in Editor development Link | #83388
SM64DSe R100 v2.3.1 2017/05/30

Changes:
- Add a new advanced model and collision map editor
- Correctly handle absence of vertex normals and texture co-ordinates in BMD files
- Fix issues in DAE exporter when no normals or texture co-ordinates are present
- Fix division by zero issue when reading KCL files for editing and exporting
- Fix bug in BMD importer when converting to triangle strips which resulted in the wrong polylists being replaced
- Add the following features from mibts:
-- Optional grid for precise placement of objects
-- Restriction plane (RP) to snap placed objects to, for example, y = 0.0
-- In the absence of a RP, placed objects snap to the collision triangle the mouse is touching if there is one
-- Alt+{Up | Down | Left | Right | F | B} for top, bottom, left, right, front, and back views in level editor
-- BCA importer now creates smaller BCAs by using the constant-track, same-track, and interpolation optimizations. (by a factor of about 6)
-- Limit size of KCL octree

Download in SM64DSe Git repo and last download thread.

Fiachra
Posted on 06-12-17 08:01 PM, in Editor development Link | #83711
SM64DSe R101 v2.3.2 2017/06/12

Changes:
- Fixed a long-standing bug in the v2 patch whereby Y translation values weren't copied due to the misunderstanding that texture translations contained but a single component
- Updated the texture animation editor to include separate X and Y translation transformations
- Fixed issue whereby the "Optimise" checkbox in the animation editor did not correctly reflect the setting's value
- Merged the following changes of mibts':
-- CLPS form and datastructure updated to reflect the correct CLPS structure
-- Updated matrix decomposition function
-- The level editor loads the entire overlay on initialization and rewrites the entire thing on save to prevent glitches with adding new areas.
-- PaletteFit (TM) compresses palettes for compressed textures by overlapping them nearly as much as possible
-- QuickGraph imported to support the PaletteFit (TM) algorithm
-- Increased quality of compressed textures. Combined with PaletteFit (TM), the size of a texture may increase or decrease.
-- The following ASM hacking compilation and generation features have been merged but are disable by default due to not having been tested:
--- Code compiler that takes an ASMPatchTemplate folder and an offset to compile code for
--- Dynamic overlay support in said code compiler (requires a patch in the ROM to work)
--- Overlay compiler for levels
--- A template for adding a new platform to the game
--- Sound browser/player with support for SWAV files only
- Updated the level XML importer and exporter format to reflect the CLPS and texture animation changes

Note: This increases the ROM patch version to 5 so you will be asked to patch your ROM upon opening it in R101. I would recommend making a backup if you have made changes to any levels in case there is an issue. Technical details on the v5 patch are given below:

Prior to v2.3.2 it was thought that texture animations simply contained a single translation component with only offsets 0x14 and 0x16 in the texture animation header being used to determine the translation values to be copied to the new overlay:
14 2 Number of X translation values
16 2 Start offset in dwords of the X translations in the translation values table
18 2 Number of Y translation values
1A 2 Start offset in dwords of the Y translations in the translation values table

The values at offsets 0x18 and 0x1A were still copied however in the case that their range fell outside that of the X translation values then the values read were simply whichever data came after the translation table in memory.

This patch checks whether the Y translation values have been correctly copied, indicated by a value of "1" for the level format version specified at 0x7F bits 0-3 within the level header and if not, will replace missing Y translation values with a value of zero. The level is then saved with a level format version of "1". Levels whose level format version is already "1" will not be modified.

Download in SM64DSe Git repo and last download thread.

Fiachra
Posted on 06-14-17 06:30 AM, in Editor development Link | #83760
SM64DSe R102 v2.3.3 2017/06/14

Changes:
- Include the following changes from mibts:
-- Include latest ASM Hacking Template v2 templates and examples
-- Apply patch to allow use of ASM Hacking Template v2
- Enable all ASM hacking features

Download in SM64DSe Git repo and last download thread.

Fiachra
Posted on 06-14-17 06:15 PM, in SM64DS Editor Help Thread - Post your questions here Link | #83773
Entrances and exits are documented here. You need to:
1. Add an entrance on the 1st floor for when the player exits your level if there isn't one already
2. Set the area of that entrance to be the area in which you've placed your objects
3. Set the exit used for entering your level to point to the entrance

Fiachra
Posted on 06-15-17 06:12 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 5 of 06-15-17 06:33 AM) Link | #83790
MMMM MMMM MVVV VAAA

Let's take as an example:
Area: 3
View: 5
Mode: "0000 0010 1" ("Spin in (like at start of course)")

Windows' Calculator's programmer mode let's you convert between decimal, hexadecimal and binary values.

1. Convert the area into a binary value. You can do this by selecting "Dec" mode and entering your decimal value, here it's 3. You'll see the binary value of "11":
[thumbnail]
2. Convert the view value in a similar manner and you'll get "101"
3. Combine the three values: select "Hex" mode and flip individual bits in Windows Calculator by clicking on them. You'll end up with a hex. value of "02AB":
[thumbnail]

Fiachra
Posted on 06-16-17 06:25 AM, in SM64DS Editor Help Thread - Post your questions here Link | #83802
I'm going to update the level editor to allow setting the number of areas rather than having to manually edit the overlay. The model and collision map editor should allow you to define the areas in the model but I've found a few issues I need to fix. Once done I post the steps required.

Fiachra
Posted on 06-16-17 08:43 PM, in Editor development Link | #83806
Should certainly be possible, I know there's a flag in the bone header but I'm sure whether anything else is required as well. I'll try to add it.

Fiachra
Posted on 06-19-17 06:23 AM, in Excerpt from Super Mario 256 Link | #83851
No, there are not:
[thumbnail]

Checked using the "EFSM256 Invalidate Data Cache.xdelta" patch from the first post.

Fiachra
Posted on 06-21-17 07:36 PM, in Editor development Link | #83919
SM64DSe R103 v2.3.4 2017/06/21

Changes:
- Add support in model and collision map editor to set whether bones are rendered always facing the camera ("billboard")
- Fix issue in model and collision map editor whereby the bone/transforms map wasn't being updated when adding or renaming bones
- Fix issue in OBJ exporter whereby models with multiple parent bones (areas) were being incorrectly split up
- Update BMD writer to automatically duplicate and assign materials shared across parent bones
- Allow specifiying the minimum number of areas in a level within the level settings form

Download in SM64DSe Git repo and last download thread.

Fiachra
Posted on 06-23-17 05:54 AM, in Editor development Link | #83949
Well what do the errors say, most importantly the first one?

Fiachra
Posted on 06-25-17 07:26 PM, in Editor development Link | #84004
You need to provide the stacktrace otherwise I can't possibly tell what caused that.
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Main - Posts by Fiachra

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