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03-28-24 04:09 PM
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Main - Posts by Robokai

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Robokai
Posted on 06-27-15 05:44 PM, in SM64DS Editor Help Thread - Post your questions here Link | #61480
Hi everyone, I'm downloading SM64DSe from Github but no luck finding an executable to actually run the thing. I'm running on Windows 8 if it means anything.

Thanks!

Robokai
Posted on 06-28-15 08:26 PM, in Music Importation Explained Link | #61500
I've been having a fuss about with this and have gotten some pretty good results. Here's one track that turned out almost perfectly: https://soundcloud.com/ascending-1/donkey-kong-64-ds-dk-isle

Robokai
Posted on 06-30-15 02:18 PM, in Super Mario Sunshine 64 DS Link | #61536
I feel like using the hover F.L.U.D.D. for that stuff wouldn't be fun nor precise and the amount of work required to implement that would far outweigh the benefits of the actual result.

Robokai
Posted on 07-02-15 08:56 PM, in Music Importation Explained (rev. 2 of 07-02-15 08:57 PM) Link | #61621
Incredible! How'd you get the tracks to play within the game? I just get silence on mine...Seems you've also been able to edit the sound effects as well! I've been using Anvil Studio for the MIDI editing software.

Robokai
Posted on 07-05-15 11:46 PM, in SM64DS Editor Help Thread - Post your questions here Link | #61734
Hi all- is it possible to replace sounds as of current?

Robokai
Posted on 07-16-15 06:51 AM, in SM64DS Editor Help Thread - Post your questions here Link | #62331
[image]

christ i feel so bloody BRILLANT

Robokai
Posted on 07-18-15 04:26 AM, in SM64DS Editor Help Thread - Post your questions here Link | #62379
How would one go about editing the fonts in the game? Where are they located?

Robokai
Posted on 07-19-15 01:53 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 07-19-15 02:42 AM) Link | #62403
Thanks for the info Fiachra, I was able to successfully locate both fonts. Unfortunately, trying to replace the 3D font led to a black graphic...I'll try this later when I have more time and see if I can get it working proper.

Robokai
Posted on 07-19-15 05:27 PM, in SM64DS Editor Help Thread - Post your questions here Link | #62422


ayy lmao

Robokai
Posted on 07-19-15 08:38 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 07-19-15 10:57 PM) Link | #62426
Posted by Fiachra
Make sure that the image you're importing is in BMP format and indexed.

EDIT: Hmm, never mind, got it imported...and now it seems the palette is screwed up.
[image]
what do ??

Robokai
Posted on 07-25-15 07:19 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 07-25-15 07:21 PM) Link | #62580
Is it possible to alter the heights of the characters jump?

Robokai
Posted on 07-26-15 12:49 AM, in SM64DS Editor Help Thread - Post your questions here Link | #62582
From the first post in this thread:
Posted by Fiachra
"Why does the screen turn white when loading my custom level?"

There are several reasons there might be a white screen:
- Have you removed texture animations (go to 'Texture Animations'>'Remove All', then Save)?
- If so, do you get a warning when importing your level that the textures may be too big?
- Are all of your textures indexed PNG images (GIMP/Photoshop - Image>Mode>Indexed)? Sometimes they cause problems if they're not.
- If not, how many faces are in your model (should be fewer than ~5000)? The higher the number of polygons the fewer / detailed the textures you can have.
- If your polygon count is high, try making your collision map less detailed. You can do this when importing by setting 'Drop faces below' to a value greater than zero, eg. 0.001 or 0.0005. This will drop very small faces from your collision map that aren't necessary.


Robokai
Posted on 08-09-15 05:44 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 08-09-15 05:44 AM) Link | #62965
How hard it would it be to implement mid-level music changes? I know it's already done in-game with the Piranha Plant...

Robokai
Posted on 08-14-15 12:55 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 08-14-15 12:55 AM) Link | #63133
[image]

ughhhhh

(not asking for help with this by the way, just thought it was funny)

Robokai
Posted on 08-14-15 11:54 AM, in Music Importation Explained Link | #63155
https://soundcloud.com/ascending-1/dk-isle-donkey-kong-64-ds

How's this then?

Robokai
Posted on 08-15-15 06:38 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 08-15-15 09:49 AM by Fiachra) Link | #63206
It's happening! Kinda.
[thumbnail]

Unfortunately, poor Mario keeps falling through the floor. What gives?

Robokai
Posted on 08-15-15 05:14 PM, in [Tutorial] Getting Started Link | #63229
This is going to be great for newcomers, well done mate!

Robokai
Posted on 08-15-15 05:25 PM, in Music Importation Explained Link | #63230
Posted by Fiachra
What do you mean?

Oh, I meant nothing by it other than I was proud to have had the track come out that well :p

Robokai
Posted on 08-16-15 08:58 PM, in SM64DS Editor Help Thread - Post your questions here Link | #63284
Alright, here's a question; I've imported a new level, and Mario begins the level by falling out of the sky no matter where I've placed the warp. What can I do to fix this?

Robokai
Posted on 08-17-15 07:21 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 08-22-15 12:08 PM by Fiachra) Link | #63332
Posted by Fiachra
I've encountered this before but can't remember exactly what the issue is but I think it's to do with the collision map. If you open the collision map in the KCL editor, does it look correct? If not, please post a screenshot, otherwise can you try setting the option "Drop faces below" when importing to 0.005 and report whether that has any effect?

Looks about right to me:
[thumbnail]
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Main - Posts by Robokai

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