Pages: 12345 »
Posted on 09-03-17, 06:53 pm in Problem with model imports solved

Shyguy
SMG2 Modder and Programmer

Posts: 1/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
Just keep it in ObjectDataTable.

Did you try lowering the texture quality to 64x64?
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-03-17, 06:55 pm in Some SMG2 Small Questions misc questions

Shyguy
SMG2 Modder and Programmer

Posts: 2/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
I have working Blue Koopas. But the shell is green when you pick it up.
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-03-17, 11:32 pm in Problem with model imports solved

Shyguy
SMG2 Modder and Programmer

Posts: 3/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
How is this solved?



Also, I have a question, but I do not think it needs its own thread:
When I import a model into Whitehole, it displays fine. In Dolphin, the model is shaded grey (like 75% darker). Why is this?
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-05-17, 11:01 pm in Introductions (rev. 1 by TheSunCat on 09-05-17, 11:02 pm)

Shyguy
SMG2 Modder and Programmer

Posts: 4/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
Hello!

I am TheSunCat, from K64!
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-05-17, 11:07 pm in MilkyEditor Rewrite -- The GUI

Shyguy
SMG2 Modder and Programmer

Posts: 5/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
Imagine if we had drag and drop, like in Mario Maker.

You select a toolbar of favorite objects, it pops up in the top of the window. Then you drag and drop your object. This is useful if you want to add a lot of objects, or are using a palette for a level.

I also NEED copy paste. It is a very useful feature, and helps build levels easier.

I think we should have some sort of customizable keybinding system (bind BACKSPACE to Delete Object, G to move object, SHIFT+A to add object, etc).

What do you think?
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-05-17, 11:10 pm in Friend Codes

Shyguy
SMG2 Modder and Programmer

Posts: 6/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
Do Discord codes count?
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-07-17, 11:45 am in MilkyEditor Rewrite -- The GUI (rev. 2 by TheSunCat on 09-07-17, 11:46 am)

Shyguy
SMG2 Modder and Programmer

Posts: 7/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
shibs is rewrinting the program. This will proably take a while.
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-07-17, 11:49 am in A SMG2 hacking stream. {IT'S OVER}

Shyguy
SMG2 Modder and Programmer

Posts: 8/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
I subbed.

Love your content. I hope I will learn a lot on your stream, although I will have to watch the archive. Your stream is at 3:00 AM for me. I live in GA.
_________________________
If I made an SMO level editor, would you use it?

Shyguy
SMG2 Modder and Programmer

Posts: 9/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
I can help you.

Do you have SketchUp pro?
If not, you need a way to export .OBJ's.

Then, you need a tool called obj2bdl. I can link you it if you need it.
Run
obj2bdl.py input.obj
in cmd to convert your model.

Use KCL Create (I can link you that, too, if you can't find it) and run it on your OBJ.

Place the BDL, KCL, and PA in a folder with the same name as the files.

Drag the folder into arcPacker (link if needed), then the .ARC that gets created into yaz0Enc.

Delete the first .arc, and rename the .yaz0 to .arc.

Place that file in ObjectData.

Open ProductMapObjDataTable (from the BCSV editor) and add an entry. The first field is your object name, the second is the type (usually SimpleMapObj).

Write your object's name in the 'Select' field in Whitehole to place it.

Hope I helped!
_________________________
If I made an SMO level editor, would you use it?

Shyguy
SMG2 Modder and Programmer

Posts: 10/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
Does anyone have the obj2bdl exe?
Yes, but you should use the python one. If you really want it, PM me and I'll send it to you.
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-08-17, 10:45 pm, deleted by Aurum: if you aren't sure yourself, this post isn't really helpful at all.
  • #3078
Posted on 09-10-17, 02:41 pm in EXEs of useful programs

Shyguy
SMG2 Modder and Programmer

Posts: 12/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
I'm pretty sure the EXE needs python too...
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-11-17, 01:23 pm in A SMG2 hacking stream. {IT'S OVER}

Shyguy
SMG2 Modder and Programmer

Posts: 13/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
I missed the part where he textured the SandRiver..
Anyone know how he renamed the material SandRiver_v? I tried manyally editing the OBJ's text, but that seems to break it most of the time.
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-11-17, 01:39 pm in Model importing trouble (rev. 1 by TheSunCat on 09-12-17, 05:14 pm)

Shyguy
SMG2 Modder and Programmer

Posts: 14/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
Last night (it was night for me) I was watching Hackio's stream, when he started making a model. I have always had trouble with model importing, so I paid close attention. Sadly, the stream buffered most of the time when he was doing that, and a stream archive hasn't been uploaded. I mostly had to guess how he did it, but I did get the model in Whitehole. After scaling it by 5,000 (it was really small) I noticed the animated texture was not showing. There was plain white instead of animated lava.. Weird.

I tested the level and half the collision was missing, some was shifted (mario went halfway through the ground) and there were random walls in seemingly random places. After asking Hackio, I learned that scaling can break collision, the most I should scale is probably 500. So I went in Blender and scaled the model up. When it was ready, I exported it as Extended Wavefront (.obj) and edited the OBJ and MTL to rename the animated texture None_SandRiver.PNG.001 to SandRiver_v. After a lot of trial and error, I got obj2bdl working, I converted my OBJ, made its collision, and packed the .ARC with the BTK from Hackio's BTK tutorial on K64. I compressed it and added its entry to ProductMapObjDataTable. In Whitehole, I placed the now huge VolcanoIsland and a sling star with a path (so I could look at the lava inside the colcano from ingame). I placed a Huge Used Block so I could stand (the floor code was Damage Fire) and tested the level. I got a crash.

If you need the model and BTK, or a clarification on something, I can give it.



EDIT: ended up getting help on Discord. I still don't know what is wrong with what I did here. Could anyone help?
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-12-17, 05:57 pm in Model importing trouble

Shyguy
SMG2 Modder and Programmer

Posts: 15/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
No. I edited it. Does anyone know where I messed up?
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-22-17, 01:32 am in Download Link Requests reviveddownloads

Shyguy
SMG2 Modder and Programmer

Posts: 16/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
About the unreleased SMG2.5 levels, there were nearly none that were even halfway finished. The only "finished" ones were Planet Plains and (not sure if I am right) misty snow.
_________________________
If I made an SMO level editor, would you use it?

Shyguy
SMG2 Modder and Programmer

Posts: 17/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
Never heard of EXTobj...

Make sure you yaz0 compress your arc..
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-22-17, 01:44 am in Model importing trouble

Shyguy
SMG2 Modder and Programmer

Posts: 18/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
Sorry for the bump, but...

Super Hackio fixed what I did wrong (material setups) and now the model doesn't crash. I also had to scale the model up in blender, turns out scaling a model by a big number messes its collision up.

I made some more models, just to play around a bit, and most of them freeze Whitehole when I place them. This means the arc is corrupted. What did I do wrong? I followed all the steps listed below:

-Made model in Blender
-Exported to Extended Wavefront (.obj)
-Used obj2bdl and kclcreate to make the collision and bdl.
-ArcPack and yaz0enc to make the arc.
-Place in Whitehole to freeze it.

This happened to me when I started importing models, but it had stopped for a week. I thought I got rid of it...

Help!
_________________________
If I made an SMO level editor, would you use it?
Posted on 09-22-17, 07:02 am in Model importing trouble

Shyguy
SMG2 Modder and Programmer

Posts: 19/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
It does not, for the reason you stated above. Is there any reason for a model to freeze Whitehole?
_________________________
If I made an SMO level editor, would you use it?
Posted on 10-02-17, 02:35 am in Model importing trouble

Shyguy
SMG2 Modder and Programmer

Posts: 20/88
Since: 09-03-17

Last post: 58 days
Last view: 10 days
Yes. xD
I checked the triangulate box when exporting.
_________________________
If I made an SMO level editor, would you use it?
Pages: 12345 »