Posted on 09-15-17, 04:14 pm

Super Koopa
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Which means that there are either too many models to load or a model file can't be found.
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[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 09-15-17, 04:18 pm (rev. 1 by Islender on 09-15-17, 04:46 pm)

Ninji
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Damn. Any way to 'increase' how many models can be loaded? Or will i have to extract the models I want from the .arcs and then combine them into one model? S***

Edit: Or do I edit MarioFaceShipGalaxyUseResource.arc? I heard it tells the game which files to load and can speed up loading time. Right now: 8 seconds
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Posted on 09-16-17, 09:39 pm
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Hello everyone. Currently I'm trying to get transparent textures working in SMG2. Here is what I've managed to achieve so far.


Using BMDCubed, fbx to dae, bmd2bdl. I am going to see if using different file types (textures) improve upon the Harry Potter effect. Could this be because of dolphin, or will the Wii render it properly?

Would a hex editor help?
Posted on 09-17-17, 09:50 am

Ninji
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A really important question: Is there ANY way of converting a .bdl file into an .obj or .bmd then to .obj? I have searched all over Google and found WindEditor but I can't use it because I would need the legend of zelda wind waker then add .bdl files into it.
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Posted on 09-17-17, 03:07 pm

Koopa
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You can open your bmd/bdl in a modeling program and export it as obj
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Posted on 09-17-17, 03:41 pm

Super Koopa
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There is no direct way to convert J3D models to OBj files. You have to convert to other formats first. See BmdView2 as an example.
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[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 09-17-17, 04:32 pm

Koopa
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But if he has 3dsmax he could install the maxbmd plugin and could import bmd's and export as obj
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Posted on 09-17-17, 06:36 pm (rev. 1 by Islender on 09-17-17, 06:38 pm)

Ninji
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snifit8 and SunakazeKun thanks once again. But out of interest, is there a kcl create .exe file? cause my python problems are still not resolved

edit: And does anyone have Assilant Acopolypse Galaxy? cause all download links are broken
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Posted on 09-19-17, 04:11 pm (rev. 1 by Islender on 09-19-17, 08:08 pm)

Ninji
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Hello, I have another question. What do I do to make this Ocarina cheat file: https://drive.google.com/open?id=0B5tU4_TM-3zWNU1xdUxMWnJBN2c

This is the Riivolution XML ocarina.xml file and it has hooks that I don't know what to pick: https://drive.google.com/open?id=0B5tU4_TM-3zWNkJBeVB3OWktQUU

I have a strong feeling this code is important.
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Posted on 09-19-17, 04:15 pm, deleted by Aurum: pc++, lpq
  • #3214
Posted on 09-21-17, 03:54 pm (rev. 4 by Islender on 09-21-17, 04:17 pm)

Ninji
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obj2bdl question: when I run obj2bdl, I put this into the cmd: python obj2bdl.py CustomPlanet.obj CustomPlanet.bdl

Comes out 1: PermissionError can't access SMG2

2: Cant access Dev

3: cant access planets.mtl

Is this because I renamed the file name from SMG2DevPlanets.obj/mtl to CustomPlanet.obj/mtl?
Changed it back, but it says:

permissionerror cant access Dev, doesnt exist

so I created Dev folder

then it says: permissionerror can't access Dev, access denied

What am I doing wrong?

Edit: I re exported the .obj from blender from the plugin Extended Wavefront obj and named it planet.obj. I copied both planet.obj and planet.mdl to the obj2bdl folder but when I run it it shows this:

(by the way I have no textures)

material (and so on) has no diffuse texture map skipping

(then at the end) File obj2bdl/py line 140 in <module>
bb_min_x = min(mesh.bb_min_x for mesh in meshes)
Valueerror: min() arg is an empty sequence

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Posted on 09-21-17, 05:11 pm (rev. 1 by snifit8 on 09-22-17, 10:59 am)

Koopa
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Did you run it as administrator?

Also I think if the object has no textures nothing will show up so this is probably what you have done wrong try adding textures
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Posted on 09-21-17, 06:00 pm

Ninji
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Yes it worked, I added textures and it converted! But now I am having problems with the model appearing in-game (Game goes 0 FPS). I did all of the necassary bcsv edits to ProductMapObjDataTable and stuff. It is called SketchDevPlanet. It is a SimpleMapObj. In kcl create, I created the collision with default settings, but I made it boo mario/luigi passable through and I made it's step sound 'Stone'.I also made it non-slip for walls and floor. I put all the files into SketchDevPlanet.arc: SketchDevPlanet.pa SketchDevPlanet.bdl SketchDevPlanet.kcl and I got a CollisionVersion file from BigPunchBlockStep which reads '1.0.1'. Then, I put it into ObjectData for my workspace. I opened WhiteHole and chose an object, it didn't appear so I typed the objectid into whitehole and selected the object. It didn't render (just blue square). I placed it where I wanted to then put all the files into my patch: SketchDevPlanet.arc PlanetMapDataTable.arc ProductMapObjDataTable.arc and ObjNameTable.arc. I launched game, patched it, and... Game goes to 0 FPS (crash debugger enabled nothing shows on screen).
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Posted on 09-21-17, 06:02 pm

Super Koopa
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Then it either can't find the model file or it's too big.
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[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 09-21-17, 07:42 pm (rev. 3 by Islender on 09-21-17, 07:49 pm)

Ninji
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Ok, So I got the model to render in whitehole and in the game, but now the whole thing is messed up: You can guess how to was meant to look like as all I did was rip the supermassive pipe, rightside down starting planet and supermessive large brick block. Here is a messed up, white (even though I textured it), triangulated pic:


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Posted on 09-21-17, 08:55 pm

Red Paragoomba
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Use the EXTObj exporter for blender.

It fixes this issue. (I think it's somewhere in a thread I made on K64...)
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Posted on 09-22-17, 01:36 am

Shyguy
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Never heard of EXTobj...

Make sure you yaz0 compress your arc..
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Posted on 09-22-17, 06:40 am

Ninji
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Never heard of EXTobj...

Make sure you yaz0 compress your arc..

I didn't yaz0 compress, thanx ill try that!

Use the EXTObj exporter for blender.

It fixes this issue. (I think it's somewhere in a thread I made on K64...)

I have the extended wavefront obj exporter plugin. I exported from blender then into sketchup pro as it is easier at texturing things. So in Sketchup it looked normal and it even kept it's vertex colours.
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Posted on 09-22-17, 02:46 pm

Red Paragoomba
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PRO TIP: Dont use skethup. Sketchup is trash.

Stick with using blender.
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Posted on 09-22-17, 04:20 pm (rev. 2 by Islender on 09-23-17, 07:41 am)

Ninji
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Ignore this please. This used to say something else but I changed it to this pile o old crap
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