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Posted on 09-12-16, 03:27 pm
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Is there any reason, why sometimes the game crashes while loading the level, although there is no mistake or something. For example in my smb remake, the ? block right before the goal was planned to be a coinbox, but the level crashes when loading, IF one or more starmedalls are not collected yet. WHY?!? And also the latest version crashes, when just adding a Warpbox....
Can it be, that the game only can load an specific number of objects, that has viewId -1 or something? I don't know
Posted on 09-12-16, 03:40 pm
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did you delete the objects in preloadfilelist 1 ?
Posted on 09-12-16, 03:56 pm
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No, i've never touched these lists. Do i have to delete all objects?
Posted on 09-12-16, 04:01 pm

Super Koopa
Careful with that axe, Eugene!


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All the objects you don't need. PreLoadFileList tells the game which files it needs to load.
_________________________
[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 09-12-16, 04:36 pm
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Allright! But there are many objects in my level, that aren't in the list, but it loads. Does this mean, that i can delete every object from the preloadfilelist?
Posted on 09-12-16, 04:44 pm

Super Koopa
Careful with that axe, Eugene!


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Yes you can do that, but the level will load a little bit slower.
_________________________
[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 09-12-16, 04:57 pm
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All the objects in preloadfilelist force the 3ds to load them in its virtual ram. 3ds is a weak console given it only has i think 6 mb vram.

If the prelaodfile list is filled with big objects and you put more new objects in the level the 6 mb will exceed thus crashing the console..
Posted on 09-12-16, 06:03 pm (rev. 1 by Louiskovski on 09-13-16, 02:03 pm)
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Alright! It doesn't crash anymore! Thanks
It was also the reason, why the blockdragon causes the game to crash.
Posted on 09-29-16, 07:10 pm

Super Koopa
Careful with that axe, Eugene!


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I have a small problem concerning custom models. I placed a platform twice but for some reason only the first one can be seen. The invisible one's collision is still intact, for some reason. Both platforms have the same ViewId.
_________________________
[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 09-29-16, 07:48 pm
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Do you made that model with Every file browser?
Because, models exported by that program causes problems!
Posted on 10-09-16, 12:54 pm
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I have the problem again, that crashes the game while loading, though i made no mistakes and added just some new objects..
Sent by SunakazeKun
PreLoadFileList tells the game which files it needs to load.
...can it be, that i have to add all objects to this list?
Posted on 10-09-16, 01:59 pm
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No.. If the game crashed then you have too many polygons...

Maybe a very big object that is very detaiield?
Posted on 10-09-16, 02:05 pm (rev. 2 by Louiskovski on 10-10-16, 03:32 pm)
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No, i just added a firebar. I will add it to the "preloadfilelist", and i hope, that it will work then.

Edit:
STILL CRASHES
But when deleting some other objects, it will work...
Can it be, that a level has a specific number of objects, that, when the number is exceed, the game can not load it???
Posted on 10-10-16, 03:49 pm

Super Koopa
Careful with that axe, Eugene!


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Yep, that might be the reason. Of course there's a limit. The more objects a level has the more files / models have to be loaded.
_________________________
[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 10-10-16, 05:45 pm
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Ah that's bad!
And there is no way to get mario to teleport to other levels? The final castle level consist of two level szs's, the castle level and the bowser battle. Is there a way to teleport like this?
Posted on 10-10-16, 06:01 pm

Super Koopa
Careful with that axe, Eugene!


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KoopaLastDoor is the name of that object from the final castle level. It always teleports the player to KoopaLastStage.
_________________________
[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 11-02-16, 04:17 am
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So I have a model that works in game. It's visible and textures are fine. The collision works as well, but there are random spots that Mario just falls through. I have looked at my model in Sketchup and Maya and I can't find any obvious polygon errors that would cause the collision to disappear. I've also made another model completely fine - collision and everything, so I have no clue why this is happening with this specific model.
Posted on 11-02-16, 05:30 am (rev. 1 by Aurum on 11-02-16, 05:31 am)

Super Koopa
Careful with that axe, Eugene!


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Did you resize the model in the level editor? This is the only reason I can think of.
_________________________
[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 11-02-16, 12:03 pm
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NEVER scale a model !! It causes the collision to corrupt in the game! You have to scale up the modell in Sektchup. The best is, to import a modell from Mario in Sketchup, so you see, how big the modell will be ingame
Posted on 11-02-16, 01:37 pm
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No I didn't resize it. The model's scale in the editor is 1,1,1. I've tried resizing it in Sketchup a few times but they all still result in holes in the same places.
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