Posted on 07-31-17, 06:22 pm (rev. 2 by Aurum on 07-31-17, 06:26 pm)
Normal user

Posts: 2/5
Since: 07-31-17

Last post: 297 days
Last view: 291 days

Hello fellow Nintendo modder! Welcome to the Super Mario Galaxy Modding Manual #2! Last time, we've learned how to get the games files on our computer. Today, we're going to learn how to modify galaxies using two special level editors. Remember. You must homebrew your Wii and get both the Homebrew Channel and Riivolution before starting at all. But without further delay, Here's how to make your own Super Mario Galaxy stage.

About Whitehole

Whitehole is a visual level editor for Super Mario Galaxy games created by Mega-Mario with the help of Dirbaio, Treeki and more. It allows for easy level modification and even displays custom models for those who want to use their own assets. This level editor was SO beloved within the modder community, that even the infamous "Super Mario Galaxy 2.5" team made use of all of it's features. This software requires JRE7 or some equivalent, as it is a Java program. Whitehole also requires SMGFiles, the extract of the game we've achieved previously.

Getting Whitehole

First off, you must install Whitehole using the following link. Once installation is complete, create a folder in your "SMG Mod Folder" and call it simply, "Whitehole". Then extract the downloaded Whitehole .zip file in the newly created Whitehole folder. aaaand that's it. That's how you install Whitehole. Shockingly simple, isn't it?

Opening Whitehole

Open up the Whitehole .jar file. It should have the Java logo as the icon. Once opened, click the "Select Game Folder" button. It should open up a window where you select the game files. Go into your SMG Mod Folder, open the Assets (SMG1) folder, click SMGFiles then click "Open". You'll be bought to a whole list of stages. They are displayed by their codenames. HeavensDoorGalaxy is Gateway Galaxy, ReverseKingdomGalaxy is Gold Leaf Galaxy, EggStarGalaxy is Good Egg Galaxy, KoopaBattleVs3Galaxy is Bowser's Galaxy Generator and so forth. Select a galaxy then click "Open Galaxy"

Basic Whitehole Usage

I for one started in HeavensDoorGalaxy (Gateway Galaxy) and added early planets that didn't make it into the final product. But this time, let's start easy and select EggStarGalaxy (Good Egg Galaxy). The entire level is displayed for you, and you can have a clear window of what your stage will look like in real gameplay! Hold left click and move your mouse to move your view, hold right click and move your mouse to rotate your view and use the scroll wheel to zoom in and out! It may feel weird at first, but you should get the hang of it after 2 days or so. Let's go towards Good Egg's starting planet and select one of the Octoombas in front of the house. A menu should appear to your left. Under the position tab, higher or lower the numbers under the X/Y/Z Position tabs to change the Octoomba's placement in the X, Y and Z axis. However, if you want to save time, select that Octoomba and after you selected it, hold left click over it and move your mouse. It should move it all on it's own! To resize it, higher or lower the numbers under X/Y/Z Scale to resize the Octoomba. I for one don't recommend resizing enemies or NPC's. The safest thing to resize in SMG are planets and objects.
Lets say you want to add the Star World Starting planet from E3 2006 (HomePlanet). Well that's as simple as making a pitcher of lemonade! First, make sure you're on the zone you want to place your object. If you want to play it safe, set your zone to EggStarGalaxy and not any of the other zones. Then, select "Add object", then select "General Object". it should bring up a menu with a whole gallery of SMG Planets and Objects. Looking for one in specific such as HomePlanet? Just search HomePlanet in the search bar then either double click it or click it then click "Select". Then click where you want to put the planet and BAM! The planet pops up right before your eyes! Move it and resize it as normal. Since this planet is flat, we're going to give it a planar gravity field! Select "Add Object" and instead of clicking general object, click "Gravity". Search "global planar gravity controller", Select it and place it inside your planet. If you are adding in a round planet, instead of searching for "global planar gravity controller", search for "Pointed Gravity". Use a warp pipe or warp pad to get to your planet. Lets place 2 warp pads. One on the galaxy's starting planet and one on your recently added HomePlanet. Give both of them the same GroupID. by doing this, you have an easy way to get to your new planet. To exit the galaxy, simply press the X button on the top right corner of your computer screen, but make sure you save first!

Advanced Whitehole Usage

(DISCLAIMER: Editing paths in Whitehole v1.4.1 is not possible. You must use Whitehole v1.1.3 to do this.)

Let's spice things up a bit and make things a little more complex. If you want to make the transport from one planet to another look more professional, you can use a traditional Launch Star! Place a launch star on Good Egg's starting planet and higher it up from it's current place to the height of 2 Mario's, so you don't clip through the Good Egg starting planet when you use the launch star. First, click "show all paths," then look for the least complex PATH possible by clicking Objects, then Paths and look for one with the least amount of points. Lets use "Path 2" which only has 3 points. Place 2
StrongBlock's. One on where you want to land on HomePlanet and one in the sky. Get the X, Y and Z axis's of the 2 StrongBlock's and the Launch Star and jot them down somewhere. I like to use sticky notes for this. Make Point 1 the X, Y and Z axis's of the Launch star, the second of the StrongBlock in the air and the third of the StrongBlock on HomePlanet. Put the jotted data for each point in the point coordinates X/Y/Z axis coordinates. Here is an example.


Point 1
X: 50
Y: 75
Z: 23
Control 1 X: 50
Control 1 Y: 75
Control 1 Z: 23
Control 2 X: 50
Control 2 Y: 75
Control 2 Z: 23

Point 2
X: 128
Y: 150
Z: 64
Control 1 X: 128
Control 1 Y: 150
Control 1 Z: 64
Control 2 X: 128
Control 2 Y: 150
Control 2 Z: 64

Point 3
X: 200
Y: 293
Z: 143
Control 1 X: 200
Control 1 Y: 293
Control 1 Z: 143
Control 2 X: 200
Control 2 Y: 293
Control 2 Z: 143

Once all the points are typed in, delete the StrongBlock's as they were there to just mark the point's placement temporarily. Now the path is looking kind of rigid. Play around with the Control 1 and Control 2 path coordinates to make the path appear rounder and more clean. Finally, click the Launch Star, go to it's Object Settings and set it's Path ID to 2, since we've just modified Path 2. NPC's also have special code inputs. Lets get a Luma since they don't require dialouge unlike toads and main characters, that appear in game but crash if you try to talk to them without dialouge. Put the luma under one of the arches on HomePlanet. In the luma's "Object Arguments" settings in the left corner menu, click "obj_arg0" Type in one of the following numbers to make the luma's color different! 0 = Yellow, 1 = Blue, 2 = Green, 3 = Red, 4 = Purple (unused but fully functional), 5 = Pink and 6 = Orange (SMG2). Much more things are possible such as starting fully-rendered cutscenes and starting dialouge, but that's a lesson for another time.

BCSV Editing

The BCSV Editor exclusive to Whitehole allows you to edit data tables in the game's code! This allows modders to change how many stars a galaxy has, change how many zones a galaxy has, swap ou- wait. Do you remember when we added HomePlanet to Good Egg Galaxy. That planet was not in the final game, so thus it has to be added into PlanetMapDataTable. Don't be confused. The planet is in the games files, but it must be added in that chart to appear in game! Open the BCSV editor by clicking the "BCSV Editor" button...pretty self-explanatory. In Archive, type in "/ObjectData/PlanetMapDataTable.arc" and in File type in "/pootus/planetmapdatatable.bcsv". It should open up a whole list of planets in the game. Remember. This chart is only for PLANETS. Not enemies, not skies and don't even try putting in an unstable object's codename in there. It'll crash the game pretty bad. I learned that the hard way. Anyderps, scroll to the bottom of the PlanetMapDataTable chart and then click add row. In the first box, type in the codename for the planet you want to add back in the game. The next 5 boxes, just type in 0. Save it, then close it. Now you're ready to test!

Getting SMGTools and Preparing to Playtest

SMGTools is a toolpack made by SunakazeKun and GalaxyHacker that contains tons of tools for SMG1 and SMG2! You can download it by clicking the link here. Once downloaded, extract the zip file in your "SMG Mod Folder" directly. Once done extracting, click SMGTools then click useful things (non tools). Click "templates", click "Playtesting Templates", click "smg1" then click "riivolution". Copy the XML then go to the root files of your SD Card. Click the "riivolution" folder in your SD Card then paste the XML. Go back to the smg1 playtesting template file and instead of clicking riivolution, copy the smg1 folder in the smg1 folder and paste it in the root of your SD Card. Go into your "SMG Mod Folder" and click "Assets (SMG1)". Click StageData and search "EggStarGalaxy". Copy and paste that file into the StageData folder in the "smg1" folder in your SD Card. Go back into your "SMG Mod Folder" and click "Assets (SMG1)". Click ObjectData and search "PlanetMapDataTable". Copy and paste that file into the ObjectData folder in the "smg1" folder in your SD Card. After that, eject the SD Card and put it back in your Nintendo Wii. On your Wii console, start Riivolution. It should appear automatically. Click launch and BAM! you're testing your first custom hack!

End of Second Manual

Well, now you know how to modify a galaxy using Whitehole and playtesting it with the help of a SMG Toolpack. In Super Mario Galaxy Modding Manual #3, we're gonna learn how to import custom music, planets and text into Super Mario Galaxy. See ya then!
Posted on 07-31-17, 06:27 pm

Super Koopa
Careful with that axe, Eugene!

Posts: 664/854
Since: 10-08-14

Last post: 51 days
Last view: 1 day
The tools under the downloads section on this site are up-to-date. Also, a playtesting XML can be found here as well. And yet again, I moved this to another forum.
[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