Posted on 09-02-17, 10:48 pm (rev. 1 by RealHeroicGamer on 09-03-17, 06:31 pm)

Paragoomba
I played Neo BEFORE it was cool.


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[SOLVED]

Okay, let's get straight to the point.

Basically, I followed this guide (and a little help from TheSunCat) to import models into Whitehole.
http://kuribo64.net/board/thread.php?id=796&page=1

Well, it worked! I see the model in Whitehole and can move it around as I please.

The problem comes in when I try loading it in-game. Depending on what I do, the game will either crash or just not show the object at all.

So, this is where all you awesome people of the NMG forums help me out! What am I doing wrong? I can send over the mini2.arc and the ProductMapObjDataTable.arc files if needed. The mini2 object appears in Whitehole (if I rename an existing object, not directly "add object" and it seems to work fine until I boot up the game.

Thanks!
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Posted on 09-02-17, 10:50 pm

Koopa
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Did you add your model in the bcsv editor? I had the same problem and it was because I didn't add it in the bcsv editor.
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Posted on 09-03-17, 05:11 am

Paragoomba
I played Neo BEFORE it was cool.


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Did you add your model in the bcsv editor? I had the same problem and it was because I didn't add it in the bcsv editor.

The best explanation I got from it was adding a field in ProductMapObjDataTable.bcsv and changing things. That was it. The fields it wanted me to change weren't even there.
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seriously im gonna make a smg2 hack that makes the game beatable 0x a presses, just you wait
Posted on 09-03-17, 10:12 am (rev. 1 by snifit8 on 09-03-17, 10:13 am)

Koopa
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Uhh you need to open the bcsv editor and add a line in ProductMapObjDataTable and on the left you gotta type the name of your model and on the right just "SimpleMapObj" then save it and make sure you put the .arc of your model in ObjectData of your SMG2 files
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I'm Snifit9
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I can count to 9
My IQ is 9
My city is 9
My name is 9
My race is 9
My skin color is 9
My school grades are 9
My life is 9
plz don't h9
Posted on 09-03-17, 05:51 pm

Paragoomba
I played Neo BEFORE it was cool.


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Uhh you need to open the bcsv editor and add a line in ProductMapObjDataTable and on the left you gotta type the name of your model and on the right just "SimpleMapObj" then save it and make sure you put the .arc of your model in ObjectData of your SMG2 files

Tried that. It seems too big to be an object, so a planet would be better, but I haven't found any explanation on that.
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seriously im gonna make a smg2 hack that makes the game beatable 0x a presses, just you wait
Posted on 09-03-17, 06:53 pm

Shyguy
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Just keep it in ObjectDataTable.

Did you try lowering the texture quality to 64x64?
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Posted on 09-03-17, 07:32 pm

Super Koopa
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No. Planets should be added to PlanetMapDataTable, although that shouldn't be the reason why it crashes.
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Posted on 09-03-17, 11:32 pm

Shyguy
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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?
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If I made an SMO level editor, would you use it?
Posted on 09-04-17, 05:47 am

Paragoomba
I played Neo BEFORE it was cool.


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How is this solved?

Super Mario Galaxy 2 being very specific. I went around and messed with different galaxies, scale sizes, etc....

And it just worked. All that's left is to figure out shading...
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seriously im gonna make a smg2 hack that makes the game beatable 0x a presses, just you wait
Posted on 09-04-17, 03:11 pm
Will start a hack by doing a logo...


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Closing this thread.

Reason: problem solved.
Evidence:

@TheSunCat
I would please you to ask that in Short questions / Problems that don't need their own thread .