Posted on 09-11-17, 01:39 pm (rev. 1 by TheSunCat on 09-12-17, 05:14 pm)

Shyguy
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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?
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Posted on 09-12-17, 05:52 pm

Koopa
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Did you just reupload this :0?
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Posted on 09-12-17, 05:57 pm

Shyguy
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No. I edited it. Does anyone know where I messed up?
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Posted on 09-22-17, 01:44 am

Shyguy
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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!
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If I made an SMO level editor, would you use it?
Posted on 09-22-17, 06:49 am (rev. 3 by Islender on 09-22-17, 06:53 am)

Ninji
Banned permanently: Acts like a derp; spreads misinformation; we have told you a few times.


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I love hacking Galaxy
I managed to get a glitched model into Whitehole and the game without yaz0 encoding. You can see this thread (be sure to scroll up a bit): http://neomariogalaxy.bplaced.net/?page=thread&id=171&from=99#post3230

BTW: Try Anarchy. Does that freeze too? It shouldn't as it doesn't render the model.
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Posted on 09-22-17, 07:02 am

Shyguy
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It does not, for the reason you stated above. Is there any reason for a model to freeze Whitehole?
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Posted on 09-22-17, 07:07 am

Ninji
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I love hacking Galaxy
Wait...

Did you triangulate the model in Blender first?
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Posted on 10-02-17, 02:35 am

Shyguy
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Yes. xD
I checked the triangulate box when exporting.
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Posted on 10-02-17, 05:53 pm, deleted by Aurum: wat
  • #3324
Posted on 10-14-17, 01:03 pm

Shyguy
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No matter what I do, my models keep freezing Whitehole...
I made a 572 tri marble plate.
I assigned a texture to it through UV editing. (do I need to do something with Materials?)
I added vertex colors.
I scaled the model by 5,000 (if I scale in Whitehole, some collision disappears.)
I exported as Extended Wavefront (.obj)
I used OBJ2BDL0.5 and CollisionCreator0.7 to make the .bdl, .kcl, and .pa.
I copied ArrowSign.arc and renamed it (and everything inside).
I replaced all the BDLs, etc.
I place the object in Whitehole.
FREEZE

I do know you need to add the object to ProductMapObjDataTable for it to show up in-game, I just want it to show up in Whitehole.
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If I made an SMO level editor, would you use it?
Posted on 10-14-17, 04:06 pm

Red Paragoomba
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Here's da problem:

OBJ2BDL 0.5

For vertex colors, you need to use OBJ2BDL 0.4
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