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10-22-17 07:21:27 AM

Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply
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ray
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Posted on 04-21-11 04:28:32 AM Link | Quote
Originally posted by luckwii
Originally posted by ray


Change the textures of the end-castle ^^


Is it in the texture editor? What is the file name?




In the folder polygon unit the toride files
luckwii
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Posted on 04-21-11 08:25:08 AM Link | Quote
Originally posted by ray
Originally posted by luckwii
Originally posted by ray


Change the textures of the end-castle ^^


Is it in the texture editor? What is the file name?




In the folder polygon unit the toride files


Thanks for the help with this.

So I see about 20 files. Is there a way to look at all of them at once to get the full image? Or did you somehow go tile by tile and try to piece it together? How did you do it exactly? Were you using the texture editor? Or did you export it and use other software?
ray
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Posted on 04-21-11 01:05:58 PM Link | Quote
Originally posted by luckwii
Originally posted by ray
Originally posted by luckwii
Originally posted by ray


Change the textures of the end-castle ^^


Is it in the texture editor? What is the file name?




In the folder polygon unit the toride files


Thanks for the help with this.

So I see about 20 files. Is there a way to look at all of them at once to get the full image? Or did you somehow go tile by tile and try to piece it together? How did you do it exactly? Were you using the texture editor? Or did you export it and use other software?


Make a screenshot of the Castle in the level editor and then you can do it like a puzzle
luckwii
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Posted on 04-23-11 12:55:49 PM Link | Quote
I am trying to activate the 231 water so that it is present in a zone. I don't want rising water, just for it to be there once I reach the zone, and then be able to not be there once I leave a zone. I have tried the 168 and 167 sprites to activate it, but nothing happens. You guys able to activate non rising water using sprites?
dirbaio
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Posted on 04-23-11 01:43:47 PM Link | Quote
I don't think it's possible. The Activaror ID for the water toggles the rising/falling behavior, not being there or not..
NsmB_PrO
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Posted on 04-23-11 04:57:52 PM Link | Quote
Can someone tell me where the textures of the money bag are stored?

BTW: dirbaio is back
playa7417
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Posted on 04-23-11 06:28:54 PM Link | Quote
Does anybody know how to edit the items u have when you are on the main map. I already edited how the flower and stuff looks in game. and in toads house. but how do u edit it on the main map before u select a level?
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Posted on 04-24-11 06:53:44 AM Link | Quote
Originally posted by playa7417
Does anybody know how to edit the items u have when you are on the main map. I already edited how the flower and stuff looks in game. and in toads house. but how do u edit it on the main map before u select a level?

thats another 2d texture. I thought i have found it somewhere in the poligon unit folder some time ago...
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Posted on 04-24-11 07:18:08 AM Link | Quote
Nope, it's in the obj folder, but I don't remember the filename.
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Posted on 04-24-11 04:07:44 PM Link | Quote
Originally posted by dirbaio
Nope, it's in the obj folder, but I don't remember the filename.

ok

why are all named "fat catgirl" or only "catgirl"???
Is it because of easter?
BTW: happy easter!
playa7417
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Posted on 04-25-11 12:08:56 AM Link | Quote
yea thanx guys. I found them yesterday.

They're in the obj folder:

I_item_ncg.bin

W_kinoko_cng.bin
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Posted on 04-25-11 12:45:40 AM Link | Quote
What is the right palette for the I_item ?
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Posted on 04-25-11 03:55:11 PM Link | Quote
I couldnt figure it out.

I used all kinds till i found one that worked for me lol.

For some reason i couldnt color the flower blue though.

I can color the shell different shades of blue. but for some reason the same color that turns the shell blue doesnt turn the flower blue.

so i just turned the flower into another symbol lol
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Posted on 05-19-11 04:04:43 PM Link | Quote
I am trying to import the same background and use it in multiple levels. But the background only shows up in the first level I imported to. How can I make the background usable in as many levels as I want?

I am using the most recent revision of the editor by the way.
dirbaio
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Posted on 05-19-11 04:21:01 PM Link | Quote
Nope, you can use the imported BG in any level.

In the first level, select a BG slot you're not going to use, then import the new BG to that slot.
Then in the other levels you can just use (NOT import again) the same modified BG slot and you'll have the same modified BG.
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Posted on 05-19-11 04:25:46 PM (last edited by luckwii at 05-19-11 04:34 PM) Link | Quote
It worked for my first level, but does not show up ingame for the second.

Any chance that different level heights can mess up the import or use?

I have tried everything and it just will not show up in the next level.

Or I thought of something else...could changing block 2 data casue my problem? The cameras work, so block 2 data is accurate, but both levels have different block2.

What does the import feature mean when it says calculating tiles?
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Posted on 05-19-11 05:22:25 PM Link | Quote
When importing a BG, it has to reduce the number of 8x8 tiles down to 320. The editor automatically does it for you, trying to reproduce your input file with 320 8x8 tiles as accurately as possible. The only problem is that it's slow, I know.

In theory the BG stuff should work. I don't see what your problem could be.
Does the preview button show the BG correctly, from both levels?
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Posted on 05-19-11 05:26:16 PM (last edited by luckwii at 05-19-11 11:34 PM) Link | Quote
Yes it shows accurately. Also I tried using the same background in other levels and it works there. I changed the block2 to be identical and same thing no background in my second level. Actually, I went through every setting, and everything is identical.

I have added a lot of custom backgrounds to other levels successfully and for some reason this one level will not accept the background. I have no idea why it will not show up.

Any ideas? Can I send you a patch and the background file?

Figured out a fix...kind of. So, I have been using top layers only on my backgrounds. For some reason one level did not work on a top layer. I imported the same background to an equal bottom layer and now it appears. So if anyone else runs into this, that is the fix. So it appears maybe the level stores background data somewhere. Maybe if background behavior editing comes into play this can be fully fixed.

NsmB_PrO
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Posted on 05-22-11 07:19:55 AM (last edited by NsmB_PrO at 05-22-11 08:09 AM) Link | Quote
@dirbaio:
Once you have posted a link to a tile behavior list you made. It was really useful, but I lost the link
Can you please repost it?

EDIT: Got it again.
EDIT2: How to change the jyotyu palette the level is using? It depends on the BG, but I dont know, how to change it without changing the BG. For Example: Vulcano BG ---> Red ?-Blocks, Grassland BG ---> Golden ?-Blocks, Underground BG ---> Blue ?-Blocks
ray
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Posted on 05-23-11 12:32:35 AM (last edited by ray at 05-23-11 12:37 AM) Link | Quote
Argh! My pipes do not work I set the entrance and area, but when i enter the pipe, I get out of the same pipe

EDIT: FIXED
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Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply




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