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Ratchetfan19 Member Level: 18 ![]() Posts: 45/50 EXP: 25687 For next: 4210 Since: 11-20-07 Since last post: 9.0 years Last activity: 8.7 years |
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| Which program would I use to export it this way? |
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| Jul - Posts by Ratchetfan19 |
| Pages: 1 2 3 |
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Ratchetfan19 Member Level: 18 ![]() Posts: 45/50 EXP: 25687 For next: 4210 Since: 11-20-07 Since last post: 9.0 years Last activity: 8.7 years |
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| Which program would I use to export it this way? |
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Ratchetfan19 Member Level: 18 ![]() Posts: 46/50 EXP: 25687 For next: 4210 Since: 11-20-07 Since last post: 9.0 years Last activity: 8.7 years |
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| The in-game model importer is still pretty broken, and when I loaded an object model back in it complained about missing collision data, etc. Then when I loaded the game the graphics were horribly broken, but the modified texture was imported successfully. Perhaps I can suggest using the existing code to just import textures and not models, if that's possible given pretty much everything is in bmd format.
I also tried GLIntercept but it only works one way, and creates duplicate dumps of everything each time the emulator is run. It's not like Rice's plugin for Project64 which both dumps and loads textures from an external directory. Wish there was something like that for DeSmuME. |
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Ratchetfan19 Member Level: 18 ![]() Posts: 47/50 EXP: 25687 For next: 4210 Since: 11-20-07 Since last post: 9.0 years Last activity: 8.7 years |
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| Thanks for mentioning it to him, the model importer seems to have been neglected lately due to its complexity but seems like the texture editor works. |
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Ratchetfan19 Member Level: 18 ![]() Posts: 48/50 EXP: 25687 For next: 4210 Since: 11-20-07 Since last post: 9.0 years Last activity: 8.7 years |
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| By the way, changing the models assigned to an object would be helpful too if you want to screw around. I've been doing this by simply replacing bmd files. I wonder what would happen if I swapped the bca files as well... |
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Ratchetfan19 Member Level: 18 ![]() Posts: 50/50 EXP: 25687 For next: 4210 Since: 11-20-07 Since last post: 9.0 years Last activity: 8.7 years |
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| We need to keep contributing to this thread. Messing around with replacing model, animation, and collision files I've been doing some simple black box testing. A lot of these combinations will crash the game, of course. For example, I've "legally" replaced bob-ombs in Bob-omb Battlefield with the King Bob-omb model and matching animations (walk and struggle) and it actually looks pretty good. The object still behaves like a normal bob-omb, but looks and animates like whatever files you swapped the originals with.
What I'm getting at though is the fact that so many combinations can cause crashes. Well I accidentally found a way to "sort of" avoid these crashes and use pretty much any model/animation/collision data with any object, period. I even managed to use the castle main model for the cannon hatch, which is pretty bizarre.
The method to make this work is to open SM64DSe, load the level the object you are changing is in, replace the files in NitroExplorer, and save it in the editor. This has worked with every combination of files I've thrown at an object, with the exception of one freeze when walking near the cannon hatch object with the main castle model and collision files. Haven't been able to replicate it though. The caveat here though is it will cause some areas to freeze when you enter them, and you cannot do this twice (corrupts the ROM). Doing this in the castle grounds causes the inside of the castle and bob-omb battlefield to freeze, results vary based on what level you do the swaps in. However, you can do a swap and still do stuff with the editor as long as you don't do another "illegal" swap. As far as I know doing a "legal" swap (without having to use the editor) doesn't cause the game to crash at all. So this is best done in a single level and in all one step: do stuff in the editor, replace your files, and save in the editor. Happy hacking! ![]() |
| Pages: 1 2 3 |
| Jul - Posts by Ratchetfan19 |
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Acmlmboard - commit 47be4dc [2021-08-23]
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