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Posted on 07-22-12, 08:52 pm
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![]() Karma: 4021 Posts: 1807/2722 Since: 06-26-11 |
Wow this is really nice!
See a lots of creative DS Hacking here![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 07-22-12, 09:12 pm
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![]() Karma: 3316 Posts: 295/2026 Since: 06-28-11 |
Posted by NsmB_PrO Grassy Mountain RC1.0 Please don't tell me all the bugs in this track. It is the very first beta of it and I will make it much better in future. ![]() Its really good. I like it. (damn, why will not the FixUV option wont work for me? T_T) The only problem I see is that the track seems a little tiny. Is there is a way you could resize it a bit? _________________________ |
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Posted on 07-22-12, 09:16 pm
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Karma: 3772 Posts: 1338/2112 Since: 06-28-11 |
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Posted on 07-22-12, 09:55 pm
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![]() Karma: 3316 Posts: 296/2026 Since: 06-28-11 |
Posted by NsmB_PrO Yes there is a way. But I don't want to. I know it is tiny. Why doesn't the fixUV tool work for you? Maybe I can help? I select the .imd file with the FixUV option. Then the window that says working appears. But the problem is that it nevers ends. I left the program untouched for 5 hours, and it never finished fixing the UV ![]() Maybe is that im skipping something, or may be the version of MKDSCM im using? The .imd file is fine, ray tested the file for me and he said that it fixed the .imd file for him. I even updated frame network and still doesn't work. ![]() _________________________ |
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Posted on 07-22-12, 10:26 pm
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Karma: 3772 Posts: 1339/2112 Since: 06-28-11 |
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Posted on 07-22-12, 10:34 pm
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1982/4458 Since: 06-08-11 |
What's this "UV" bug even? It seems pretty weird to me that Nintendo's tools have bugs in coordinate mapping ...
Unless the bug is in SketchUp's OBJ exporter ...? |
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Posted on 07-22-12, 10:37 pm (rev. 1 by
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Karma: 3772 Posts: 1340/2112 Since: 06-28-11 |
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Posted on 07-22-12, 10:39 pm
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1983/4458 Since: 06-08-11 |
Oh, but that's not a bug. That's a limitation of the DS video engine.
What does the "fixer" do to fix it? |
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Posted on 07-22-12, 10:56 pm
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☭ coffee and cream
Karma: 10582 Posts: 544/2795 Since: 06-26-11 |
It's up to the modeller to fix it, by splitting large polygons into smaller polygons so that the texcoords don't overflow anymore.
There's another fix, which is implemented into SM64DSe. It consists into shrinking texcoords until they fit, and using texture scaling. But that only works on emulators. The DS applies texture transforms with the same shitty precision as the original texcoords have, making scaling pretty much useless. _________________________ Kuribo64 - zrghij |
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Posted on 07-22-12, 11:00 pm
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Karma: 3772 Posts: 1341/2112 Since: 06-28-11 |
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Posted on 07-23-12, 12:10 am
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![]() Karma: 3316 Posts: 297/2026 Since: 06-28-11 |
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Posted on 07-23-12, 12:14 am
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![]() Karma: 4021 Posts: 1808/2722 Since: 06-26-11 |
Actually no. If you have a polygon connected to the other one, and it uses the same texture, you'll get the errors, too. So you can try to copy the material and then if you think its enough, you create a polygon with the copied texture. The use won't see a difference, but in real you stopped the UV mapping of the texture.
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 07-23-12, 02:30 am
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![]() Karma: 3316 Posts: 298/2026 Since: 06-28-11 |
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Posted on 07-23-12, 10:59 am
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![]() Karma: 4021 Posts: 1809/2722 Since: 06-26-11 |
Hmmm no. I use the same version
See a lots of creative DS Hacking here![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 07-23-12, 05:04 pm
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![]() Karma: 160 Posts: 14/90 Since: 07-10-12 |
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Posted on 07-23-12, 05:13 pm
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1986/4458 Since: 06-08-11 |
Posted by Mega-Mario But that only works on emulators. Posted by Gericom Thanks for the idea. I will try to implement it. If it only works in emulators, implementing it is useless. |
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Posted on 07-23-12, 05:40 pm
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![]() Karma: 160 Posts: 15/90 Since: 07-10-12 |
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Posted on 07-23-12, 05:47 pm
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☭ coffee and cream
Karma: 10582 Posts: 546/2795 Since: 06-26-11 |
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Posted on 07-23-12, 06:07 pm
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![]() Karma: 160 Posts: 16/90 Since: 07-10-12 |
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Posted on 07-23-12, 06:19 pm
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☭ coffee and cream
Karma: 10582 Posts: 547/2795 Since: 06-26-11 |
That is a possible solution, but SM64DSe's fix doesn't quite work like that. It takes the largest texture coordinate possible, divides it by a number that makes it fit within the 12:4 fixed point range, and uses that number as a texture scale factor.
As I said, this trick and anything similar are useless because they don't work on the hardware. It does texture scaling with a shitty precision, which still causes texcoord overflows and shit. _________________________ Kuribo64 - zrghij |