I imagine its what people used to make the batman and rosalina vertex model hack.oh hello, there's a resource I'd forgotten about... haha
yea, that stuff needs improvment
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I imagine its what people used to make the batman and rosalina vertex model hack.oh hello, there's a resource I'd forgotten about... haha
yea, that stuff needs improvment
If one were to have the knowledge to edit the display list, wouldnt it be possible to add more vertices.yep, I even used it myself for this
yep, exactly, and for something in an area of question like what I've done with Pikachu's head there, you wouldn't need to add weights, but use the already existing weightsIf one were to have the knowledge to edit the display list, wouldnt it be possible to add more vertices.
If characters work like stages the you could just add the entire new display list and mesh to the end of the file without editing the pointers. Youd only have the change the pointers that go to the mesh.yep, exactly, and for something in an area of question like what I've done with Pikachu's head there, you wouldn't need to add weights, but use the already existing weights
(for example, I could work on DP's hair and make it look much better by only adding vertices affected by the same influence matrices)
^ you'd have to realign the pointers afterwards, but it's possible so long as you currently don't add or remove any pointers to or from the file
If youre referring to the mesh structure you have to change that as well. Youd have to change everything that points to these things which isnt that much. Its how Ive been adding things to the end of the files. When I did this I added the mesh from GrSh to the end of the file of a target stage.eh, it's not that simple actually...
the display list is allocated with a 32 byte chunk alignment, so you'd have to keep the data in the list at that location.
there's a bu16 int in the object data that gives the DList size
size = bu16() * 32
It is incredibly sloppy. Its just that I havent made a program to shift the values in the pointer table and so its either manually change these (I did it once... It took forever) or add it to the end. Really this is just a way of doing it temporarily to test things. I also use the same method to add higher res images. At some point before the semester starts Ill create a program to automate it hopefully.oh woops... I keep getting the mesh and object structures mixed up between the 2... heh
I guess you could reposition the entire DList at the end of the file >.>
just adjust the DList pointer and size, and yea, it could work >.>
though that certainly is quite a dirty way of doing it
what cool is that actually wouldn't break UMC's current script =3
heck, with the way the script works, the pathfinder would pass that AND there wouldn't be any errors.
that idea actually has alot of potential, but it's just dirty
then again, FortWaffles's idea was just as dirty for adding bones to the MDL0
I'm thinking ahead of myself... excuse my autism XD
this could work for now until we have something better
No I was replacing the mesh for a platform with the pipe. The idea is that you can repurpose entries in the pointer/relocation table that you dont need or want. For a lot of stages hacks Ive been working on Ive gotten rid of a ton of objects which leaves a ton of relocation table entries unused.ehh, you did alot... heh
wait... are you adding pointers to the file??
So... would this allow for instance the crane on Fourside do be duplicated over the UFO (giving 2 cranes)?No I was replacing the mesh for a platform with the pipe. The idea is that you can repurpose entries in the pointer/relocation table that you dont need or want. For a lot of stages hacks Ive been working on Ive gotten rid of a ton of objects which leaves a ton of relocation table entries unused.
I cant tell if its the new mesh thats broken, or the old mesh thats still being used by other platforms thats broken. Could also have something to do with the texture structure flags since swapping them gives me a list of problems. Ill try to mirror the texture structure later and see if that fixes the problem.
What I was doing was taking meshes from other files and inserting them. Taking meshes from the same file is easy. You just redirect pointers to them. You can duplicate things as many times as their are objects. The stars probably have a child object. Sorry I skipped straight into taking other meshes and didnt explain that part. Be sure to read tcll's dat page. You'll understand the structures better and what youre looking at.So... would this allow for instance the crane on Fourside do be duplicated over the UFO (giving 2 cranes)?
EDIT: So I tried it
Now, that's a pretty good result... buuut: for whatever reason despite me replacing only one of the flowers (they were the 6 stars in the original level), all of them disappeared as a result of me changing one of them to a rock (bush).
I'll investigate further. By the way, my final goal with this stage is to completely fill it with flowers (the kind that react to the wind).
Uh... I probably turned that dat it this stage. Notice that the top platform is duplicated and has the second one upside down. I think I still have one without any textures though so I could try to make if for you again.Ooh! Hey could I please have that .dat for that? It's just that I learn better from example.
Yeah, changing scales, duplicates meshes, and moving everything around really. It was just the second stage I made I think.Whoa! So wait, you did all this without changing the meshes? As in, editing vertice positions?
Ill give it a shot tonight. It would make stage editing so much easier if I werent bound to the current shapes in the game. Its why I started duplicating meshes although Im running into an issure with the texture group if theyre too different. Some have color nodes and pallete nodes which I have to edit as well but Im way too lazy to go through that. Its what happened with the pipe.Well... my ingenious method of using it involved Ctrl-F-ing "00 00 00 00" and just visually determining that "yeah that seems like it's the end". There really is no penalty for copying more than just the mesh. You just want to be sure not to edit those vertices if you do.
Id recommend making it smaller. Theres really no need for the background to be as big as it is. Its why the backgrounds look as bad.Nah I didn't get it working. I diiid get the consolation at least of finding where the model for it was declared (not that I'd recommend editing it, but just useful to know).
Fair enough. I forgot how ridiculous the blast zones are for a second. Although there is all that white space. Could at least get rid of that. I dont think its used.I think the logic is for when the stage zooms out during big moves (which is does).
This is f***ing awesome btw. Thanks for sharing!I feel so stupid right now :D
Thank you very much!
Edit:
Just finished my DL64 hack:
I wanted to create a balanced and simple stage without any jank cause our 6 competitive stages all have some kind of (minor) annoyance (battlefield ledges, Whispy's wind, rendall etc).
So I tried this as my first stage hack
Changes from vanilla DL:
- Changed the blastzones to the size of battlefield (around 1-2 % off)
- Removed the windblow and the background dedede/kirby spawn
- Removed the background trees
- Removed the 2 stupid looking ponds in the fourground
- Fixed the platforms to be more symethrical, the vanilla platforms all had slightly different sizes (position and collision data)
Shoutout to Milun for the awesome bottom-texture, the stage now looks like a piece of nature ripped from the earth and thrown in the sky, or something like that.
http://www.mediafire.com/download/ond88d6udo0fkfb/GrOp.dat
Zankyou how exactly did you upscale the background and put it back in the file?
I read that you just pasted the data on the end of the file but how does the game use the offset at the end instead of the regual on?
I'm still looking for a better background for the hack and your upscaling would help a ton.
Thanks bro, really appreciate it.This is f***ing awesome btw. Thanks for sharing!
So you fixed the platforms to be more symmetrical...did this include changing their heights?
RIP ponds! I actually like them...but I guess they're just not good enough for Nature Land 64.
Did you also paste over the display list as well as fix the pointers for the uvs and verts.Question:
I looked through it, and all the data for a trophy (verts, UVs, texture, etc) can fit inside the Goomba Trophy Tussle stage easily (as in, the trophy has less verts, smaller textures, etc). Now, I'm pretty sure the offsets mess up regardless of where I paste it. Is there an easy solution to this (I did look through the .dat documentation but I couldn't make much sense of it to be honest).
Uh I dont know where the display list is in reference to things. But it tells the game how to connect verts and uvs and what not. Start at the object group and take the fork to the display list though. And yeah, the pointers to the blocks, I dont think theres one for each.(Display list is that thing at the end of the file right?) No I didn't. Now when you say UV's and Verts, you mean the pointers before whole blocks of faces right? Not the individual references within each one (you know, where it goes "vert #34, UV #17")?
What am I looking at.