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1 | //Steps to making a working object for SMG2// | |
2 | ||
3 | Step 1: Open up "A modeling program" and make the object | |
4 | !!Do not forget to give it a material and a texture!! | |
5 | (mapping is not necessary but makes the object look better) | |
6 | !!Triangulating faces is a necessity so either do this before or on the export screen!! | |
7 | afterwards export as .obj | |
8 | !!If this is not an option while exporting then check the plug in settings to see if its loaded or if there is no .obj plug in search the forums for a .obj exporter plug-in!! | |
9 | ||
10 | Step 2: Open up the collision importer (collision-v0.6/collision_import.exe), open up the .obj file in it and use the materials to give it collisions. | |
11 | (just clicking export is enough but those other values will change part of the way the object works) | |
12 | (this will provide .kcl and .pa) | |
13 | ||
14 | Step 3: Open up CMD and type | |
15 | (location of python folder)/python (location of python folder)/obj2bdl.py [(location of folder with object in it)/Object.obj] | |
16 | (will provide .bdl) | |
17 | {IF the line 140 error shows up edit the .mtl file with notepad or notepad++(preferred) and add "map_Kd [picturename].png" without the [ ] and ""} | |
18 | Or if you know your object wont give any errors just toss it directly on the obj2bdl.py by dragging. | |
19 | ||
20 | Step 4: Put the .bdl .klc and .pa in a folder with the name of your object and throw that onto the RARC packer and the .arc it provides onto the yaz0 encoder(takes a while) then delete .arc given before. | |
21 | ||
22 | Step 5: Rename .yaz0 file to .arc and put .arc file in the ObjectData folder. | |
23 | ||
24 | Step 6: Open whitehole to see if the object is properly done. | |
25 | (open a random galaxy, put in a random object in and change the object name to what your object was called minus the .arc, if done correctly your object should show) | |
26 | !!This is not usable on dolphin/wii yet but we are nearly there!! | |
27 | ||
28 | Step 7: Close whitehole and find productMapObjDataTable.arc. | |
29 | Drag it onto ArcExtract.exe to produce the BSCV | |
30 | Then edit BSCV using BSCV editor.exe (open the file opening it from the top left) | |
31 | (Field: modelName-> Data: file name without .arc, className -> Data: SimpleMapObj) | |
32 | ||
33 | ||
34 | Step 8: Throw the ProductMapObjDataTable.bscv inside of a (self-made) ProductMapObjDataTable folder. | |
35 | Throw said folder onto the RARC packer and the .arc it provides onto the yaz0 encoder(takes a while) then delete .arc given before. | |
36 | - | Rename .yaz0 file to .arc and put .arc file in the ObjectData folder. |
36 | + | Rename .yaz0 file to .arc and put .arc file in the ObjectData folder. |
37 | ||
38 | Step 9: Test out on dolphin/wii |