Advertisement
Guest User

SMG 2 object steps

a guest
Nov 15th, 2013
277
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  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.
  37.  
  38. Step 9: Test out on dolphin/wii
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement