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Mechalico

Wormhole sort of tutorial

Mar 20th, 2017
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  1. Wormholes are the easier thing to make.
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  3. You first need the wormhole object in your GMA and TPL files. Open up the GMA and TPL of a stage with wormholes such as st028. Using the latest build of bobjrsenior's GXModelViewer tool, extract the WORMHOLE and WORM_SURFACE objects as objs.
  4. In your favourite 3D modelling program import your level OBJ, WORMHOLE, and WORM_SURFACE. Then export this as a second obj. Bear in mind that this is for the GMA/TPL only, not for the LZ.
  5. Then use GXModelViewer to export a GMA and TPL of this file.
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  7. You can add your wormhole to the end of your LZ.
  8. CraftedCart's site has Wormhole LZ documentation: https://craftedcart.github.io/SMBLevelWorkshop/documentation/index.html?page=lzFormat2 but if there are any further questions I'll be happy to answer them
  9. Take the LZ output of your initial stage design and open it in HxD. Then you can append the data for the wormholes at the end of the LZ.
  10. You will need to insert the offset of your wormholes in the file header and one of the collision headers:
  11. - If you build your LZ using Yoshimaster's smb2cnv tool, put it in the first collision header
  12. - If you export using CraftedCart's smb2cnv tool 1.3beta10 or prior, put it in the only header.
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  14. If you want animated wormholes, it's a little more complicated. If they're attached to a moving platform a la Spatiotemporal you will need the offset of the moving one in the same one as the platform. If you're using Yoshimaster's tool, then look at the list of models near the end of the LZ file. Take the place in the list of the name animated model, and add one. Then the offset of the animated wormhole(s) go into that one.
  15. Bear in mind the number of wormholes in your collision header should add up to the number of wormholes you have in your index (and at the end of your LZ)
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  17. I use this tool to convert values into floats: https://www.h-schmidt.net/FloatConverter/IEEE754.html
  18. Note positive Y in Blender becomes negative Z in game, and positive Z in Blender becomes positive Y in game.
  19. Bear in mind I've had times when wormholes simply didn't load. I have no idea why that happened.
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  22. Switches are a lot more complex and I'll write about them soon.
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