ok, cool.Nope actually I forgot that one... Thanks i will test and report back :-)
Just figured out how cameras works :
first you need this generic camera code:
HTML:<C1> <D2 Name="AngleH" StringValue="*AngleH value*" /> <D2 Name="AngleV" StringValue="*AngleV value*" /> <A0 Name="Category" StringValue="Map" /> <A0 Name="Class" StringValue="Parallel" /> <D2 Name="Distance" StringValue="*Distance*" /> <D1 Name="UserGroupId" StringValue="*Camera id*" /> <A0 Name="UserName" StringValue="CameraArea" /> </C1>
Then set the values with the help from this image:
there are other parameters, but those are the fundamentals.
Happy level making
EDIT: As an example if you want the camera with CameraId = 1 to see mario from side like in a 2D stage with a distance of 1000 you use:
HTML:<C1> <D2 Name="AngleH" StringValue="0" /> <D2 Name="AngleV" StringValue="0 (or 10 to give a bit of angle)" /> <A0 Name="Category" StringValue="Map" /> <A0 Name="Class" StringValue="Parallel" /> <D2 Name="Distance" StringValue="1000" /> <D1 Name="UserGroupId" StringValue="1" /> <A0 Name="UserName" StringValue="CameraArea" /> </C1>
You need to add that code in the cameraParam.byml file, it doesn't have effects in the editor but in the game you'll see.Would it be simple to use this information to add some sort of super-simple "camera menu" of sorts? Like an "add Camera" button that opens a small menu where you type in the AngleV, etc? It sounds simple enough to do, just fill-in-the-blanks as far as I know.
Also, I put this code into the XML (both as a new camera and putting it within an existing camera) and converted it to bmyl, but the editor doesn't load any of its new properties/doesn't change anything in-game either...
The problem may be sketchup exporter, you are using an older version, the obj exported from my sketchup 2015 is different from your and the converter doesb't get stuck.ok, sure.
I have tried changing the quality of the textures.
How do you run 3d land in citra ? I can't get past the title screen, when i press A citra crashesusing citra to check why :-)? i have a 2ds, but it just takes long to recompile and reinstall, you think it is the reason why :-)?
But my old .obj doesn't work anymore.The problem may be sketchup exporter, you are using an older version, the obj exported from my sketchup 2015 is different from your and the converter doesb't get stuck.
Get a newer sketchup version and try exporting from that, even the editor doesn't load the obj correctlyBut my old .obj doesn't work anymore.
I am using Sketchup 2016Get a newer sketchup version and try exporting from that, even the editor doesn't load the obj correctly
Are you using sketchup function to export as obj ? or a plugin ?I am using Sketchup 2016
ok, sure. https://www.dropbox.com/s/18t5rmotmugkbyq/island.skp?dl=0Are you using sketchup function to export as obj ? or a plugin ?
In your model i read:
# Alias Wavefront OBJ File Exported from SketchUp
# with OBJexporter (c) 2010-2011 TIG
# Units = meters
while in my models there is:
# Alias OBJ Model File
# Exported from SketchUp, (c) 2000-2012 Trimble Navigation Limited
# File units = meters
and the format seems different, can you send me your skp ? Save it for sketchup 2015 first
I can't open it, you must save it as a sketchup 2015 skp.
ok, cyaI can't open it, you must save it as a sketchup 2015 skp.
Anyway, I'll see tomorrow.
Yeah, it works in-game and all that, I just don't have any ideas to make it an actual level instead of just a place to exploredid you also use nw4c to export?
Just saw the post, tapatalk removes the notification from the site.Also, is there currently a way to rebuild or inject audio into a .bscar yet? I can take sound out of SoundData/RedPepperSound.bscar (the file with basically all the sfx in the game), but I can't edit it at all...