ROM Hack [WIP] The Fourth Dimension: A Super Mario 3D land level editor

Pomegranate

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Hello. I would like to inform you that two men who go by "C" and "MasterF0x" and taking credit for this tool.
Here is a post that "C" made.
Qn93TP.jpg

People in the Super Mario 3D Land Modding Discord believe that he made the tool.
You can join the chat and set him straight here: https://discord.gg/015FntJgOKRQZDA8B
I want to spread the word that you are the true creator and that "C" is taking credit, so I made an account here.
 
Last edited by Pomegranate,
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ElyosOfTheAbyss

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Objs made with sketchup when converted to cgfx(bcmdl), in the game are not in the same place as they were placed in the editor, like it's the axis origin different or something like that,while the collision, a variation of the kcl format, generated with the same obj is in the right place:
View attachment 53884
Models converted with EfE don't appear in the right place in game but the collision is, that's why it's recomended you use NW4C which is nintendo ware
 

MrRean

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I wonder how different the 3DL byml format is from the WiiU byaml format. I could make some changes and turn it into a 'sploon or 3D World editor
 

KapuDaKoopa

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Hello. I'm having a bit of an issue.
I've spent hours porting this level, and HANs crashes when attempting to load it.

Now, people on the SM3DL hacking Discord have said it may just be because of my entrypoint {a9lh) which sounded ridiculous to me buuut I wasn't going to flat out say it wasn't true because I didn't know for sure.

Now, here's the thing. I'm not sure if I'm allowed to post the romfs here, but from lurking, I'm pretty sure I'm allowed to PM someone it. If you would like to help a fellow hacker out, just PM me ;)
 

exelix11

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Hello. I would like to inform you that two men who go by "C" and "MasterF0x" and taking credit for this tool.
Here is a post that "C" made.
Qn93TP.jpg

People in the Super Mario 3D Land Modding Discord believe that he made the tool.
You can join the chat and set him straight here: https://discord.gg/015FntJgOKRQZDA8B
I want to spread the word that you are the true creator and that "C" is taking credit, so I made an account here.
Really people do this kind of stuff for just an editor ? :mellow:

Hello. I'm having a bit of an issue.
I've spent hours porting this level, and HANs crashes when attempting to load it.

Now, people on the SM3DL hacking Discord have said it may just be because of my entrypoint {a9lh) which sounded ridiculous to me buuut I wasn't going to flat out say it wasn't true because I didn't know for sure.

Now, here's the thing. I'm not sure if I'm allowed to post the romfs here, but from lurking, I'm pretty sure I'm allowed to PM someone it. If you would like to help a fellow hacker out, just PM me ;)
The entrypoint isn't the problem for sure, since you have a9lh i assume you also have a cfw, you should use ntrcfw + layered fs to load mods, not because it's better, but it's faster, you just need the edited files on the sd, without needing the whole romfs.
There are many things that may crash the game, the most probable is the model size, try to reduce the texture size to something like 32x32 or 64x64, if the model gemotry is too complex you should reduce it. You can try importing a simple cube to be sure you are doing everything right
 

KapuDaKoopa

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The entrypoint isn't the problem for sure, since you have a9lh i assume you also have a cfw, you should use ntrcfw + layered fs to load mods, not because it's better, but it's faster, you just need the edited files on the sd, without needing the whole romfs.
There are many things that may crash the game, the most probable is the model size, try to reduce the texture size to something like 32x32 or 64x64, if the model gemotry is too complex you should reduce it. You can try importing a simple cube to be sure you are doing everything right

Yeah, I was suggested to use LayeredFS. Currently doing it right now. Seems complicated but I'm attempting because of how long it took me to port the level :wacko:

EDIT: waitwait what
it keeps failing because there's a missing payload.bin file. Am I supposed to provide it with that file?
 
Last edited by KapuDaKoopa,

exelix11

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Yeah, I was suggested to use LayeredFS. Currently doing it right now. Seems complicated but I'm attempting because of how long it took me to port the level :wacko:

EDIT: waitwait what
it keeps failing because there's a missing payload.bin file. Am I supposed to provide it with that file?
what cfw are you using ?
With luma cfw to boot ntr you need to put the ntrcfw firmware.bin into the luma\payloads folder, you can get it from the wiki of the luma cfw's github repo
 

KapuDaKoopa

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what cfw are you using ?
With luma cfw to boot ntr you need to put the ntrcfw firmware.bin into the luma\payloads folder, you can get it from the wiki of the luma cfw's github repo
No, I'm currently trying to build the LayeredFS.plg for NTR using the tutorial on GBAtemp.
Am I doing something wrong?
 

Skelux

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I finally found success by placing the object at (0, 0, 0). For some reason imported objects are always positioned with the visible model at (0, 0, 0) in-game.
I'll soon write up a detailed guide on setting everything up, including NW4C.
I also intend to make a full hack if there are no major hurdles found in the process.
 

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ElyosOfTheAbyss

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I finally found success by placing the object at (0, 0, 0). For some reason imported objects are always positioned with the visible model at (0, 0, 0) in-game.
I'll soon write up a detailed guide on setting everything up, including NW4C.
I also intend to make a full hack if there are no major hurdles found in the process.
Yeah, it's s shame people have to use nw4c to not have the object at 0,0,0
 
D

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Hello. I would like to inform you that two men who go by "C" and "MasterF0x" and taking credit for this tool.
Here is a post that "C" made.
Qn93TP.jpg

People in the Super Mario 3D Land Modding Discord believe that he made the tool.
You can join the chat and set him straight here: https://discord.gg/015FntJgOKRQZDA8B
I want to spread the word that you are the true creator and that "C" is taking credit, so I made an account here.
...Huh?
 

The Koopa Kingdom

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Hello. I would like to inform you that two men who go by "C" and "MasterF0x" and taking credit for this tool.
Here is a post that "C" made.
Qn93TP.jpg

People in the Super Mario 3D Land Modding Discord believe that he made the tool.
You can join the chat and set him straight here: https://discord.gg/015FntJgOKRQZDA8B
I want to spread the word that you are the true creator and that "C" is taking credit, so I made an account here.
This is a lie and you should feel bad about yourself for spreading false rumors.
 

exelix11

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Exelix I dont get what is the floor code for water :/?
If you want to make water where the player can swim, remove the water surface from the collisions and add in the editor a waterarea
Nope, even the NW4C models are doing this. I think It might be a problem with 4th Dimension.
Nw4c doesn't have problems for me either, maybe you changed the settings in your program when exporting
Hello. I would like to inform you that two men who go by "C" and "MasterF0x" and taking credit for this tool.
Here is a post that "C" made.
Qn93TP.jpg

People in the Super Mario 3D Land Modding Discord believe that he made the tool.
You can join the chat and set him straight here: https://discord.gg/015FntJgOKRQZDA8B
I want to spread the word that you are the true creator and that "C" is taking credit, so I made an account here.
Thanks for linking the discord group, so i could make sure, that what you are claiming is fake ;)
Also MasterF0x PM'd me here on gbatemp the day before you posted this to invite me to the chat
 

Skelux

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Very strange, I don't think there's anything unusual about the way I'm exporting it.
At any rate it's not a major issue, no reason I can't just place all the level models at 0,0,0.
I'll just hope this issue doesn't affect other objects like enemies.

Is there any way to make fragment lighting brighter? I've tried adding a fragment light in Creative Studio, but in-game it does not change anything.
I've noticed vertex lights don't work either, I'll probably end up having to manually vertex shade everything like I do with SM64DS.
I'll probably finish up my first SM3DL level after I finish the next update for the SM64 editor, some time this week.
 

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