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

exelix11

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The video did show it, but I don't believe I noticed since there was no text explaining it, but don't worry I blame myself for not seeing it. Anyway I tried the shading in Maya but no matter what the model appeared pitch black despite doing the exact same thing in the video. Anyway, is fragmentation lighting done via Maya?
no that's a setting for the tools to create the bcmdl, do the textures show up in creativeStudio ?
 

Psi-hate

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no that's a setting for the tools to create the bcmdl, do the textures show up in creativeStudio ?
Yeah, they do. Also, my NW4C tools are Japanese, not sure if everyone else' copy is English or not but yeah navigating is a bit weird.
 

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Yeah, they do. Also, my NW4C tools are Japanese, not sure if everyone else' copy is English or not but yeah navigating is a bit weird.
I never got this problem,do the textures show up in efe ?
the tools i have are in English, maybe you have some older version that doesn't support textures in the 3d land format, try getting another copy.
 
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Psi-hate

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I never got this problem,do the textures show up in efe ?
the tools i have are in English, maybe you have some older version that doesn't support textures in the 3d land format, try getting another copy.
upload_2017-10-6_15-58-34.png


The textures are showing up in EFE, CreativeStudio, etc. I believe I have the lighting done right, I created the light and exported to bcmdl, although the issue persists with the lack of proper lighting showing up in-game.

upload_2017-10-6_16-2-41.png
 

exelix11

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View attachment 101830

The textures are showing up in EFE, CreativeStudio, etc. I believe I have the lighting done right, I created the light and exported to bcmdl, although the issue persists with the lack of proper lighting showing up in-game.

View attachment 101831
I don't think you should be showing that picture, anyways, in my models I don't have the lights and the .MaterialLutset file.

Edit: i checked, that file appears if you do the fragment lighting thing wrong, so you must do:
open Windows -> Rendering editors -> Hypershade, in the materials tab select with the mouse EVERY MATERIAL. Now, without loosing the selection open NW4C -> set material attribute and deselect Fragment Lighting and press close. Now you can export the model

(also, i don't have a 3ds right now, could you try deleting the lights and the MaterialLutset file and importing in the game ? Maybe it will work, and it would be much easier to explain than the fragment lighting)
 
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Psi-hate

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I don't think you should be showing that picture, anyways, in my models I don't have the lights and the .MaterialLutset file.

Edit: i checked, that file appears if you do the fragment lighting thing wrong, so you must do:
open Windows -> Rendering editors -> Hypershade, in the materials tab select with the mouse EVERY MATERIAL. Now, without loosing the selection open NW4C -> set material attribute and deselect Fragment Lighting and press close. Now you can export the model

(also, i don't have a 3ds right now, could you try deleting the lights and the MaterialLutset file and importing in the game ? Maybe it will work, and it would be much easier to explain than the fragment lighting)
Ah, sorry about all the trouble. I'll try that method out right now.

Edit: Success! Thanks a lot for the help @exelix11 ! I shouldn't have anymore problems. Sorry for the hassle, but I'm really glad you spent time correcting me when I was having a lot of issues.
Now I can create SM3DL mods!

upload_2017-10-7_10-52-9.png
 
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Thanks @exelix11 for the help, and thanks @mustafag32g for the shading tutorial (although I didn't manually shade haha)
I'll go ahead and begin making a proper mod now that I have mostly everything I need down (I hope). Anyone that wants to join in, hit me up.

Also, I provided a link to the zip containing a patch for the CCNT and the object szs & stage szs. I think that's how you legally share custom levels, so here ya go.
 

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Hi! Sorry to bother you, but I've run into an issue with the latest version.

While I've enjoyed editing existing levels, I decided to try and create one from scratch with the latest release. For whatever reason, creating one from scratch causes the game to crash upon touching a camera area. Said camera area has the proper camera params, generated using the editor. It has default attributes.

I've attached the crashing level. It contains Mario, a block, and the camera area surrounding Mario. Moving the camera area away from Mario allows the level to load, but jumping into it will cause an instant crash.

Are there any prerequisites that I'm missing?
 

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exelix11

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Hi! Sorry to bother you, but I've run into an issue with the latest version.

While I've enjoyed editing existing levels, I decided to try and create one from scratch with the latest release. For whatever reason, creating one from scratch causes the game to crash upon touching a camera area. Said camera area has the proper camera params, generated using the editor. It has default attributes.

I've attached the crashing level. It contains Mario, a block, and the camera area surrounding Mario. Moving the camera area away from Mario allows the level to load, but jumping into it will cause an instant crash.

Are there any prerequisites that I'm missing?
In CameraParam.byml you set StereovisionDepth to 4, set it to 0,4 and it will work.
I never experimented with this value, in most official levels it's set to 0,4 which is what the editor uses when creating new CameraParams.
I suppose that its range is 0 to 1.
 
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firegodjr

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In CameraParam.byml you set StereovisionDepth to 4, set it to 0,4 and it will work.
I never experimented with this value, in most official levels it's set to 0,4 which is what the editor uses when creating new CameraParams.
I suppose that its range is 0 to 1.
I'm leaving home now, so I don't have time at the moment to fully test it out, but thanks! I'll try setting it to 0.4 once I get back home.

I was, however, able to determine that the editor sets that value to "4" by default upon creating the level. Probably just a typo somewhere. ;P
 

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I'm leaving home now, so I don't have time at the moment to fully test it out, but thanks! I'll try setting it to 0.4 once I get back home.

I was, however, able to determine that the editor sets that value to "4" by default upon creating the level. Probably just a typo somewhere. ;P
it doesn't, just checked, you probably changed it by mistake.
I never messed with that value so it's unlikely that's set on 4 by default.
 

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it doesn't, just checked, you probably changed it by mistake.
I never messed with that value so it's unlikely that's set on 4 by default.

That's really strange. Where does it get that value? It's consistently 4 for me.
Here's a recording of me making a new level:
depthissue.gif
 

exelix11

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That's really strange. Where does it get that value? It's consistently 4 for me.
Here's a recording of me making a new level:
View attachment 107813
If i do the same thing on my pc it shows 0,4.
I think is a culture issue, when parsing strings .net framework uses the culture settings as a reference.
try to set the correct value, save and then open again, is the file the decimal value shown with a dot or a comma (0,4 or 0.4) ? on my pc it's shown with a comma, and if I input it with a dot it gets ignored and the value is set to 4. The hardcoded byml template uses a comma, if this is the issue i can fix it easily.
 

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Mine is shown with a dot. "0.4".

Sorry for causing problems with my filthy American computer :0

But in all seriousness, thanks for the help!
 

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mustafag32g

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hey exelix
Is it possible you can make captain toad treasure tracker working with 4th dimension.. I can send you the files if needed.

It says following error:
LIVEVERYFILEXPORER.IO.SIGNATURENOTCORRECTEXCEPTION:: SIGNATURE 'SARC' at 0x000000000 does not match 'NARC'.
on
NDS.nitrosystem.FND.NARC.Archiveheader..ctor(EndianBinaryReader is) NDS.Nitrosystem.FND.NARC..ctor(Byte Data)
 

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hey exelix
Is it possible you can make captain toad treasure tracker working with 4th dimension.. I can send you the files if needed.

It says following error:
LIVEVERYFILEXPORER.IO.SIGNATURENOTCORRECTEXCEPTION:: SIGNATURE 'SARC' at 0x000000000 does not match 'NARC'.
on
NDS.nitrosystem.FND.NARC.Archiveheader..ctor(EndianBinaryReader is) NDS.Nitrosystem.FND.NARC..ctor(Byte Data)
They're two entirely different games-
 

exelix11

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hey exelix
Is it possible you can make captain toad treasure tracker working with 4th dimension.. I can send you the files if needed.

It says following error:
LIVEVERYFILEXPORER.IO.SIGNATURENOTCORRECTEXCEPTION:: SIGNATURE 'SARC' at 0x000000000 does not match 'NARC'.
on
NDS.nitrosystem.FND.NARC.Archiveheader..ctor(EndianBinaryReader is) NDS.Nitrosystem.FND.NARC..ctor(Byte Data)
Do you mean the new treasure tracker ? I think it is more likely to use a different engine than 3d land so they can have it kinda cross platform between switch and 3ds, the NARC archives are already a bad sign. But fear not ! I actually have another project in my mind that could also include this, bad news: it will take time and i'll start it later this summer, but in the meantime it wouln't be bad if someone already gathered infos about treasure tracker formats.
 
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Do you mean the new treasure tracker ? I think it is more likely to use a different engine than 3d land so they can have it kinda cross platform between switch and 3ds, the NARC archives are already a bad sign. But fear not ! I actually have another project in my mind that could also include this, bad news: it will take time and i'll start it later this summer, but in the meantime it wouln't be bad if someone already gathered infos about treasure tracker formats.
I'm kinda curious if it would be possible to use the shading from Treasure Tracker in 3D Land. That would be amazing, Treasure Tracker has great graphics by 3DS standards.
 

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impossible mate! Different engine as said earlier and captain toad treasure tracker has better graphics than 3d land due to the fact that there are less objects on screen. all levels are cube sized you know
 

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