Xenix Posted March 22, 2014 Share Posted March 22, 2014 Does anyone have any idea why this happened? Is there any way to fix it without reimporting the model? It looks fine everywhere else but in-game. Link to comment Share on other sites More sharing options...
0 ASAP Sam Worldwide Posted March 22, 2014 Share Posted March 22, 2014 Since the shield texture itself is only one side of the shield and works in a mirror like effect. My guess there is a plugin error or you might have edited something by accident in the ROM causing this.Start by loading up a clean ROM to see if the problem persists Link to comment Share on other sites More sharing options...
0 Xenix Posted March 22, 2014 Author Share Posted March 22, 2014 Already know that. I tried that. Not to mention that this plugin I am using is as accurate as they come. And, actually, this shield is set to have two separate shield textures for each half. Both halves are able to be modified independently. I was thinking it had something to do with the way I have it loading the shield texture on the right side of the shield. Maybe an invalid command. Either way, I hope to fix it. Link to comment Share on other sites More sharing options...
0 ASAP Sam Worldwide Posted March 22, 2014 Share Posted March 22, 2014 Maybe. From my experience when i attempt to do some hex editing i change the wrong thing and textures get messed up. So it possible coud be a hex editing error. Wish i could be more of a help but im just going of my knowledge Link to comment Share on other sites More sharing options...
0 Xenix Posted March 22, 2014 Author Share Posted March 22, 2014 No worries. I'm just glad you made the effort. Who knows, maybe YOU will figure it out on accident and be able to tell ME something I don't know. But yeah, this is one of the last few problems I am having. If I could fix this and the boomerang, I'd be golden and start working on my actual project. Link to comment Share on other sites More sharing options...
0 ASAP Sam Worldwide Posted March 22, 2014 Share Posted March 22, 2014 haha. I'm having a nightmare with basic hex editing. The fact that I'm failing my maths doesn't help. What I can suggest you do if it is a hex editing error is copy the shield data from a clean debug rom and paste it over to the modified rom and see if there is any joy Link to comment Share on other sites More sharing options...
0 Arcaith Posted March 22, 2014 Share Posted March 22, 2014 It looks like you have the texture mode set to 'clamp' on the wrong axis. Try adjusting it. Link to comment Share on other sites More sharing options...
0 Xenix Posted March 22, 2014 Author Share Posted March 22, 2014 Is there any way to do that without reimporting the model? (via hex editing maybe?) Link to comment Share on other sites More sharing options...
0 Airikita Posted March 22, 2014 Share Posted March 22, 2014 You need to UV map it, and re-import it. No other way around it, because the model itself looks configured incorrectly. Link to comment Share on other sites More sharing options...
0 Xenix Posted March 22, 2014 Author Share Posted March 22, 2014 I was afraid of that. Oh well. Back to the drawing board. :/ Thanks anyways guys. Link to comment Share on other sites More sharing options...
0 SanguinettiMods Posted March 22, 2014 Share Posted March 22, 2014 Actually, no, you don't need to re-uv map the model and re-import it. You can easily set each side of the model to use two textures independently by modifying with F9 or D9 commands. I forget which right now. Link to comment Share on other sites More sharing options...
0 Xenix Posted March 22, 2014 Author Share Posted March 22, 2014 Hmm, sound's promising because I somehow lost the .skp files and it would be a pain to rebuild. Link to comment Share on other sites More sharing options...
0 Airikita Posted March 22, 2014 Share Posted March 22, 2014 0xF9 G_SETBLENDCOLOR Sets the blend color for combiner 0xD9 F3DEX2_GEOMETRYMODE Enables or disables certain geometry parameters (ex. lighting, front-/backface culling, Z-buffer) Might be D9, but it doesn't sound like it? Best to find something like it, but what if the texture doesn't apply in the proper direction? 0xF2 G_SETTILESIZE Sets the texture coordinates and size 0xF5 G_SETTILE Sets the texture properties (ex. mirroring) 0xFD G_SETTIMG Sets the texture image offset http://wiki.spinout182.com/w/F3DEX2 Link to comment Share on other sites More sharing options...
0 Xenix Posted March 22, 2014 Author Share Posted March 22, 2014 This is nice! I'll look into these and try to get some better results. Link to comment Share on other sites More sharing options...
0 Xenix Posted March 22, 2014 Author Share Posted March 22, 2014 Okay, so I had it loading a separate texture already, so I was looking at that F5 and D7 command.Here's the segment before the next E7 command:E7 00 00 00 00 00 00 00 E3 00 10 01 00 00 00 00D7 00 00 02 FF FF FF FF FD 10 00 00 06 01 93 58 F5 10 00 00 07 05 83 50 E6 00 00 00 00 00 00 00F3 00 00 00 07 7F F1 00I've tried messing with those values and it doesn't seem to be doing anything. Link to comment Share on other sites More sharing options...
0 xdaniel Posted March 23, 2014 Share Posted March 23, 2014 Bit of a stab in the dark, but try changing F5100000 07058350 to F5100000 07058150. There's probably another 0xF5 command shortly after the 0xF3 one, with slightly different parameters than the first but also ending in 8350, change that to 8150 as well. Link to comment Share on other sites More sharing options...
0 Xenix Posted March 23, 2014 Author Share Posted March 23, 2014 xdaniel that worked! I LOVE YOU MAN! Thank you SOO much. That saves me SO much headache. Link to comment Share on other sites More sharing options...
0 xdaniel Posted March 23, 2014 Share Posted March 23, 2014 No problem. Also, for the curious: that digit, or rather the two bits that are 8 bits from the right, is for horizontal texture wrapping (S/U), while - I believe - the two bits 18 bits from the right, are for vertical wrapping (T/V)... wrap is 0, mirror is 1, clamp is 2, mirror + clamp is 3 (duh). Link to comment Share on other sites More sharing options...
0 Xenix Posted March 23, 2014 Author Share Posted March 23, 2014 I'll keep that in mind for the future. Man, I was worried I was going to have to go through all that trouble again. xD I cannot thank you enough. Link to comment Share on other sites More sharing options...
0 Arcaith Posted March 23, 2014 Share Posted March 23, 2014 I was right then XD It was an issue with the tiling mode. Visual issues like that can be caused by UV values all sharing the one edge of the mapping, or by the tiling mode being set to clamp on the wrong axis, or by the tiling mode being set to clamp and the mapping for the faces having U or V values greater than 1.0 (or 1024, as the N64 doesn't use floats for texture mapping values). 1 Link to comment Share on other sites More sharing options...
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Xenix
Does anyone have any idea why this happened? Is there any way to fix it without reimporting the model? It looks fine everywhere else but in-game.
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