
After that, you want to extract a level, lets use bia_ex1 as an example (Bianco Hills secret level).Use BMDCubed to convert the DAE to a BMD, then rename it to map.bmd.Go back to 3dsmax and select your model, and rotate it -90.0 degrees along the x-axis, then go to utilities, and click on Reset XForm, then on, Reset Selected, then, export as a DAE, MAKE SURE ALL MESHES ARE MERGED.Export as OBJ and use this tool to convert it to.Open your model in 3dsmax, then open this model of mario.You'll need 3dsmax, ArcPack, Bin Editor,and yaz0enc: Now, use ArcPack on >mario, you'll get a file named mario.arc, then, drag it to yaz0enc and you'll get a file named 0, rename it to mario.szs and replace it on your root folder, and rebuild it.If you want a more good looking model, replace ma_cap1 and ma_cap 3 with this.DAE and use BMDCubed, you will get a BMD, rename it to ma_mdl1 and replace it on mario>bmd.
When you weight your model, go to ma_mdl1_character and click on assume pose, then delete point001 and ma_mdl1_character, you will be left with a bone called mdl1. 75 etc, what you want to do to fix the model is select the corresponding bone and its vertices, then click 1. What you want to do now is merge the animation, when merged, the model will look weird, that can be fixed by weighting the model, click on Edit Envelopes, check Vertices and scroll down and click on the wrench icon, a window called Weight Tool will appear, and you'll see numbers like 1. After that, you want to add an animation to weight the model, for that, select ma_mdl1character and go to Insert Animation (Download this animation). Then scroll down and click on "Add Bones", and click on Display>Expand all, and select from "mdl1 to the last bone". After checking them all, import a model, with textures and scale it with the scale tool to make it bigger or smaller depending on the size, after it fits the bones, select the model you imported and go to Modify>Modifier list and select skin. What you want to do is check all the bones at the right of the screen, and check them (cente being the first bone and mdl1 being the last) You'll get 1 model, and a set of bones, delete ma_mdl1(MODEL) and keep the bones, you'll notice that there are no bones at all. Get ma_mdl1 from >mario>bmdAnd import it to 3dsmax 2015. (IF YOU WANT TO KNOW WHAT EACH FORMAT DOES GO TO THE BOTTOM) Super mario sunshine 64 ds patch tutorial full#
SZS file to Yaz0dec and you should get a file named ""Ģ- Drag "" to RarcDump and you should get a folder full of files. SZS files are files used in Nintendo Games, to open them you'll need, Yaz0Dec and Rarc Dump:ġ- Drag your. Then select the disc icon named "root" then right click it and export it to any address in your computer. Super Mario Sunshine Bin Editor (Made by Miluaces)Įxtracting and rebuilding your Root Folder: