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Posts by pieordie1
pieordie1's Profile - Posts by pieordie1
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Originally posted by FireMario74
No problem man! If you need any more texture rips, I'm the guy to ask! #tb{^V^}


Do you think you can get me the textures from Rayman 2? Specifically the textures from the sanctuary levels ^^

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
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lol
Can someone make me a model of the Comet Medal from Super Mario Galaxy? I want to use it to replace the regular 3D coins (I'm not good at coin models lel) ^^

It looks like this:

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Originally posted by Blakeoramo
Originally posted by pieordie1
Can someone make me a model of the Comet Medal from Super Mario Galaxy? I want to use it to replace the regular 3D coins (I'm not good at coin models lel) ^^

It looks like this:

I might be willing to do it, but can provide me a sprite/ 2D version of the coin that's not tilted or anything please; that way I can make a very accurate re-creation from scratch, and not being thrown off by depth perception on a 2D image. Lol.#tb{:p}

Sure ^^

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
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lol
Originally posted by Mariohacker14
Originally posted by MrGreenThunder
pls dont share the starcoin


Your starcoin is safe m8, the Comet Medal is different from that one.

EDIT: Done.



76 Triangles and 1 32x32 Texture!


Looks great! Thanks! ^^

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Go into Toads Tool and get 2 random objects. Make a square out of those 2 objects around where you want the water. The objects should be opposing points of the square. Note the X and Z coordinates of both objects. Now, move one of the objects to the water height you want the water at. Note down the Y coordinate.

Now, go to SM64 Level Importer, and then to the Special Materials Tab. Enable the water box. Now, there should be 5 different boxes. There should be one that says "Height" and the other 4 should be X or Z. Enter your X and Z coordinates from the first object into their respective boxes. Now enter the X and Z coordinates from the other object to the other pair of boxes.

For the height, recall the Y coordinate you wrote down earlier. Place this in the "Height" box, and then press the add box button. If you did it correctly, the water should be properly placed where you want. #thp{=D}

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
It seems like you dont know how to count polygons. Draw one triangle for example. This is equal to 1 polygon. Now, draw a rectangle. Divide it diagonally, and you get 2 triangles. The amount of triangles is = the amount of polys for the scrolling textures. Now, look at your waterfall model. As legz said, you have 10 polys in your model, but how do you count those? In your waterfall, you have 5 rectangles. If you recall, rectangles have 2 polys each. So using simple math, 5 rectangles times 2 polys a rectangle equals 10 polys. Poly count is pretty easy if you know what you're doing ^^

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Originally posted by Blakeoramo
Originally posted by SuperZora
If someone could close this thread it would be appreciated, I do not plan to post updates here anymore.

Since you're "planning to quit this", it'd be nice if you could share the sources for what you HAVE DONE, so then someone else could possibly keep your hack "alive"; though it wouldn't be me as I'm working on 3 hacks simultaneously and barely had enough room in December to "finish" The Green Demon Challenge...


He's still finishing it, he just won't be posting updates to this site anymore. I'm doing the same thing with my hacks

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
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lol
Originally posted by MilleniumLuigi
Use the SM64 level importer, latest version is 1.9.5, but I recommend 1.9.4, because the latest version is kind of broken.


Actually both versions of Level Importer 1.9.4 and 1.9.5 are broken. Use Level Importer 1.9.3 for no problems ^^

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Originally posted by RBP
Thank you for that!

Anything on the main area question?


You don't need a/any specific object bank/objects when importing models over the castle. The only thing that would cause it to crash would be if you placed an object or if the music doesn't work with the level. You will need to enter Toads Tool and note the coordinates of where you want to spawn, though.

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Originally posted by Blakeoramo
Originally posted by Amazee-Dayzee
Is it possible to put rain in? I'm not an ASM expert so I have no clue.


Edit the snow texture or add 2 scrolling rain textures. One on the Z axis and another on the X axis covering the area of the model.


You would need to search for the snow texture in TileMolester to change it to rain. You can find it, note down the address, then change it in N64Rip. I've looked for it many times before but could never find it. #thp{=D}

If you want to try looking yourself, here's a link Tile Molester

Use a backup rom or an original SM64 rom when searching. Tile Molester does have the potential to corrupt your rom.

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
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lol
Triplets seem to work fine from the .m64s I've made. You can hear it at the beginning of this song.

On a side note, would it be possible to implement tempo changes?

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
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lol
I know someone's already asked this, but which bank are the Coin SFX sounds located? The instrument list doesn't have it from what I saw. ^^

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
New pictures! I decided i'll continue to post updates here, since I was bored. I'll also add all of my custom music I upload. (I submitted like 31 songs and have more on the way ^^ )

New course 1 model:


Gale Skystation (Wing Cap level):


Mathematical Complex (Vanish Cap level):


Overworld 2 (Sanctuary of Rock and Lava):


Snowflower View (Course 3):


Sanctuary of Water and Ice (boss level):


Sanctuary of Water and Ice (Boss Arena):


I still have some UV mapping to do for these levels. If anyone has a good snow/snow wall texture, as well as a rock path, I could use it #thp{!!!}

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
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lol
Use Musescore 1.3 instead of 2.0 when changing the midi to XML. Musescore 2.0 messes up the XML file to where it doesn't work well with SM64.

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
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lol
Originally posted by Frike The Dragon
These gotta be some of the most creative level designs I've seen so far in these forums. Awesome job pieordie!
EDIT: As an engineering student, that math level is going to give me more nightmares than any creepypasta hack... #w{=|}


Thanks ^^ Lol I'm a CS/Math student myself. I thought of the idea while doing my calculus homework one day ^^

Originally posted by Twoopliss
Those screenshots look GREAT :D, love the level design !!
So a math level uhh... Hope I can put in practice what I'm studying recently #w{:>}

Keep the good work pieordie1 ;)


Thanks! #thp{=D}

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
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lol
Originally posted by Luigixhero
Really the only thing I can mention is that you should try to not use default SM64 textures due to making your levels look nothing special.

Good places to find textures is Here and Here.


Yeah, try not to use the default SM64 textures, as it will look like regular SM64 levels. Also, some textures I saw looked oversized or they repeated way too many times. You can fix this by going into sketchup, right clicking on a face, and selecting Texture > Position to fix the texture. This will help your models look more detailed and your textures will be placed in a way that looks good. #thp{!!!}

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
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lol
idk why, but i felt like uploading this lel. This is a simple boat model I made for Shining Stars 3.

Boat



If you want to make it float, just use the "Platform floating on water" behavior from WDW.

00 09 00 00
11 01 00 09
2A 00 00 00 XX XX XX XX //Your collision pointer here
0E 1D 00 40
2D 00 00 00
08 00 00 00
0C 00 00 00 80 2F 69 84
0C 00 00 00 80 38 39 CC
09 00 00 00

#thp{!!!}

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Originally posted by SizzlingMario
Originally posted by Luigixhero
Does the game crash when you collect the wing cap and not the metal cap first?

No, if I get the wing cap and then the metal cap it's fine.
Originally posted by Kazeshin
how many collisionable polygons does your level have, how big is the .m64 and did you activate the "override music size limitations" thing?

1. How do I check the polygon count?
2. The wing cap .m64 is 24 KB.
3. Override music size limitations is enabled.

EDIT (since I can't post twice in one day lol): I tried changing the music of the actual level where the problem was occurring, and somehow that fixed it. But now I have a new issue: the sound that plays when Mario obtains a star is messed up. It's the same music, but the instruments are screwed up and it does not sound good. I made sure the "Star Catch" theme in the importer was set to the "Star Catch" instrument list. That didn't help. I even tried inserting a completely different song for it, and the music did not change at all (it didn't even play the custom song!). Any suggestions? Thanks!


You're replacing the wrong .m64. Replace the "End Level" sequence and it should be fine

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
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lol
Check to make sure there aren't unused faces underneath the platform you want to jump on, and make sure "Enable Death Floor" is selected when you import the level

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Originally posted by MrPr1993


Having trouble making the car's textures on the slope parts. They get repeated!


You'll need to position the textures to fit with the car. You can right click -> Texture -> Position to fix it. If you want even better positioning, try exporting and using Blender's UV mapping ^^

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My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
Pages: « 1 214 15 16 17 »
pieordie1's Profile - Posts by pieordie1