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Posts by Kinopio
Kinopio's Profile - Posts by Kinopio
Pages: « 1 2 3 414 15 »
So far I have collected 10 stars and I am really enjoying this demo, levels look very well designed and colorfull and you also did a great job with textures.
I noticed that in the original SM64 game, geometry fades to white with increasing distance from the camera like in the image below. Since this effect is implemented in only few SM64 hacks I would like to know how I can apply it to my hack, if it's not too complicated.

ok, thanks
For the texture issue with sketchup pro exporter try using this program I made:

download

Just drag and drop the .obj file on the executable, it will create a new .obj file to be used with the level importer.

The level will look in game exactly like in sketchup with no need of further adjustment of the textures. In any case, the texture should not be too small.
^_^
how big? does your level have more than 6000 triangles?
Originally posted by Skilllux
Originally posted by Kinopio
how big? does your level have more than 6000 triangles?


It has over 16000. xD

ok, that is definitely the problem... XD

try this one (now up to 20000 triangles ;) )

download
Originally posted by Flame8765

Umm, what? Can't you just post a link to the video?

I have found in my favorites folder this link to a post where VL-Tone explains how warps in SM64 works.
I often have to reimport a level over an already imported one, mainly because I want to make some minor changes to the level geometry. I noticed that every time I do that, the new level is in a slightly different position, and this is pretty annoying because all the objects looks shifted so I have to reimport again adding a offset to the model.
Do you know a faster way?
Thank you for both the answers, the method you suggested is good but I think it's equivalent to my method because the time consuming part is the repositioning of the object which in my case it must be very accurate so that the door match exactly with the opening in the wall. Actually I am looking for a way to hold the position of the level model. Does anyone knows how the level importer calculates the center of the model?
Originally posted by Flame8765
Originally posted by Kinopio
I often have to reimport a level over an already imported one, mainly because I want to make some minor changes to the level geometry. I noticed that every time I do that, the new level is in a slightly different position, and this is pretty annoying because all the objects looks shifted so I have to reimport again adding a offset to the model. Do you know a faster way?


Perhaps you could find out how much the level shifts by? That way, you could simply select all of the objects and punch in a coordinate every time you open your level with TT64. It's still a bit tedious, but I think it could work. As for how the importer calculates the center of the level, you may have to ask Skelux or frauber about that. Not many of us are programmers #ab{:P}

yes, this is basically how I do, I calculate the difference of the coordinates of a certain object (from where it is to where it should be), but instead of shifting all the objects in TT, I reimport the level putting the calculated coordinates difference in the offset field. I prefer this way because also the waterbox returns in its initial position.
Originally posted by ArchangelGabriel

OMG, I know, I've just realized that and came to this forum to tell everybody about this. :blush: #smw{-_-2}

I SWEAR I don't intend this to happen but I know it happens SOOOOOOOOOO incredibly often!!! ... Like statistically IMPOSSIBLE often... almost everytime I waste days stuck on something I resign to ask questions to u guys, AND THEN, just after, by some f__king magic, a bright light lit up in my mind. Sorry again, everytime I intend to stay longer on the problem and it takes just that ever so little much longer to find out what to do. Thanks anyway.#smw{^_^;}

eh eh, I think it would be considered a new murphy's law #ab{:P}

now this is my problem, depending on the number of textures in my level model a different number of textures doesn't show up on the star door. the image below shows how the doors look with decreasing number of textures.

imagebam.com

with more than 11 textures the doors are completely black (without any textures), whit less than 8 textures the doors look fully textured. I have also tried many combination of textures to see if the problem is caused by a particoular one but the result is always the same. any idea?

forgot to say that any other 3d object doesn't have this problem...
I am officially hyped by this hack!
Originally posted by ArchangelGabriel

Great! But I would really want to know what you think of it once you've played it, because, to me, what matters the most is interactivity/gameplay/challenge/strategy rather than the way it looks, ( to put this in numbers: # of modified texture = 1, # of modifications in the checksum area or any other hex editing = incaculable, probably in the 100s )

What I mean in other words is screenshots can't do much to describe/advertise what I have done. For example, the Princess's Secret Slide doesn't look much different at all but once you try to get its stars, you realize the whole new challenge it represents.

Of course I have read the description and this is why I found your hack very interesting. I am looking forward to play it. ;)
Originally posted by Mariocrash

I have that one issue who blasts out while making a HUB a very long time ago.

The star door textures are generally black or dark green because of the model textures you used (i think 10 or so). My own strategy when this occurred is to add two black textured walls and set its collision as non-solid, then hide the star doors inside them.

Not a very helpful trick to fix, but gets the best to follow.

yes, this is a pretty good work around, thanks!
If I have well understood, the result should be similar to the first boss room entrance in SM star road, like passing through a black wall.
@Mariohacker14: your level looks really good, very immersive ^^

@Flame8765: your levels have potential too, I like the combination of color you used. ;)

Now is my turn:
http://youtu.be/IbOnWLmiRyA

it's an experiment I made, pratically it's a level which is setted inside Peach Castle, there is a swimming pool, a garden, a cellar and many other room with they own theme.
wow, that's amazing! *_*
Originally posted by Flame8765
it looks like you've just made a box
I used two warp holes, actually. Like I said before, it's pretty easy to do #ab{:P}

nice, I have just tried to do that in TT64 and it really works.

I didn't know that warp holes could be used also as destination. very useful
it looks really nice!

what I like the most of your levels is that they don't look like they are build starting from a flat plane.
Originally posted by Mariohacker14
Originally posted by Kinopio on Meltfire's thread
it looks really nice!

what I like the most of your levels is that they don't look like they are build starting from a flat plane.


Well, all my levels start from a flat plane xD
This is what i got at that technique :D

https://sites.google.com/site/mariohacker14homepage/home/images/Mariolevel.png

The clouds have good shading in-game.

you did a great job too!
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Kinopio's Profile - Posts by Kinopio

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