Language…
18 users online: Adsila, Batata Douce, Blizzard Buffalo, David_Odie, Doopu,  Eden_, Ekimnoid, Hammerer, HD_DankBaron, LadiesMan217, LightAligns, LuigiTron, Maniek, masl, MorrieTheMagpie, ppp9q,  Ringo, sinseiga - Guests: 246 - Bots: 314
Users: 64,795 (2,375 active)
Latest user: mathew

Posts by MrGreenThunder

MrGreenThunder's Profile → Posts

  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 71
  • 72
Originally posted by MariosHub
PLOT:
This is not about the princess kidnapping thingy but here it is.

Mario went to the Bright Light Town for his vacation. The residents ran away since Bowser came there and stole the Star Sprite. The Star Sprite is the center of the light in the town. Without it, the darkness will spread all over the town. It's up to Mario to collect the Star Sprite and return peace to the whole town.

You story is like super mario sunshine's
ANYWAYS
---------------
Your thread needs pictures and videos
(restricted)

An hub world I am working on,it has 23,591 faces,and is far away from being done,I hope I don't run into any problem #smw{<_<}
Originally posted by Kinopio
Originally posted by cackletta
http://i40.tinypic.com/21b7l9x.png
An hub world I am working on,it has 23,591 faces,and is far away from being done,I hope I don't run into any problem #smw{<_<}

There are definitely too much polygons, even with skelux patch the engine can't handle more than 20000 (but it's better to stay on 16000), but I believe your level has room for optimisation. Try to not put too many poligons on single elements (trees and plants), and also (if you haven't already) do large use of components and groups. It will help keeping the polycount low. For instance, when you place an object upon a flat surface the contact points generate new vertices on the plane if the object is not a component.

It looks like the ship is going to have to go away
Originally posted by BullockDS
Sorry if this sounds accusatory Cackletta, but your hub world seems to use several design cues from Sound-Step Seas from Star Road 2:
-the giant floating ? and Note Blocks (the former having the same design as the one used by Skelux)
-the tropical theme which looks a bit like that employed by Skelux
-the underlying water texture

I'd suggest changing things a bit more. But hey, good luck on it and keep at it! #ab{:)}

Sorry but your statement is invalid for there is no ship in sound step seas nor are they vines in my level,and the giant floating ? And the note blocks are from super mario galaxy 2,and again skelux water texture isn't from newsupermario bros DS + the texture we use aren't even the same,and there is no warp pipe in sound step seas,please look at these things before comparison.
(restricted)
You should have posted this in the helps and questions about TT64 and sm64 hacking
If you are so all hat and no cattle why don't you post your own pictures than saying other people's own are rip off s#w {>=(}
Originally posted by Kinopio
How can I change the "it's me mario" of the initial title screen with another music track?

You need sub drag's sound tool to do that
Originally posted by kUROBix
Still didn't work... ( I got the permanent loop error again...
If this happens to anyone else who might be reading... I highly recommend a pre-patched version...

The green stars patch is invalid,he said it in the readme
0.O kaze loves numbers
Originally posted by MarioMario015
Originally posted by cackletta
Originally posted by kUROBix
Still didn't work... ( I got the permanent loop error again...
If this happens to anyone else who might be reading... I highly recommend a pre-patched version...

The green stars patch is invalid,he said it in the readme

I guess no one reads the readme... XD

exactly,only if it was possible to make people read the readme before engaging to playing the hack#smw{:trollface:}
(restricted)
i don't think the sonic will just be a model hack but if it is, then the idea has already been done#smw{:TUP:}
can you please update this to 30,000 polygons?#smw{:TUP:}
Originally posted by Kinopio
Originally posted by cackletta
can you please update this to 30,000 polygons?#smw{:TUP:}


yes, I could, but first check that you can import level with so many polygons since I knew that it's not possible to import levels with more than 20000 polygons.

25,691 poly(s) imported successfully maybe
*missing textures
*stretched textures <------- obviously
*glitched faces and verticles
*invisible walls
Well not to get discouraged I used 89 textures which take faces
Originally posted by Kazeshin
if skelux' importer wouldn't forbid it, we could also put 30k faces. maybe he'll remove that. but it will fuck other levels up, if you don't know, how to handle it.

wow!now level's .obj files are bigger than the sm64 rom itself#ab{:LOL:}
Originally posted by kUROBix
I've got a big problem that's driving me crazy!
When I press c up (look around) the custom music stops.
How do I fix this?

The M64 is too big or you put it on don't loop,try reducing the octaves through 3mle music editor
Originally posted by Kazeshin
i need hype



you can color yoshi with dpad, there's a mission, where you have to do that.

Wow that looks awesome are you making yoshi's island 64?
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 71
  • 72