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Posts by MilleniumLuigi
MilleniumLuigi's Profile - Posts by MilleniumLuigi
Pages: « 1 2 3 4 574 75 »
Originally posted by Kinopio
Originally posted by MilleniumLuigi
Just have a couple questions.

1. In my hub, I wanted yoshi to be there. In my hub, he is standing there like normal for about 3 seconds, and then disappears. How do I make him stay there?

2. I was fast enough and able to talk to yoshi before he disappeard, and when I did, he gave me 100 lives after talking like he did in SM64. Afterwards, he walks right off the stage, hits the death floor, and continues walking infinitely. How do I make him not give me 100 lives and just talk like in star road?

You have to make a custom behaviour for yoshi.
Look here.
Don't panic, it easier than it looks, but requires some hex editing.

Quote

3. Does anyone have the warp ids for:
Castle grounds
Bob-Omb's Battlefield
Whomp's Fortress
and Jolly Roger Bay?

Levels doesn't have warp ids, a warp id identify a warp inside a level. When editing a warp in TT64, on the tool bar at the bottom you can choose 'destination level' and 'destination warp id'.

Quote

4. And finally, is there any possible way for the cic chip errors to not come up? They are very annoying, and I saw skelux's SM64 star road did not have them. It's especially annoying as sometimes when they appear ingame audio gets turned off and I need to restart the rom. VERY annoying when you only booted up to rom to test a new soundtrack lol

In the Rom Setting tab of the level importer check restore CRC and Checksum. But it's better if you do that once you have completed your hack.


Thanks alot! Now I can finally fix the warps lol.

Also, this probably makes me sound like a noob, but how do I add custom behaviors? I never really learned about hex editing, so I'm unsure how to go about this :/

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New layout by RanAS!
Originally posted by Frike The Dragon
Originally posted by Kinopio
*Le epic tropical stage*

Wow! That's an amazing texturing job you have there, Kinopio! #w{=3} I don't think I can do such an awesome level without those horrible duplicating textures problems... (not to mention scrolling texture nightmares)

Originally posted by MilleniumLuigi
*That lava/swamp level*

Your level actually reminds me of one of the first I made (a lava level with haunted cabins, cliffs and rock formations). It's a very good level for a begining! However I would advise you, for instance, to use simple polygons instead of circles and complex shapes, to fit the low-poly style of Mario 64. Also try to expand those textures, otherwise you're going to get alot of problems...

Also my level is almost complete, I just need to add those texts and (maybe) the music. Stay tuned!


Thanks! It's actually not lava, but just swampy death goop. Couldn't find a better texture lol. I've actually designed levels before, so not my first. This was a picture from a very early stage in design of the level. Since then I fixed the textures, and made some design changes. Here is a current image:


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New layout by RanAS!
New update!

Course 1: design 60% complete

Course 2: design 100% complete, TT64 editing 40%

Course 3: Design 95% complete

Hub: 99.9% complete.

Just trying to get exit warps set up, then full attention goes to course 1, then to TT64 editing courses 1 and 2, and finally focusing on TT64 editing on course 3. Once course 1 is done, I will be doing a trailer. Demo will be released a few weeks into June, if things continue at the current pace. New screenshots coming soon! (Yes, I know they are long overdue.

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New layout by RanAS!
Originally posted by cackletta
For the behavior thingy, you'll need a Behavior Script Don't get confused. Those are the behaviors of the objects. I don't know how to explain it yet just wait till my "Lets learn the Behavior Scripts" is ready, in the mean time replace the 0x10 command with a 0x1B command, i.e

Code
21CCC0/002EC0  00 00 00 00
21CCC4/002EC4  10 05 00 00 <-ability to interact with objects
21CCC8/002EC8  11 01 01 00
21CCCC/002ECC  11 03 00 01
21CCD0/002ED0  23 00 00 00 00 25 00 A0 <-collision sphere
21CCD8/002ED8  08 00 00 00
21CCDC/002EDC  0C 00 00 00 80 2C B1 C0 <-debug menus
21CCE4/002EE4  0C 00 00 00 80 29 CA 58 <-movement, etc
21CCEC/002EEC  0C 00 00 00 80 2C B2 64 <-interaction
21CCF4/002EF4  09 00 00 00


Code
21CCC0/002EC0  00 00 00 00
21CCC4/002EC4  10 05 00 00 <-ability to interact with objects
21CCC8/002EC8  1B 00 00 XX XX- Model ID.
21CCCC/002ECC  11 03 00 01
21CCD0/002ED0  23 00 00 00 00 25 00 A0 <-collision sphere
21CCD8/002ED8  08 00 00 00
21CCDC/002EDC  0C 00 00 00 80 2C B1 C0 <-debug menus
21CCE4/002EE4  0C 00 00 00 80 29 CA 58 <-movement, etc
21CCEC/002EEC  0C 00 00 00 80 2C B2 64 <-interaction
21CCF4/002EF4  09 00 00 00


If Mario's model id is let's say 1E It'll be 1B 00 00 IE

You can know the model ID by selecting Mario or any object in tt64 and checking the model id bar's value

Ok i sorta get it, but to make sure I don't majorly screw something up, can you give me directions just how to make yoshi not give 100 lives, and stay standing there after I talk to him? And also make him stay there and not disappear after 3 seconds. Basically have the behavior of a toad. Sorry if it's alot of trouble, I just don't want to royally screw something up in my rom lol

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New layout by RanAS!
Originally posted by YayGuy
Tic tac...

Um, what?

Also, thanks alot EthanGames. Demo will be at soon! :)

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New layout by RanAS!
Originally posted by cackletta
An hex editor should be used.

Paste

Code
00 04 00 00 ... [mod edit: fixed table stretch]
At 21E33C.

Don't worry wait till my tutorial is released an you'll be able to do more stuff like this.

Thanks alot. Can't wait for the tutorial.

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New layout by RanAS!
Originally posted by EthanGames
I will make a let's play I think. In french (unfortunately for you, dear English)

Cool, Ethan.


UPDATE!

New secret course added! Could possibly appear in demo.

Mario Kart Paradise.

I was inspired with the recent gamestop demo of mario kart 8, and decided to make a mario kart style course. It actually turned out to be my favorite course i've ever designed. Screenshots are coming soon for this course.

Get ready for some serious shell surfing! You'll need to be able to brave rough roads, sandy deserts, fiery lavalands, freezing icecaps, dangerous mechanics, and sky high rainbow parkour in this racing track! Koopa the Quick would be proud!

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New layout by RanAS!
Originally posted by cackletta
Its 21E338 you should paste it in, There was some sort of mistake in the behavior script.

DON'T USE THAT ONE!

EDIT! Paste 80 2E 7C 4C at 21E378

It changes the 0x0C command of yoshi.

Thanks! You just saved me from using the other one lol.

EDIT: it worked! Thanks alot!


One more question, I recently designed a title screen, I've imported it, and the basic outline is there, but the texture isn't. Here are pictures:

Sketchup Model:



Ingame:


I used Kazeshin's modification to skelux's model replacer.

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New layout by RanAS!
Originally posted by Frike The Dragon
Originally posted by MilleniumLuigi
Thanks! It's actually not lava, but just swampy death goop. Couldn't find a better texture lol. I've actually designed levels before, so not my first. This was a picture from a very early stage in design of the level. Since then I fixed the textures, and made some design changes.

Don't worry with the goop looking like lava, you can still change the colour with sketchup's texturing tool. Also, don't be shy to add more textures (my castle grounds has 37 or so and still works fine!). Vinnyboiler made a very good tutorial on how to texture your level (along other sketchup basics), take a look at it!

https://dl.dropboxusercontent.com/u/63437929/Sketchup%20Tutorial/Sketchup%20tut.html

On a side note, you should remove the "box" that covers the level from outside, since (I assume) Mario will never get out of the inner level. That will lower your polygon count alot and might also remove some collision glitches. Make also sure that you always use the white part of the model, never the blue/grayish one (that one is not imported).


Thanks. The outer box you will never get outside of, but play wise, the level looks kind weird without it, it sets the design of the level. It's supposed to be a sank down hollow area, flooded with deadly swamp, and the box is sorta the land around it (if that makes sense). About textures, I know you can use tons. I just think these are are the level really needs. (you wouldn't be seeing rainbows of colors in a swamp, lol.)The one bonus level I just finished (Mario Kart Paradise) Has 25 textures. It will be included in the demo.

On another question, in your castle grounds pics earlier, the blue and white polka dots texture you used on the mountain, is that a custom or did you find it somewhere? I was wondering if I could use it for mine, as I had an idea to brighten up some open spaces in course 1 with stuff like that. I don't have a very good texture for it, and my custom one looked terrible.

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New layout by RanAS!
Demo is to be released the 16th of June! June 1st there will be a trailer, and I will post a bunch of screenshots in the next few days.

Demo Course list:

Course 1: Skyfield

Course 2: Whomp's Battleship

Course 3: Goomba Swamp

Bonus Course: Mario Kart Paradise

I may or may not include a bowser course in this demo. Have yet to decide. If I feel the demo could use more content I will add it, but if it feels good enough i'll just stick with these.

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New layout by RanAS!
Originally posted by Kinopio
Originally posted by MilleniumLuigi

One more question, I recently designed a title screen, I've imported it, and the basic outline is there, but the texture isn't. Here are pictures:

Sketchup Model:

http://i1242.photobucket.com/albums/gg532/MileniumluigilleniumLuigi/SketchupModel_zps199e4b1a.png

Ingame:
http://i1242.photobucket.com/albums/gg532/MileniumluigilleniumLuigi/Ingame_zpscab30672.png

I used Kazeshin's modification to skelux's model replacer.

You should be fine with skelux model replacer since you title screen doesn't have too many polygons.

ok thanks!

EDIT: The original model replacer says the model is too large. What should I do?

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New layout by RanAS!
Originally posted by Frike The Dragon
Originally posted by MilleniumLuigi
The outer box you will never get outside of, but play wise, the level looks kind weird without it, it sets the design of the level. It's supposed to be a sank down hollow area, flooded with deadly swamp, and the box is sorta the land around it (if that makes sense).

It might look weird on sketchup, but remember that the in-game camera won't be leaving the inner level. Therefore if you remove the outside of the hollow area, and keep the inside, the player will not care, since he'll never see the outside, and just assume it's there. Trust me, the effect won't be spoiled!
For example: in my Castle Grounds, only the inner half of the hills is mapped, and the tall mountains are floating in blank space, but you never get to see it, and therefore you imagine there's grass in between.

Originally posted by MilleniumLuigi
About textures, I know you can use tons. I just think these are are the level really needs. (you wouldn't be seeing rainbows of colors in a swamp, lol.)

Imagine, you can make ruins, vines, weird shaped rocks, huge idle swamp monsters... Just look at the variety in recent Mario swamp levels, a swamp doesn't need to be that dull!



Originally posted by MilleniumLuigi
The blue and white polka dots texture you used on the mountain, is that a custom or did you find it somewhere

Every "polka dot" texture I used there was just a recolor of the original pirhanna plant/TTM mushroom texture that I made with sketchup's texture menu. Just import the texture, select it and change its RGB. It's as simple as it sounds!


Ok I'll try removing the box. And I do have some ruins in the level, sticking out of the swamp and ground and such. and ok, I'll try it with the Sketchup editor.

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New layout by RanAS!
Originally posted by cackletta
How many textures did you use?

I just used one texture for the whole thing. I increased the size aswell, so it dosen't repeat over 32 times.

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New layout by RanAS!
Originally posted by Kinopio
Originally posted by SuperZora

Same thing was happening to me, I was using 5 textures and it had around 970 faces. When exporting from sketchup, I checked ''Exporte Textured Only'' and then it worked (faces dropped down to 170).
The only problem I have now is that it doesnt show up in-game. (Title screen appear but not the model)

Here's a pic
http://img11.hostingpics.net/pics/879007tgt.png

Which exporter are you using?
I can't find the 'Exporte Textured Only' option in any of the exporter that I have.

I have the export only textured aswell. it's in the sketchup obj exporter plugin for the free version.

Originally posted by cackletta
Did you make it a group? I'm unsure of what the problem is.

No, I didn't make it a group, do I need to?

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New layout by RanAS!
Originally posted by cackletta
No, making it a group mismatches the mesh it is applied to.

Ok then. I didn't make it a group. Any idea on how to fix the problem?

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New layout by RanAS!
New screenshots are up!

Trailer for the hack is coming June 1st!

Progress update:

Course 1: design 90%

Course 2: editing in TT64

Course 3: Editing in TT64

Mario Kart Paradise: Fixing a small bug, then complete!

Title Screen: Work in progress

Hub 100% complete.

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New layout by RanAS!
Originally posted by SuperZora
Ok I fixed my problem (model was just not on the right side #smw{-_-2})
Now, how can I deleted the copyright picture? Is it something in TT64?


Well that would explain things lol. You need to use N64 Rip to get the textures, export them, edit them away, and re-import it into the rom. A list of texture addresses and sizes for them is located here. http://www.smwcentral.net/?p=viewthread&t=62838

EDIT: Still dosen't work for me :(

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New layout by RanAS!
Originally posted by SuperZora
Originally posted by MilleniumLuigi
Originally posted by SuperZora
Ok I fixed my problem (model was just not on the right side #smw{-_-2})
Now, how can I deleted the copyright picture? Is it something in TT64?


Well that would explain things lol. You need to use N64 Rip to get the textures, export them, edit them away, and re-import it into the rom. A list of texture addresses and sizes for them is located here. http://www.smwcentral.net/?p=viewthread&t=62838

EDIT: Still dosen't work for me :(

Thanks :) I got rid of the copyright, now I must get rid of the TM. How can I find the address for it?

I've found the address, but have so far failed to get the correct size. Someone on the forum said that after reimporting the texture to that address it destroyed the ROM, but when I did it it did not destroy it. I still don't know the size :(

If you want to try the address is AF9BB3, but i'd try it on a second ROM just incase.


I also have a question, is it possible to make a 3rd koopa the quick race in a hack? In all hacks i've played / seen, there have only been 1-2 races. Will he also be able to have new text different from the others in the 3rd race, since he only has 2 sets of text? Also, question 2, where can I get a sketchup model of Mario Raceway from MK64?

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New layout by RanAS!
Originally posted by Mariocrash
Originally posted by SuperZora
I also have a question, is it possible to make a 3rd koopa the quick race in a hack? In all hacks i've played / seen, there have only been 1-2 races. Will he also be able to have new text different from the others in the 3rd race, since he only has 2 sets of text?


It's not that possible, same goes for the dialog text script. Actually, I thought of having an second new time trial race level, but as far as I know, the game engine is very limited on adding elements in its system.

Originally posted by SuperZora
Also, question 2, where can I get a sketchup model of Mario Raceway from MK64?


You can either rip the model by using 1964 (another emulator like Project64) and export/convert VRML or download it entirely at The Models Ressource

EDIT: For the second option, the Mario Raceway model cannot be found, my bad.

Ok thanks!

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New layout by RanAS!
(restricted)
Pages: « 1 2 3 4 574 75 »
MilleniumLuigi's Profile - Posts by MilleniumLuigi

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