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Super Mario 8MB -- Demo Available Now!
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - Project Showoff & Discussion - Super Mario 8MB -- Demo Available Now!
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PLOT:
The day was like any other day in the Mushroom Kingdom. Even with a few baddies here and there, the kingdom was at peace. One uneventful morning, Mario and his brother Luigi were sent on an errant by the princess. However, they did not realise that they were merely walking in Bowser's trap. Bowser's baddies took them in surprise and were dragged off to Bowser's castle. Mario and Luigi were crammed in to large cannons and got fired across the entire ocean in seperate directions. Mario traveled quite the distance before his speed slowed down and gravity dropped him like a rock to the beaches of Quintopus Island. Will Mario ever return to the Mushroom Kingdom, or will Mario stay trapped on this tropical island?

List of areas:
Area 1: Millo Beach
Area 2: Maniral Reef
Area 3: Mini Mani Fungi
Area 4: Quintopus Airstrip
Area 5: Mystery Mansion
And more...

Current star plan: 110 stars



Seems like a good start, but I can't fathom anything yet with out screenshots.
Screenies. I didn't add alot of objects yet and most of them are taken at a different time period. It took longer than I hoped because That Tiny Mushroom had too many polygons. ._.

Anyways:








That level design though :) especially those mushrooms and that beach area

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My SM64 Hacks

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

Shining Stars 2: Mirror Madness
_________________________________________

lol
Very impressive BS187, I'm loving the quirky atmosphere. It like a mix between beach and a sorta fairy tale world. (Those giant mushrooms and the pink flowers remind me of "Alice in wonderland" for some reason.)

Some suggestion that may help improve that overall look of your level.

1. Texture Positioning and UV Mapping:
I said this early on a another thread but it really helps. This is so the textures don't repeat when it place on a different face of the same model.

Select a texture > right click > Highlight and click texture then position. After setting the position of your texture > Click on the paint bucket > Hold "Alt" and click on the set texture > Then click on the other faces of the model.

Kinopio found a article explaining how Texture Positioning works.

2. Scale the "cage wall" texture bigger (The 1st and 2nd photo)
You can fix that weird aliasing visual by scaling the texture a bit larger. (Unfortunately all PNG images are like that)

3. Soften/Smooth Edges
Right before exporting you model, select all (or just the part you want to select), right click and choose Soften/Smooth Edges. As the name apply this will give your level a slightly less blocky/lego look. Be careful not to turn the setting up too high or it will ended looking worst. (No more then 90 degrees)

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Originally posted by Meltfire
Very impressive BS187, I'm loving the quirky atmosphere. It like a mix between beach and a sorta fairy tale world. (Those giant mushrooms and the pink flowers remind me of "Alice in wonderland" for some reason.)

Some suggestion that may help improve that overall look of your level.

1. Texture Positioning and UV Mapping:
I said this early on a another thread but it really helps. This is so the textures don't repeat when it place on a different face of the same model.

Select a texture > right click > Highlight and click texture then position. After setting the position of your texture > Click on the paint bucket > Hold "Alt" and click on the set texture > Then click on the other faces of the model.

Kinopio found a article explaining how Texture Positioning works.

2. Scale the "cage wall" texture bigger (The 1st and 2nd photo)
You can fix that weird aliasing visual by scaling the texture a bit larger. (Unfortunately all PNG images are like that)

3. Soften/Smooth Edges
Right before exporting you model, select all (or just the part you want to select), right click and choose Soften/Smooth Edges. As the name apply this will give your level a slightly less blocky/lego look. Be careful not to turn the setting up too high or it will ended looking worst. (No more then 90 degrees)

I'd prefer you correct his model for him, just like I did for RITI123.

It'll be slightly impossible for him to do the above listed.
I like this game! It look incredible
Thanks for the feedback. Also all help is appreciated. c:

By the way, can anybody explain why there are invisible walls here? Also there's a weird glitch where I fall through the floor.





You probably have left some hidden vertices/faces on the collision, or have texturized the wrong faces (blue ones). If it's the cause, get rid of them.

By the way, your level design is a hit! Keep going!

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SUPER CRASH TIME YEAH!
Exporting two sided faces cause collision issues.
Neither of what you said was the issue. This usually happens when I make levels like this. I think I solved it by now.

Also:



(WIP)Area 3 zoomed out. I marked all the areas you can see.



It looks awesome!


But on trhe very first screenshot of this thread, I dislike the grid that's formed by the ralings if you look at the left off the screenshot.

I think you should do something with it.

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UPDATE: I re-sized the texture that gave that weird grid larger, it looks better from far away now and I removed some unnecessary polygons and re-textured some polygons I forgot to texture. This level is 99.99% ready for Toad's Tool.

$

EDIT: I also made the mountain in area 1 more accurate.




Update: I added clouds.




This is for the red coin mission. Also, look what I found:



Another fricking invisible wall. =_=



The image quality is atrocious.

-Enable death floor.
OR
-Draw a flat plane around your level and hide it in sketchup, if you use another 3D modeller there should be a similar discretion.
It has a death floor, I use sketchup and it also has a hidden ground underneath. :p

And the quality isn't that bad. :c



I made an arrow. This points to a star in that level.



UPDATE:




Unfinished hub but I wanted to test it so, VIDEO! c:

Link





Originally posted by BS187
Unfinished hub but I wanted to test it so, VIDEO! c:

Link


Looks great! :)
Y U NO JUMP INTO ZE WATER?

Looks pretty awesome :)
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