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01-16-18 08:13 PM
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Main - SM64DS hacks - First Fortress (Progress Thread) New reply

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NoThisIsStupider
Posted on 03-16-14 06:31 AM (rev. 12 of 09-09-14 11:06 PM) Link | #39458
First Fortress
A whole new world is being added to Super Mario 64 DS! It will feature:
-One hub map, one level, a Mario stage and a final bowser stage
-New music
-14 Stars to collect

This is an early alpha, only includes the hub world, a Mario cap, and a door to the interior of peaches castle. The sizing is a little off and the fences are broken. I will update this post with changes often. This download will stay at this early alpha until I have the interior of the castle finished, and then i'll upload that.

Download

Use XDelta to patch. The rom you must use for patching is "0022 Super Mario 64 DS (EU)(M5)" Which is a european v1. Google the name and you should find it.

Here's a bit of footage of the Alpha Test!


The model used in the current video.
Download

____________________
~n3DS XL 11.4 w\ A9LH running latest Luma3DS Stable on SysNAND~ Press F to Pay Respects
Wii U 5.5.1 w\ DNS, Haxchi, & Softmodded vWii
Switch that will be updated to latest versions as they come out because I want to play games on it
PC with an i7-4790K (wish I had gone for a 6th gen i5 instead, rarely use the CPU's power), RX480, 16GB ram

StarLand
Posted on 03-16-14 07:06 AM Link | #39459
Nice, good work. Good luck!

Fiachra
Posted on 03-16-14 08:52 AM Link | #39461
I don't understand why you posted that video, if it's a level you spent 2 minutes on and shows hardly anything, you didn't even remove the existing objects. If you're going to be asking people for feedback you need to show a bit more of what you want feedback on.
Feedback on the model used: the brick textures are way too small, it doesn't look good especially from a distance and will limit the amount/size of textures you can use without glitches/crashing.

NeoBlitzX7
Posted on 03-16-14 01:18 PM Link | #39469
I wanted to say the same

StarLand
Posted on 03-16-14 04:10 PM Link | #39470
I hope you make a nice level. The 2 minutes created world is not so nice!
You can it.....

NoThisIsStupider
Posted on 03-16-14 06:03 PM (rev. 2 of 03-16-14 06:03 PM) Link | #39472
Posted by Fiachra
Feedback on the model used: the brick textures are way too small, it doesn't look good especially from a distance and will limit the amount/size of textures you can use without glitches/crashing.

How would I go about increasing the size of the textures?

____________________
~n3DS XL 11.4 w\ A9LH running latest Luma3DS Stable on SysNAND~ Press F to Pay Respects
Wii U 5.5.1 w\ DNS, Haxchi, & Softmodded vWii
Switch that will be updated to latest versions as they come out because I want to play games on it
PC with an i7-4790K (wish I had gone for a 6th gen i5 instead, rarely use the CPU's power), RX480, 16GB ram

Fiachra
Posted on 03-16-14 06:46 PM Link | #39474
Posted by NoThisIsStupider
How would I go about increasing the size of the textures?

Change the scale of the texture for those faces within Sketchup, I never use it though so don't how it works.

Stomatol
Posted on 03-17-14 10:42 AM (rev. 2 of 03-17-14 10:43 AM) Link | #39478
Posted by NoThisIsStupider
Posted by Fiachra
Feedback on the model used: the brick textures are way too small, it doesn't look good especially from a distance and will limit the amount/size of textures you can use without glitches/crashing.

How would I go about increasing the size of the textures?

Right-click on a textured surface and click on Texture > Position.

StapleButter
Posted on 03-17-14 07:21 PM Link | #39487
I'd have posted but Fiachra pretty much summed up my thoughts.

Other than that, the design may be interesting. You need to make that level bigger. And get rid of those objects.

____________________
NSMBHD - Kafuka - Jul

what do you use to measure bolts? a boltmeter

NoThisIsStupider
Posted on 03-17-14 08:18 PM Link | #39488
I've actually removed the objects, and plan to use this as a hub world, after some work to the model, i'll add a pipe and make it go directly to my level, just a quick thought, can I make custom blue coin switches? I'll most likely give 30 coins through that.

____________________
~n3DS XL 11.4 w\ A9LH running latest Luma3DS Stable on SysNAND~ Press F to Pay Respects
Wii U 5.5.1 w\ DNS, Haxchi, & Softmodded vWii
Switch that will be updated to latest versions as they come out because I want to play games on it
PC with an i7-4790K (wish I had gone for a 6th gen i5 instead, rarely use the CPU's power), RX480, 16GB ram

Fiachra
Posted on 03-18-14 03:08 AM Link | #39492
It is possible, check the SM64DS Object Database for more information.

NoThisIsStupider
Posted on 03-22-14 11:47 PM Link | #39585
I looked at the object database and don't really understand what it's saying. If there's anybody with experience in blue coin switches, please inform me how they work. Also, HUBs done! :D

____________________
~n3DS XL 11.4 w\ A9LH running latest Luma3DS Stable on SysNAND~ Press F to Pay Respects
Wii U 5.5.1 w\ DNS, Haxchi, & Softmodded vWii
Switch that will be updated to latest versions as they come out because I want to play games on it
PC with an i7-4790K (wish I had gone for a 6th gen i5 instead, rarely use the CPU's power), RX480, 16GB ram

NoThisIsStupider
Posted on 03-25-14 06:36 PM Link | #39626
Through some thought, I realized that I need a theme to base my level upon, since generic grassy plains is not ideal. Any suggestions for level themes?

____________________
~n3DS XL 11.4 w\ A9LH running latest Luma3DS Stable on SysNAND~ Press F to Pay Respects
Wii U 5.5.1 w\ DNS, Haxchi, & Softmodded vWii
Switch that will be updated to latest versions as they come out because I want to play games on it
PC with an i7-4790K (wish I had gone for a 6th gen i5 instead, rarely use the CPU's power), RX480, 16GB ram

BlackYoshi485
Posted on 03-25-14 09:08 PM Link | #39627
Wood levels with giant blocks like in SMB3.

NoThisIsStupider
Posted on 03-25-14 09:38 PM Link | #39628
Posted by BlackYoshi485
Wood levels with giant blocks like in SMB3.

Can you give me a specific level/world, I've yet to beat smb3 and barely know anything about it.

____________________
~n3DS XL 11.4 w\ A9LH running latest Luma3DS Stable on SysNAND~ Press F to Pay Respects
Wii U 5.5.1 w\ DNS, Haxchi, & Softmodded vWii
Switch that will be updated to latest versions as they come out because I want to play games on it
PC with an i7-4790K (wish I had gone for a 6th gen i5 instead, rarely use the CPU's power), RX480, 16GB ram

PablosCorner
Posted on 03-25-14 09:43 PM Link | #39630
Sorry for the off-topicness here, but how did you import over the castle grounds? It always crashes for me when I do that.

Stomatol
Posted on 03-26-14 04:09 AM Link | #39631
Posted by Megaman511again
Sorry for the off-topicness here, but how did you import over the castle grounds? It always crashes for me when I do that.


You have to remove all the existing animations from the level

NoThisIsStupider
Posted on 03-26-14 07:28 PM Link | #39643
Posted by Megaman511again
Sorry for the off-topicness here, but how did you import over the castle grounds? It always crashes for me when I do that.

By crashes, do you mean it makes a beeping sound and crashes the emu, or simply shows a white screen with no sound. If the latter, do what stomatol said. If the first, replace the file that you patched with sm64dse with the backup (or any backup) and import into that, if you mess with the minimap it will break it.

____________________
~n3DS XL 11.4 w\ A9LH running latest Luma3DS Stable on SysNAND~ Press F to Pay Respects
Wii U 5.5.1 w\ DNS, Haxchi, & Softmodded vWii
Switch that will be updated to latest versions as they come out because I want to play games on it
PC with an i7-4790K (wish I had gone for a 6th gen i5 instead, rarely use the CPU's power), RX480, 16GB ram

Fiachra
Posted on 03-27-14 03:08 AM Link | #39646
You should not need to use a clean ROM as mentioned above, if removing the texture animations doesn't work it could be you still have some objects but have changed the object bank settings, or you've removed a path object used by one of the objects, or your model has too many polygons and or textures. If you've messed up the minimap try just importing another image or if you need to, use NSMBe to put the originals back in. If you've changed or removed the minimal tile ID objects so they don't point to valid files change them back.

The import and export XML feature will allow you to make backups of a specific level and import that into a new ROM if you need to.

skawo
Posted on 03-27-14 09:25 AM Link | #39649
Posted by Fiachra
The import and export XML feature will allow you to make backups of a specific level and import that into a new ROM if you need to.


But...you can't. It doesn't import the views properly, and they become unfixable.
Not that this matters for this hack, evidently.
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Main - SM64DS hacks - First Fortress (Progress Thread) New reply

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