Kuribo64
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04-16-24 06:11 AM
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Main - Archived forums - General SMG hacking - SMG1 Comet Fires in SMG2 as level objects Hide post layouts | New reply


KoopaTroopaMan
Posted on 11-19-14 07:40 PM (rev. 7 of 01-01-15 07:04 PM) Link | #51485
I copied the files for the comet fires in SMG1 and renamed the files inside and everything to get it work and then added it to PlanetMapDataTable. It was a little bit pain. This was an experiment. You can now place the comet fires from SMG1 as a separate object in a galaxy! And in the theory, you could also create a collision for the fire to make it actually damage Mario! This would be cool things.

Here is the video:


(The fire most at left is dark blue and the fire most at right i white. It's just some errors when you film on a TV.)

Download: https://kuribo64.net/get.php?id=rx0lh4XuUJdxBbZ9

If you want the files for the working fire and everything just download the level above ^ that contains the files. You have to set the position to FireColor and FireColorBloom to EXACTLY the same. "Color" can be "Blue", "White", "Red", "Yellow" or "Purple", it depends of which fire you're using. (It should look better without FireColorBloom).

UPDATE: I added fire collision for the fires and paths is now working.
Download: https://kuribo64.net/get.php?id=oTc4xdkLHknDfSil (no level included in the download). I added it to ProductMapObjDataTable this time.
Showoff video:

You have to scale down and rotate the fires to look like they in the video.

SunakazeKun
Posted on 11-19-14 07:43 PM Link | #51486

KoopaTroopaMan
Posted on 11-19-14 07:47 PM Link | #51488
Oh sorry. But it's good that it's released in public now.

PaperplateismGuy
Posted on 11-19-14 08:24 PM Link | #51489
hmm, are these able to put on paths?

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KoopaTroopaMan
Posted on 11-19-14 08:59 PM (rev. 2 of 01-01-15 07:01 PM) Link | #51490
IDK. But if you add it to ProductMapObjDataTable as "RailMoveObj" instead of "SimpleMapObj" and add it as a Map parts object to the level then you can give a path. But I don't think PMODT support animations. I added it to PMDT (PlanetMapDataTable). It might doesn't work with paths if I have added it to PMDT.

Glem3
Posted on 11-21-14 08:40 AM Link | #51557
Any update on trying paths with these? Some early 2.5 ideas wanted to use this concept.

KoopaTroopaMan
Posted on 11-21-14 10:30 AM Link | #51558
I'll try to make path adding work for these. I'll also try to make a fire collision for them.

Splitwirez
Posted on 11-21-14 10:36 AM Link | #51559
Posted by Rainbow Mario
I'll also try to make a fire collision for them.

Make it ice. Comets are rather icy...well, they are in real life, anyways. Also, the long trail they leave behind is called a tail.

KoopaTroopaMan
Posted on 11-21-14 01:56 PM Link | #51561
Hmm well. I don't know what Glem3 want.

shibboleet
Posted on 11-21-14 04:12 PM (rev. 2 of 11-21-14 04:15 PM) Link | #51575
If it will just move in 1 direction, and go backwards or in a weird circle motion, that's all you get with RailMoveObj without any animations (or bones/joints).

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KoopaTroopaMan
Posted on 11-21-14 04:45 PM Link | #51578
But I added those skeleton heads in Halloween Galaxy to ProductMapObjDataTable and their animation worked fine.

shibboleet
Posted on 11-21-14 04:48 PM Link | #51579
In the file, there's SkeletonAnimation, which make it spin, but let me check.

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KoopaTroopaMan
Posted on 11-21-14 04:50 PM (rev. 4 of 11-25-14 08:46 PM) Link | #51580
I don't mean this one. I mean TeresaRacePartsBallA:
[image]

EDIT: I made an ice collision for the white fire. Download: https://kuribo64.net/get.php?id=Dp4IN8AYdEBmMfpe
I don't know if it works. Could anyone test if it works? I have no time to test it right now.

KoopaTroopaMan
Posted on 11-25-14 08:44 PM (rev. 3 of 12-02-14 10:03 PM) Link | #51789
Good news! Collision for the fire WORKED! I did it as fire collision, because it was no collision that freeze Mario. It also works to set paths to the fires! I did just use ProductMapObjDataTable instead of PlanetMapObjDataTable and had it as "RailMoveObj" in ClassName. Everything worked fine. I'll release it soon.

EDIT: Released and updated. See the first post.

Glem3
Posted on 12-04-14 09:44 PM Link | #52228
Very cool... we'd have to find some way to make the movement look more natural for use in a level though.

SuperMario64DS
Posted on 12-05-14 04:28 AM Link | #52235
As long as the path doesn't contain sharp turns or short distances, the movement should look pretty natural. I'd bet that you could get away with 40/50ยบ angles over long distances.


Main - Archived forums - General SMG hacking - SMG1 Comet Fires in SMG2 as level objects Hide post layouts | New reply

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