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Main - Archived forums - SMG questions and issues - What are we currently able to do? Hide post layouts | New reply

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Krazyguy75
Posted on 04-09-14 05:34 AM Link | #40012
Hello, I'm new around here, but I'm one of those people who likes to have everything planned before they begin something, and there's nothing I hate more than starting something and then learning that what I sought to do was impossible. Therefore, I'd like to confirm a few things.

Things I know we can do:
Add models
Use existing models
Code pathing
Texture edit
Code script (to an extent, if there's something major we can't do, I'd like to know)

Things I'm not sure if we can do:
Animate objects and platforms
Scale existing objects/enemies with animations
Replace the meshes for animated objects/enemies
Replace the textures for animated objects/enemies

If I could get a clear grasp of what we can and can't do (more emphasis on can't do), that would be very helpful.

NWPlayer123
Posted on 04-09-14 01:38 PM Link | #40015
Yes we can replace any model's texture (has to be same size tho) though the script sometimes messes up and you have to do it manually, but it's not that difficult. We can't do anything with replacing/creating animated models...yet. You technically can animate an imported model, but it only has one joint and thus you can only move, scale, and rotate the entire model at once, or be sneaky and use paths or whatever. Yes we can use scale in animations, with the limitations mentioned above.
Code....we're not going to be messing with for a while, all things given it was a miracle we have the working powerups and a debug screen. We can edit existing animations for existing models (for cutscenes and such, although tedious), but other then that it's all BCSV tables and map editing.

____________________
"I hate playing musical chats" ~ Quote of the month

Krazyguy75
Posted on 04-09-14 05:35 PM (rev. 2 of 04-09-14 05:39 PM) Link | #40017
Thank you, and just to clarify: You cannot both scale and retexture animated objects like enemies?

EDIT: Also, I assume any texture changes would have to apply to all enemies of that type?

NWPlayer123
Posted on 04-09-14 06:35 PM (rev. 3 of 04-09-14 06:37 PM) Link | #40018
those are entirely different things. Swapping textures is literally just changing the colors of the pixels in the model, that's all that's different between any pictures, it has nothing to do with scaling. Scaling should work fine, if you really want feedback, play around with pyBCK and BMDView2. Textures are on a per-model/object basis. Think of it like this: BDL files are an archive. They have the vertices, polygons, materials, and textures. So it's all self-contained. If you want to change the texture for another enemy, change the corresponding model textures.

Posted by Marionumber1
Usage:
    Exporting:
        python pybck.py -e [BCK filename] [Output filename]
        Exports the BCK to a text file. It is not required to specify the output filename.
    Importing:
        python pybck.py -i [Input filename] [BCK output filename]
        Imports a text file created by exporting a BCK file into a new BCK. It is not required to specify the output filename.


____________________
"I hate playing musical chats" ~ Quote of the month

Krazyguy75
Posted on 04-10-14 01:12 AM (rev. 3 of 04-10-14 01:14 AM) Link | #40033
Ah, on the scaling, I simply misunderstood what you were referring to "has to be the same size though". I now realize that you were referring to the texture's dimensions. Which makes a lot more sense. But thank you for answering anyways.

TheSpeedyMouse
Posted on 04-11-14 02:24 AM Link | #40050
This is helpful! I'll see what I can do for my Bowser Jr. level. It's going to have a boss, but not really. You just have to ground pound on some pillars with enemies everywhere. If we ever end up learning how to make our own bosses then I will change the boss.

Krazyguy75
Posted on 04-11-14 05:06 AM Link | #40052
Meh, if we can make things move (albeit with one bone animation), I have four ideas already on how to make bosses: You just take old bosses and make them work in new ways.

EX: I don't know if this would work, but if you can crush people with moving platforms, just turn Peewee pirahna on his butt (assuming that traps him), trapped in the sand pit from Fluzzard, and retexture him to look like he's a sand Pirahna plant, then you just have vines come out of the ground (they'd be 1 bone, but they'd crush you under the leaves on the end). Have some enemies spawn to make it more difficult. When you get close, you smash the egg part, which barely emerges from the ground. As usual, he'll die after a few hits.

The problem is, how to get mario away from that. If you have invisible walls, you might be able to just blast mario out with some cleverly placed ones, but that would require a way of triggering events when the boss is at certain health (can we do that?), and has a possibility of dislodging peewee.

Another problem is that it is too easy to get to the egg, just float into the center and wham. So, if it is possible, you could close 2-5 leafy "blast doors" made out of portions of a dome cover the underside, and be synced with his attacks. If it is possible to make them damage you on touch, that would also be good.

Course, the event coding would be difficult, and this is just assumptions based on what NW said was possible.

TheSpeedyMouse
Posted on 04-11-14 07:32 PM Link | #40062
Posted by Krazyguy75
Meh, if we can make things move (albeit with one bone animation), I have four ideas already on how to make bosses: You just take old bosses and make them work in new ways.

EX: I don't know if this would work, but if you can crush people with moving platforms, just turn Peewee pirahna on his butt (assuming that traps him), trapped in the sand pit from Fluzzard, and retexture him to look like he's a sand Pirahna plant, then you just have vines come out of the ground (they'd be 1 bone, but they'd crush you under the leaves on the end). Have some enemies spawn to make it more difficult. When you get close, you smash the egg part, which barely emerges from the ground. As usual, he'll die after a few hits.

The problem is, how to get mario away from that. If you have invisible walls, you might be able to just blast mario out with some cleverly placed ones, but that would require a way of triggering events when the boss is at certain health (can we do that?), and has a possibility of dislodging peewee.

Another problem is that it is too easy to get to the egg, just float into the center and wham. So, if it is possible, you could close 2-5 leafy "blast doors" made out of portions of a dome cover the underside, and be synced with his attacks. If it is possible to make them damage you on touch, that would also be good.

Course, the event coding would be difficult, and this is just assumptions based on what NW said was possible.

That is a cool idea, but I am not sure it is possible. I hope somebody with more knowledge responds. Maybe in my pillar idea, I could have a boss from some galaxy like the dragon, and re-texture it, and you will have to avoid it when ground-pounding on the pillars. Another idea I had for the boss is the gigantic Bowser fight, but have the red star and you have to find the meteorites while flying around. But your idea sounds cool! When you said sand pit with fluzzard, I assume you mean the sand boss and not the bird Fluzzard?

Stygmax
Posted on 04-11-14 09:37 PM Link | #40068
I'm pretty sure that we can't use boss health to trigger events, but I've been surprised before.

Other than that, with a lot of work, that idea might be able to be pulled off without ASM.
Status: It was really, really fun, guys - thanks for the ride!

Krazyguy75
Posted on 04-11-14 10:00 PM Link | #40071
@Speedy: Yeah, Squizzard is what I meant.

Darn SMG and their confusing naming conventions.

@Styg: I could tell it would be a lot of work, but it would probably be easier than figuring out how to ASM your own boss.

There's never a perfect solution, just easier and harder ones. Which reminds me, can you move bosses around on objects like moving platforms?

TheSpeedyMouse
Posted on 04-11-14 10:35 PM Link | #40072
Posted by Stygmax
I'm pretty sure that we can't use boss health to trigger events, but I've been surprised before.

Other than that, with a lot of work, that idea might be able to be pulled off without ASM.

If we can use boss health to trigger things that could be great! Also can we create our own animations? And I am assuming we can't make our own cut-scenes but can we change the words in a already made cut-scene?

blimpfruit00
Posted on 04-12-14 02:50 AM Link | #40084
Yes, I believe text can be completely edited.

TheSpeedyMouse
Posted on 04-12-14 03:06 AM Link | #40086
Posted by blimpfruit00
Yes, I believe text can be completely edited.

Okay that is good. I am going to think about it and see what I can do. ;)

Krazyguy75
Posted on 04-12-14 07:50 AM (rev. 2 of 04-12-14 07:58 AM) Link | #40089
So, event IDs: What are they (specifically, the concept is obvious), and how do you use them?

Ok, understand "appear" and "dead", but what is "a" "b", "awake", etc

blimpfruit00
Posted on 04-12-14 06:15 PM Link | #40097

Krazyguy75
Posted on 04-12-14 06:55 PM Link | #40104
Ok, then what do bosses use SW_A for?

shibboleet
Posted on 04-13-14 07:47 PM Link | #40156
Being activated. (Short n sweet)

____________________
a

Krazyguy75
Posted on 04-15-14 04:07 AM Link | #40215
So can we do water? If so, how does it work, since it looks like part of the model.

NWPlayer123
Posted on 04-15-14 05:00 AM Link | #40217
That's...a really touchy subject xD Let's just say I have a plan to make it possible, it already is but looks terrible because the way they make water is through a blackscaled texture that they have the wii turn black into transparent so you have transparency. Unfortunately, that involves materials which nobody can edit yet except by hand, but I have a partially complete material copier script sitting on my hard drive that I need to finish one of these days. Basically it'd let you copy the materials from one texture/model to another.

If you really wanted it now, then I would use RailMoveWaterObj, the only reason most people don't like that is because it's a simple cube and most planets are not boxes. Basically the way it works is you have a model(RailMoveWaterObj or otherwise), and then the collision of where to trigger the swimming mode(WaterArea), it's weird but I guess it makes sense. The scale is ~0.7x the model in RailMoveWaterObj's case, they only have 3 examples and they're all in the same map but two are 1 for scale in the model and 0.7 in the collision, and the other is 0.7 scale model and 0.5 scale collision, and 0.7*0.7 is ~0.5(0.49) so it works on the small scale. There is a difference in the y coordinate, but I assume that's for the path of it. IDK, play around with offsets and see what you get, and if you need to know more, I'd check the Object Database. Something to note is that RailMoveWaterObj is in MapParts and uses the heavily undocumented clipping setting, so that makes it kinda iffy, but copying the settings should work for most stuff you'd use it for.

There are some forms of the water that are part of the planet(one that comes to mind is fluffy bluff), and they use the planet's collision instead of an object (there's like 4 different collision types/splashing effects for the "level of the water"), but they also use the materials trick. Hope that helps!

____________________
"I hate playing musical chats" ~ Quote of the month

Krazyguy75
Posted on 04-15-14 08:19 AM Link | #40225
Ew. You think they could have come up with some simpler way to deal with water, but, whatever. I'll try to figure it out.
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Main - Archived forums - SMG questions and issues - What are we currently able to do? Hide post layouts | New reply

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