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04-19-24 06:30 PM
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Main - Misc. ROM hacking - How does the local planar gravity controller work? Hide post layouts | New reply


JasonTGF
Posted on 07-22-17 01:15 AM Link | #84938
Ok, Last question of the day from me.

For my level I want the player (on normal flat gravity) to use a sling star fly upwards and land on the ceiling, I assume to make this possible I would use local planar gravity, how do I use this specific gravity controller?

____________________
Skek is a Fortnite god

Super Hackio
Posted on 07-22-17 01:30 AM (rev. 2 of 07-22-17 01:31 AM) Link | #84939



Well, Gravity is weird.

This controller however, is simple enough to use.

Place it on the ceiling and rotate it X = 0, Y = 0, Z = 180 (Technically, X could be 180 instead of Z, but whatever :P)

if the small green line is pointing down, you have Upside-Down gravity! (Oh, you might need to change the scale of the gravity object though...)

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

JasonTGF
Posted on 07-22-17 01:36 AM Link | #84940
So I don't need to mess around with the range and distance tabs?

____________________
Skek is a Fortnite god

Super Hackio
Posted on 07-22-17 01:45 AM Link | #84941



No... BUT! Just to be safe, set them to the same number as the scale.

____________________
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JasonTGF
Posted on 07-22-17 01:57 AM Link | #84942
It's all working now. Thanks!

____________________
Skek is a Fortnite god

Super Hackio
Posted on 07-22-17 02:27 AM Link | #84944



Your welcome.

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

SunakazeKun
Posted on 07-22-17 10:17 AM Link | #84953
Gravity controllers are very similar to areas because their shapes and units are identical for most of the objects. A GlobalPlaneGravityInBox object has the same shape and scale like a box/cube shaped area.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


TheSunCat
Posted on 07-23-17 09:25 PM Link | #85076
A GlobalPlaneGravityInBox object has the same shape and scale like a box/cube shaped area.


Is it planned for Whitehole to render gravity as areas? It would be much easier to create levels that have different sized planets...

SunakazeKun
Posted on 07-23-17 09:27 PM Link | #85077
Nope, because I don't work on Whitehole anymore, lol. Sorry. The last edits were made about one year ago.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


TheSunCat
Posted on 07-23-17 09:29 PM Link | #85078
Nope, because I don't work on Whitehole anymore, lol. Sorry. The last edits were made about one year ago


I have been taking a look at Whitehole's code, to see if I could implement this for my own purposes (and if I get permission, release it), but it's been a while since I last made a java game and I need to familiarize again. D:

Jesse
Posted on 07-24-17 08:06 AM Link | #85089
Speaking about whitehole, sorry for the offtopic question but why is it that everytime a new feature gets added to whitehole, another one dissapears? We got like 5 versions of whitehole now and they all have their own features. Like the latest version can't edit paths and doesn't even show all objects. How does that even happen, and if it happens, shouldn't the programmer work to fix that bug instead of releasing something that is clearly broken?

No hard feelings, I just wondered.

SunakazeKun
Posted on 07-24-17 08:12 AM Link | #85091
Whitehole v1.4 was based on v1.2 and that version didn't support path editing due to multiple object selection. Yep, that was a bad idea, because the new property grid also caused a lot of problems. I had no idea how to solve these problems... Also, the v1.4 can edit all object types...well, except for paths. It is also the first version that supported ChildObj, GeneralPos, SoundObj and ChangeObj.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Super Hackio
Posted on 07-24-17 08:20 PM Link | #85106



Is SoundOBJ only in SMG1? 'Cause I have high suspicion that it is also in SMG2.

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SunakazeKun
Posted on 07-24-17 09:11 PM Link | #85114
SoundObj is SMG1 only. The Sound.arc zone file is in the same format as Map.arc and Design.arc and it is used for objects like SoundEmitterPoint or SoundPlayArea.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Super Hackio
Posted on 07-24-17 09:24 PM (rev. 3 of 07-24-17 09:25 PM) Link | #85116



Hmm. Then how does the sound of mario going WAHOO play?

The sound that plays when mario gets launched off of the star ball ramp, but before the Rock dash ramp.
(The sound plays at 1:22)

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

SunakazeKun
Posted on 07-24-17 09:36 PM Link | #85117
Dunno, but this is not caused by any objects. I've just investigated the archives for that galaxy.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Super Hackio
Posted on 07-24-17 09:43 PM Link | #85118



I've investigated too. I wonder if it is hardcoded.

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel


Main - Misc. ROM hacking - How does the local planar gravity controller work? Hide post layouts | New reply

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