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04-26-24 12:26 PM
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Main - Posts by Gericom

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Gericom
Posted on 07-07-12 06:05 PM, in The Introductions Thread Link | #54
Hello, I am mkds. The developer of mkds course modifier and the one who made the first custom tracks. I am interested in smg hacking because I hope it will be more easy and better than sm64ds hacking and I like it to make my own stages when it is possible.

Gericom
Posted on 07-10-12 02:44 PM, in Mario Kart DS Custom Tracks! Link | #161
Posted by ray
Thanks :D At the moment I'm working on a Forest CT :)

You can use billboard trees for it. (The trees as object) That is one polygon facing the camera with a tree texture for example. It can reduce the number of faces easy. (It is also possible to do in maya)

Gericom
Posted on 07-10-12 05:50 PM, in Collision tools (rev. 2 of 07-10-12 05:50 PM) Link | #181
Posted by Mega-Mario
Hmmokay, this is interesting.

Though, merging it with Whitehole would require a rewrite, and gah I don't know shit about Python... and for now there are higher priorities for Whitehole.

I can give you my collision generation code from mkds course modifier. Blank edited his code so it worked for mkds. But much is the same and it can help you.

Gericom
Posted on 07-10-12 06:23 PM, in Collision tools Link | #184
Posted by ray
Posted by Gericom
Posted by Mega-Mario
Hmmokay, this is interesting.

Though, merging it with Whitehole would require a rewrite, and gah I don't know shit about Python... and for now there are higher priorities for Whitehole.

I can give you my collision generation code from mkds course modifier. Blank edited his code so it worked for mkds. But much is the same and it can help you.


NOOO xD You first have to fix the "edge collision problem" :D xD

Good idea :P I will send chaddaz an email tomorrow.

Gericom
Posted on 07-10-12 06:38 PM, in Collision tools (rev. 2 of 07-10-12 06:38 PM) Link | #187
Posted by Mega-Mario
Erm this thread is about SMG tools, guys... if you wanna discuss about MKDS custom tracks, there's a forum for that ;)
No, the code I use is based of blanks code he made to work with mkds. But the base is the same as the one for smg.

Gericom
Posted on 07-10-12 06:40 PM, in Collision tools Link | #189
Posted by Mega-Mario
I was talking to ray, since he started talking about MKDS tracks...
Okay

Gericom
Posted on 07-10-12 06:56 PM, in Leftover SMG1 Objects Link | #190
Posted by Silver
There are a couple SMG1 objects that have code in SMG2.

Ones that work currently:
Tweesters
Ice Swoopers

Not Working:
CataQuacks
Big Galactic Tornadoes

There are a few more me and Marionumber1 will have to test, for more info on these objects check it out on SMG2.5.
Is it possible to make the not working ones working?

Gericom
Posted on 07-12-12 12:30 PM, in Mario Kart DS Custom Tracks! Link | #270
Posted by Mega-Mario
1) using an emulator and 2) upscaling the video a lot so that it fits into Youtube's player.

Also, what I meant by hardcoded is, you can't remove the rain from this level because it's hardcoded to fall in this level.

Davidevgen made an ar code to disable it:
22082ba0 00000092
22082bbc 00000092

Gericom
Posted on 07-12-12 12:51 PM, in Mario Kart DS Custom Tracks! Link | #272
Posted by Mega-Mario
Interesting. This indicates that the rain could be a flag in the course header, or something, similarly to the sky used and all that...

No, sky is just a 3d model. In the carc by the course model.

Gericom
Posted on 07-15-12 09:15 AM, in [Tutorial] Making custom Tracks for MKDS (Video) Link | #341
Posted by Dirbaio
Well, we can go and copy the code from MKDSe for generating the KCL. It's GPL after all...
Or are MKDS and SM64DS KCL's different?

No, mkds kcl files are a little bit different from sm64ds kcl files. Mostly the fractional part of values. Because sm64ds is smaller.

Gericom
Posted on 07-16-12 08:14 AM, in Make Whitehole use GTK# instead of Winforms? Link | #366
Posted by ray
Oh ok, that actually sounds good :) Even if I dont like Java that much.

Me too, look at console tool. F*cking slow crap.

Gericom
Posted on 07-16-12 12:05 PM, in Make Whitehole use GTK# instead of Winforms? Link | #368
Posted by Mega-Mario
Also, if we go the Java way, I'll make sure that Whitehole uses the same style as the rest of the system. Or perhaps a better style if that's possible. The default visual style of Java apps sucks.

That's atleast one thing good. I hate the java theme.

Gericom
Posted on 08-03-12 06:57 PM, in Super Mario Sunshine Hack Link | #503
I learned it myself by just trying and then searching msdn for how things work. Now (after like 2 years) I am a professional programmer.

Gericom
Posted on 08-09-12 06:32 PM, in Mario Kart DS Custom Tracks! (rev. 2 of 08-09-12 06:32 PM) Link | #524
I know how to do it, but it is a little difficult to explain. Maybe a tutorial later on...

Edit: I used vertex colors in Peach Beach and Bowser Castle. And also in the new dino dino jungle.

Gericom
Posted on 08-14-12 02:15 PM, in SM64DS Animation Link | #673
I got some animations of sm64ds working in the new mkds course modifier. (All my own code) I used this: http://helmet.kafuka.org/megamario/sm64ds/bca_format.txt. But some animations are weird, and I think it has to do with the DD value. I hope I will find it. (In the screenshots, you see nsbmd. But I have to change it to BMD)

Weird:

[image]
Good:

[image]
Another good one:

[image]

Gericom
Posted on 10-14-12 02:47 PM, in Custom planets! Link | #1010
Posted by blank
Indirect texturing is a feature that lets the Wii use the values of one texture lookup to offset the texture coordinates of an other texture lookup. It isn't implemented in bmdview2, so I'm guessing it isn't implemented in Whitehole. Not that it's that important as most models looks fine without, but if you're interested in implementing it let me know. I got most of the indirect texturing stuff in BDL files figured out.

Tell me, it is maybe used in some layouts and I want to implement it.

Gericom
Posted on 11-02-12 08:48 PM, in Wii Layout Editor (rev. 2 of 11-02-12 08:48 PM) Link | #1143
Maybe you know that I started some time ago with a wii layout editor. But because it was a bit messy, I decided to rewrite it.

It edits brlyt files and also supports the fonts used. (As long as you place the needed files in the same directory as the brlyt). It will also support animations.


[image]
Not fully finished, but first beta!
Features:
  • View, Edit and Save Brlyt (Not everything is editable yet, but the most is
  • Play Brlan animations (No editing yet)
  • Picking in the Layout (Selecting) (No selection rectangle or something yet and when playing animation, it is diabled)

    Download: http://florian.nouwt.com/WiiLayoutEditor.zip
    Source: http://florian.nouwt.com/WiiLayoutEditorSrc.zip

  • Gericom
    Posted on 11-03-12 01:01 PM, in Wii Layout Editor Link | #1150
    Posted by Mega-Mario
    Yes but how would people guess that? And why would they want to visit a different forum to see screenshots? :P


    Oh also, you seem to be using code from CTools, which is according to Google Code under the GPLv3. Meaning that you need to release your source code as well. Or alternatively you can provide the CTools library as a separate DLL.


    Aside from that, this editor appears to be a lot more consistent than MKDSCM, both interface-wise and code-wise. However when I tried to load the AirMeter layout from SMG1, it just crashed.

    I will release my source. And also, I am going to make my own tpl code. But I couldn't find any good documentation about the texture data formats.

    Gericom
    Posted on 11-03-12 06:40 PM, in Wii Layout Editor Link | #1155
    Posted by Dirbaio
    :facepalm:

    did you know about this?
    https://github.com/Treeki/LayoutStudio

    You probably didn't...

    Yea, I saw it some time ago. But I had the idea allready before I saw it.

    Gericom
    Posted on 11-03-12 06:43 PM, in Wii Layout Editor Link | #1157
    Posted by Dirbaio
    lol who cares about the idea :P
    Also, bug report: It doesn't work on linux.

    I think because of opengl.
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