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04-16-24 01:54 PM
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Main - Posts by Crashdance22

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Crashdance22
Posted on 12-08-13 12:15 AM, in Whitehole releases -- latest: v1.2 (rev. 3 of 12-08-13 12:36 AM) Link | #35804
I'm getting a weird jerky scrolling issue when running 1.2 on Windows 7 64. Anyone else seeing this? Same effect as if you deinterlace a video and have the field order backwards. I don't see this effect as much when "Render objects in low-res when dragging" is checked.

Crashdance22
Posted on 12-09-13 02:26 AM, in Discoveries (rev. 2 of 12-09-13 03:13 AM) Link | #35858
Some of the arguments you can use with these objects are insane. I was able to spawn up to 206 Topminis with the generator and there were so freaking many of them that I wasn't even able to move with all the constant battering. And speed/counts of various projectiles is fun too. Firebar sticks, projectile speeds, etc. I suppose there was simply no reason to put realistic limits on some of these params. And I'm kind of glad they didn't!

http://i44.tinypic.com/2nggcrd.jpg

http://i39.tinypic.com/28r0do6.jpg

http://i39.tinypic.com/n6tf9x.jpg

Crashdance22
Posted on 12-09-13 09:44 PM, in Discoveries Link | #35883
There is a Lakitu object? What's it for?

Crashdance22
Posted on 12-09-13 09:46 PM, in Object Spawner Properties Link | #35884
I documented a few generators. When testing I would suggest setting a save state after selecting your save file right before the Observatory level data is loaded.

Crashdance22
Posted on 12-10-13 02:29 PM, in Discoveries (rev. 2 of 12-10-13 02:35 PM) Link | #35900
Doesn't seem to be in the database. Also, I wonder why so many arguments are seemingly unused. Nearly every object has at least 1 unused bool that was set by Ninty in some level, but doesn't have any effect. I just mark them as unknown to save others the trouble of testing. It's actually kind of annoying because I'd like to mark more green.

Crashdance22
Posted on 12-11-13 03:45 PM, in Discoveries Link | #35914
I just found a bunch of unused Boo items. Unfortunately only the coin actually spawns when the boo vanishes. Would be cool though, there are arguments for starbits, mushrooms, goombas... even Toads and launch stars.

Crashdance22
Posted on 12-11-13 08:09 PM, in Discoveries (rev. 3 of 12-11-13 08:11 PM) Link | #35921
Just poking around Obj_arg7. 0-14 has a different item. 13 has nothing. It would be especially interesting though if someone could figure out why they all spawn coins when they vanish. Obviously never finalized or used.

Crashdance22
Posted on 12-12-13 01:57 PM, in Discoveries Link | #35940
What do you mean? Did he manage to spawn a Toad??

Crashdance22
Posted on 12-12-13 03:07 PM, in Discoveries Link | #35944
I see. Very interesting stuff. The models appear within the Boos themselves when they turn translucent and many are the default size so they stick outside the boo. But I can imagine with, for example Toads and launch stars, that since because specific properties are required for those to work right (paths, message IDs) then it would be difficult or impossible to do.

Crashdance22
Posted on 12-12-13 03:59 PM, in Discoveries (rev. 3 of 12-12-13 04:01 PM) Link | #35949
Simply placing a launch star in the same general area would work. Set the SW_APPEAR switch to correspond with the boo's death. Heck, we could even place several object carrying boos in a single area and cause all of them to disappear whenever one vanishes. Then whichever one vanishes will spawn that corresponding object. That would be brilliant in giving the game direction by offering choices to the player. "Do I kill this boo and get a launch star? Or maybe this one for a life mushroom. Wow, that Toad may have some interesting secrets to tell me." That sort of thing. :)

Crashdance22
Posted on 12-12-13 04:18 PM, in Discoveries (rev. 2 of 12-12-13 04:23 PM) Link | #35951
I have yet to actually peer into object arc files. It'll give me a reason to try WiiExplorer too. That looks pretty sweet!

Crashdance22
Posted on 12-12-13 04:34 PM, in Full Model Importer Link | #35953
What model formats does this support? Does the model file have to have collision data in it or does the script generate the collision data using the existing polygons?

Crashdance22
Posted on 12-12-13 04:38 PM, in Object Spawner Properties Link | #35954
I wonder if one day when arguments are better documented it would be possible to edit the arguments of the object that is spawned?

Crashdance22
Posted on 12-12-13 06:01 PM, in Discoveries (rev. 3 of 12-12-13 06:06 PM) Link | #35959
Seems like WiiExplorer is the best arc editor. Is it not? I've literally done no dabbling with arc editors.

NWPlayer this is on-topic. Having a "good" arc editor allows me to look at the boo stuff and report more. Just asking for suggestions.

Crashdance22
Posted on 12-13-13 11:31 PM, in Sounds And Music [stuff] (rev. 2 of 12-13-13 11:31 PM) Link | #36038
I found an object that changes music when you enter a different area, ChangeBgmCube. However, Whitehole doesn't list a paramter or property that determines which song is changed. For example, I'm looking at the one in Good Egg Galaxy for star 3 that changes the music when Mario lands on the two Bowser airships.

Crashdance22
Posted on 12-17-13 05:23 PM, in Discoveries Link | #36192
Holy crap what IS that thing?? At first I thought you imported something from Nintendogs. Describe glitchy. Maybe we can figure this one out.

Crashdance22
Posted on 12-18-13 01:08 AM, in Sounds And Music [stuff] Link | #36214
Does Whitehole read the music ID for that object? How can I view/change it?

Crashdance22
Posted on 12-19-13 06:44 PM, in Discoveries Link | #36329
Mario Galaxy 2 works differently so you can't move objects and stuff between them. Game engines are too different, UseResource, etc.

Crashdance22
Posted on 12-20-13 03:06 PM, in Discoveries (rev. 4 of 12-20-13 03:08 PM) Link | #36374
Well clearly there is some confusion here in the description of that entry. Not worth getting into a fight over though, from what I understand porting objects from one game to another is completely impossible (as MrRean reiterated above). Unless whoever wrote that actually tried swapping the model and got it to work, in which pretty much everything we know about object crossovers is wrong. But again, it should have been clearly written if that's the case. Not blaming anyone, no object I test is fully documented from the start either.

Crashdance22
Posted on 12-22-13 07:04 PM, in Object Database Progress Link | #36514
Thanks. :D Mr. Rean I noticed you started marking objects as complete even though there are undocumented (yet seemingly useless) arguments. We can mark stuff as fully documented in this case then? I started doing that to begin with. If so I have like 20+ objects I have yet to make green.
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Main - Posts by Crashdance22

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