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04-22-18 05:47 PM
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Main - Posts by mibts

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mibts
Posted on 09-01-13 03:40 PM, in New Zone Help, BgmChangeArea (rev. 2 of 09-01-13 03:40 PM) Link | #31582
Hello
1. I'm trying to add a new zone to a custom galaxy I made called "Powerup Challenge". The reason why I'm adding one is because I don't know the object limit. However, once I followed the tutorial, it froze when it started loading the stars. Here's the link:
http://kuribo64.net/get.php?id=DzDUJi3vhmVIpKkC
http://kuribo64.net/get.php?id=HyDwCcxdbOwz5dSJ (For anyone who wants to play with the working version or fix the camera for the launch star (and vine?) to make sure the appear in order (XZ_PARA not appearing)) Please don't snoop into the .mbst file or else you will have to figure out the format of an mbsf file. :)
http://kuribo64.net/get.php?id=2ZU0AvfNaeqUHkau (models, in case you want them)

2. I'm trying to figure out how BgmChangeArea works. I looked at the Sound file of a galaxy and the StageBgmInfo.bcsv inside the Info file inside AudioRes (can't post it). There must be some sort of connection between the two but I can't seem to find it. Thanks!

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-02-13 09:23 AM, in MapParts and Path Variable Testing (rev. 2 of 09-02-13 09:23 AM) Link | #31647
I decided to test some variables under MapParts and here's what I found:

MapPartsInfo:
[1A691A84]=Activation (0=normal, 1=stepped on)
[D1DFFB8C]=Speed (higher=faster)
[D0E17418]=Degrees of rotation per stop (higher=more rotation)
[7217EFBC]=Axis of rotation (0=X, 1=Y, 2=Z)
[86AC8907]=Smoothness (0=sharp start/end, 1=smooth start/end)
[4558808A]=Wait time (higher=more wait between rotations)
[72209755]=Rotation controller (0=stops after rotating, 1=swings back and forth, 2=rotates in one direction)
[39FCC89A]=??? (2 for FlipTurnMoveStep)
[6D3E35CD]=Shaking (0=none, 1=shakes before each rotation)
[4137EDFD]=??? (Seems to be an integer)

CommonPathInfo:
path_arg2=Path outlined with orange dots (-1=No, 1=Yes)

CommonPathPointInfo.1:
1st field = speed of movement
6th field = wait time

Hope this helps.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-02-13 05:24 PM, in New Zone Help, BgmChangeArea (rev. 3 of 09-06-13 07:14 AM) Link | #31707
I already looked at that. I looked at Upside dizzy's and Flipsville's changes to Beat Block music and they weren't the same.
Hello, anyone?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-02-13 05:35 PM, in MapParts and Path Variable Testing Link | #31714
Thanks!

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-06-13 07:18 AM, in Discoveries (rev. 8 of 09-06-13 07:55 AM) Link | #31977
1. Koopas can spacewalk if you place them off ground. :o
2. You can make your own moving platform by typing RailMoveObj instead of SimpleMapObj in ProductMapObjDataTable for your model and giving it a path in your level (Put it in MapParts, though.)
3. Chomps and Porcupuffers need SW_APPEAR, or else, freeze.
4. The wall code for Bee Mario climbing is 7. :)
5. Electric fences disappear with SW_A, not SW_DEAD or SW_B.
6. Cosmic Clones have their own camera.
7. SW_APPEAR does not work on all objects. :(
8. wpointx, y, and z determine the point of certain cameras, such as CAM_TYPE_POINT_FIX.
9. The scale of an area or camera area us 800 SketchUp units per unit.
10. Editing textures to make them translucent after making the .obj file before making the .bdl file doesn't work for translucency. :(

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-06-13 03:39 PM, in Discoveries Link | #31986
Posted by NWPlayer123
Posted by mibts
2. You can make your own moving platform by typing RailMoveObj instead of SimpleMapObj in ProductMapObjDataTable for your model and giving it a path in your level (Put it in MapParts, though.)

Known, but it's nice that it was finally tested.

Posted by mibts
4. The wall code for Bee Mario climbing is 7. :)

I KNEW there was a wall code for Bee Mario! It couldn't have been anything else. Nice find though!

Posted by mibts
6. Cosmic Clones have their own camera.

Interesting o,o I would assume it's a remnant of the Cosmic Mario races.

Posted by mibts
9. The scale of an area or camera area us 800 SketchUp units per unit.

I know what you're talking about, but it has nothing to do with the program.

Posted by mibts
10. Editing textures to make them translucent after making the .obj file before making the .bdl file doesn't work for translucency. :(

Known, you have to make the BDL, and use PyTex1 to patch the image in the BDL to be transparent

You've been doing a lot of work though o,o

How do you patch the image with pytex1.py? Custom .bdl's made with obj2bdl script don't work with pytex1 for me.
Also... 2 more discoveries.
11. Boomerang Bros throw curved-path boomerangs on sphere gravity.
12. Jumping off a climbable wall with Bee Mario and ground-pounding would send you straight back to the wall!

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-06-13 03:51 PM, in obj2bdl - Convert Wavefront OBJ to BDL Link | #31987
This tool is awesome! However, can someone please fix it so it can work with pytex1 and bmdview2?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-07-13 09:19 AM, in obj2bdl - Convert Wavefront OBJ to BDL Link | #32035
In the discoveries page, someone said to patch the translucent texture into the .bdl using pytex1.
Here is the model:
http://kuribo64.net/get.php?id=2ZU0AvfNaeqUHkau
Look for BeeMushroomSection under the Bee Mushroom folder. There is a shallow water texture that needs 50% translucency.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-07-13 09:50 PM, in Object Limit Link | #32076
Since I can't make a new zone, I wonder:
What is the object limit?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-07-13 09:54 PM, in Discoveries Link | #32079
The evfrm variable in cameras is the amount of time a motion camera takes (In hexadecimal, 60 (decimal) units per second.)

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-07-13 09:58 PM, in Object Limit (rev. 2 of 09-07-13 10:07 PM) Link | #32080
500?!?!? Are you serious? :(
http://kuribo64.net/?page=thread&id=1007
Forget about the BgmChangeArea issue unless you want to help. :)

Also, do new zones even increase the object limit or are we inescapably stuck with a pitiful 500 (512) objects?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-08-13 09:32 AM, in Object Limit Link | #32099
Posted by NWPlayer123
Well that's what I was planning to find out. But of course zones add to the object count, it's still more polygons to render and texture and possibly animate :P
EDIT: The Object Limit is somewhere between 525 and 600, just tested it. But that was with 235 coins and 275 wood boxes, and that was with noticeable lag because it was rendering and moving all the polygons at once. HOWEVER, it proved that it renders using "out of sight out of mind". If only a certain number of polygons are on the "screen" at once, it shouldn't lag. I got some addresses from it crashing so imma see if I can't figure out what it is.

1. I said the object limit, not the object count.
2. Are you saying that if objects are placed very far apart from each other (on faraway planets), you can inverse the object limit to possibly 2000?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-08-13 01:20 PM, in Object Limit Link | #32106
So it will render even if it disappears due to it being too far?
If that's the case, I can't finish my level (I'm not object spamming, but it will be very long.)

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-08-13 01:56 PM, in Object Limit Link | #32108
Posted by NWPlayer123
Well if it disappears, no it's not being rendered. But whatever are you trying to do in the first place?

Make a powerup challenge level
Does the disappearing add to the object limit?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-08-13 02:12 PM, in Object Limit Link | #32110
Posted by NWPlayer123
Yesh, it's still an object in the map, and it'll still make the level crash if you have too many. Think back to what I said. When I put it on 600, it put up an overload protection because there were too many objects in the map. It'll do that regardless of if they render at one point or not.

And let me guess:
Taking off overload protection = ASM hacking.
If so, end of discussion. :(

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-10-13 03:54 PM, in Galaxy Idea (rev. 4 of 09-13-13 04:26 PM) Link | #32231
Due to the object limit, I officially quit Powerup Challenge Galaxy, so I need ideas.
1. 2-star based on Super Mario 3D Land W7-4
2. 3-star based on said game's W1-2
3. Based on Super Mario 64 DS specific course (not Bob-Omb Battlefield)
Vote! Don't vote. Time is up!!

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-11-13 07:22 AM, in Galaxy Idea Link | #32283
I'll see which idea wins and then probably start on Friday.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-11-13 07:28 AM, in Object Limit Link | #32284
Can someone please lock this topic?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-11-13 07:39 AM, in Texturing - We need more people who can do it! Link | #32286
Posted by Luigi
Well blah I tried to texture once, and it epicly failed.

I can't texture in anything other than Sketchup. But you'll just get shitty models. :P

Don't hate on SketchUp, it's the easiest tool to use! Besides, it doesn't make ugly models.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 09-11-13 07:45 AM, in Whitehole releases -- latest: v1.2 (rev. 3 of 09-11-13 07:48 AM) Link | #32287
Posted by ts142001
Posted by Snorp09
Hello I am a new user and I need help with 2 things one is: In version I can't place paths is this my computer or is it a bug with v1.2 also my other thing is more of a request will you add a way to put in new scenarios I want put a new level in :) thanks.


I don't know about paths, but to add a new scenario you have to edit the Scenario file.

, which is not easy as you think.

Whitehole still takes me 10^6 years to load a single galaxy or zone. without shaders.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.
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Main - Posts by mibts

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