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04-06-21 12:09 AM
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Main - Posts by skawo

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skawo
Posted on 04-11-14 10:58 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 04-11-14 10:59 AM) Link | #40057
The other numbers are what determines the setting on the far right. Changing the far-right setting will change the other numbers (once it refreshes). This is here, because not all of the collision types are documented, and you may have to look at other levels' settings to find the one you need.

I can tell you, though, that the second value should usually be at 15, else the camera may start freaking out.

skawo
Posted on 04-11-14 05:29 PM, in Another Super Mario 3D [RELEASED] Link | #40067
I think I'm gonna remodel the first course. It's not really up to snuff by now.

skawo
Posted on 04-11-14 05:59 PM, in Another Super Mario 3D [RELEASED] Link | #40070
...just having a model of it won't magically program it in.

skawo
Posted on 04-15-14 02:55 AM, in Another Super Mario 3D [RELEASED] (rev. 2 of 04-15-14 02:55 AM) Link | #40222
Posted by MalStar1000
Just curious, where'd you get the Mega Mushroom model? ^^


I modelled it myself actually. It's based on the one from...MKW or NSMBDS though, I don't recall exactly which one.

skawo
Posted on 04-16-14 04:02 PM, in Another Super Mario 3D [RELEASED] (rev. 2 of 04-20-14 06:07 PM) Link | #40283
Progress update: Did a bunch of debug, moved stages around, fixed some things, adjusted the map for the switch palace course to look better.

Le edit: After thinking about some of the limitations imposed by the slots/hardcodeness, I've decided that it'll be best to end the game on 70 stars (for instance, due to the fact the 70-star-door is useless and just lets you through, so the last level has to be guarded by the 50-star-door). So the current list of things to do stands like this:

1. Model Course 7/import/design
2. Model Bowser Stage 2/import/design
3. Model Wario's and Luigi rescue stages/import/design
4. Remodel Course 1/import/design
5. Maybe remodel the ? Switch level/import/design.
6. Test.

As such you can probably expect a release...soon-ish? As soon as I stop being a lazy bum, anyway.

skawo
Posted on 04-18-14 09:44 AM, in SM64DS Editor Help Thread - Post your questions here Link | #40392
I think the opening level may also need to have some banks set up the way they are originally for the ending cutscene.

skawo
Posted on 04-21-14 06:32 AM, in Another Super Mario 3D [RELEASED] Link | #40453
That's already done; has 2 stars in it, too.

skawo
Posted on 04-23-14 03:54 AM, in Another Super Mario 3D [RELEASED] Link | #40522
The last level will be a lava stage, since I don't have one of those.

skawo
Posted on 04-28-14 10:17 AM, in Editor development Link | #40699
https://dl.dropboxusercontent.com/u/4558852/whoops.png

This happened after copying a coin.

skawo
Posted on 04-29-14 10:18 AM, in Editor development Link | #40727
Little patch for USv1

At x10fb4 BC to BB to make the star draw distance bigger

skawo
Posted on 04-29-14 06:08 PM, in Editor development Link | #40749
By the way, I should mention that patch is sort of very rudimentary and if you have levels that are verging on the polycount limit, you probably shouldn't use it.

skawo
Posted on 05-02-14 03:03 AM, in Editor development Link | #40830
This lag and polygon disappearance mostly applies to the DS hardware too, as it'll be most noticeable there.

skawo
Posted on 05-07-14 04:43 PM, in Another Super Mario 3D [RELEASED] (rev. 2 of 05-07-14 04:45 PM) Link | #41082
Update: The Luigi stage was completed and I also fiddled with replacing some object models to be more detailed. Some minor patches also have been implemented, as well as more bugfixing.

The Luigi stage (made less pixelly after this, too)
https://www.youtube.com/watch?v=JJcLk1khKWA

skawo
Posted on 05-09-14 11:47 AM, in Another Super Mario 3D [RELEASED] Link | #41115
Incidentally, I test this game on Acekard 2, Supercard DSTwo and the very first revision of an R4. So it should be widely compatible.

skawo
Posted on 05-10-14 02:17 AM, in Another Super Mario 3D [RELEASED] Link | #41117
Yeah, you also have to keep in mind, though, that DSTwo is very picky about SD Cards in it's clean mode (which is how you need to run the game).

skawo
Posted on 05-11-14 10:42 AM, in Another Super Mario 3D [RELEASED] Link | #41142
Course 7 complete.

skawo
Posted on 05-11-14 12:36 PM, in Editor development Link | #41147
Collision importing on objects doesn't work properly.

skawo
Posted on 05-11-14 03:12 PM, in Editor development (rev. 6 of 05-11-14 03:17 PM) Link | #41156
Clearly, you already knew what the issue was. This would be pretty hard to miss. Besides, there's nothing more to this; it just does not work properly. End of story.

@explanation: If there is an issue, why won't fix it? You do realise dividing the model like that would just make each single import object model super high poly for no reason, right? Like, if there's some impossibility in importing large faces, why not do something to work around this? I don't know, import them normal, then scale?

I mean, clearly, it's not impossible to have collision that big. Nintendo somehow managed it, afterall.

skawo
Posted on 05-13-14 02:33 PM, in Editor development (rev. 2 of 05-13-14 02:33 PM) Link | #41215
Well, there's an inexplicable issue importing 64x64 textures which I reported a while ago and couldn't reproduce after. So probably there.

skawo
Posted on 05-13-14 03:38 PM, in Editor development Link | #41217
Well, I recently ran into this issue myself not that long ago and I can say it looks correct in editor and there's no transparency.
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Main - Posts by skawo

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