Poll | |
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What do you think about this? | |
You can atleast give it a try, I think. | |
Of course! You can do it with effort! | |
No, you might just stop right now. | |
5 users have voted so far |
ray |
Posted on 07-31-11, 04:28 pm
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Posts: 26/65 Since: 07-17-11 Last post: 4680 days Last view: 4574 days |
I can only download with 350 kbs My internet is soooo slow |
uTopia Productions |
Posted on 08-01-11, 08:22 am (revision 1)
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Shyguy
Posts: 48/82 Since: 07-22-11 Last post: 4682 days Last view: 4682 days |
ok. I can atleast show you guys what I've done so far with the first scene for good egg galaxy... Those fences.... I HATE TO MAKE THOSE FENCES.. they are time consuming. Takes alot of time to make EDIT: Umm, guys. The time when I'm alot of active is over. I have to prepare myself to school time... again. It's two weeks from now. And I HAVE to learn the "Multiplication Table"; yes, I haven't learned it =(. |
Mega-Mario |
Posted on 08-01-11, 11:24 am
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Kuriboss
Posts: 89/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Lookin' nice also, don't bother making a fully-rendered fence. Make the fence like other fences in SM64DS, that is, a flat textured polygon. Also, I can't help but wonder, how are you going to make Mario not fall from under the planet? Because SM64DS's gravity is mostly fall-down. (offtopic: learning the multiplication table at 14? what kinda school is that? and I thought French school was retarded) |
ray |
Posted on 08-01-11, 12:01 pm
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Posts: 27/65 Since: 07-17-11 Last post: 4680 days Last view: 4574 days |
I would prefer NON FLAT FENCES Because then it looks more better and he did it allready xD And for the gravity... we could make a pipe that leads to another part of the model where the upside down planet half is again upside down so you can walk on it^^ |
uTopia Productions |
Posted on 08-01-11, 03:27 pm
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Shyguy
Posts: 49/82 Since: 07-22-11 Last post: 4682 days Last view: 4682 days |
1. Thanks 2. I'd rather use model fences instead of textures as fence. 3. The gravity by falling down. What I thought about is to make the model have boundaries around it (so mario can't jump off the cliff) at the edges... is that possible? Like a invisible barrier... 4. Learning the "Multiplication Table" at 14 years old!.... school???!!??!?! where the f- did that came from ... is french school retarded?
That's what I had in mind ... same with the road at the left and right, simply make him disappear when he almost reach the end of the road... and end up, upside down. TO Mega-Mario: I've thought about the way up to the tower-like thingy upside down from the level I've created: But is it possible to make the terrain type for the way up to that tower into something like this part sm64(ds): Thanks... |
Mega-Mario |
Posted on 08-01-11, 06:49 pm
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Kuriboss
Posts: 91/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Well, fully-rendered fences sure are a nice thing, but you guys should keep in mind that the DS has a (very) limited polygon count. It's something like 2048 polygons per frame, that is, 122880 polygons per second. Going above this limit causes slowdowns and glitches. And that amount of polygons has to be shared between Mario, objects and the level (and some objects, like Goombas, are fairly well defined). As for that gravity trick, it's the same employed with the SSL pillars... idk if it can let the character walk on a ceiling at all. Also, the character would fall down as soon as he stops. |
uTopia Productions |
Posted on 08-01-11, 09:26 pm (revision 1)
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Shyguy
Posts: 52/82 Since: 07-22-11 Last post: 4682 days Last view: 4682 days |
Bah... He's not supposed to walk on a ceiling. Whenever Mario is going to the down side of the level I created, it takes him to a COMPLETE different level... or just another place in the level; theres no upsidedown... it's a simple trick! "Also, the character would fall down as soon as he stops." ... I know that, but atleast he can run up? "SSL pillars"... umm .... ? "Well, fully-rendered fences sure are a nice thing, but you guys should keep in mind that the DS has a (very) limited polygon count. It's something like 2048 polygons per frame, that is, 122880 polygons per second. Going above this limit causes slowdowns and glitches. And that amount of polygons has to be shared between Mario, objects and the level (and some objects, like Goombas, are fairly well defined)." Fully aware! EDIT: I don't think I fully understand... mahn Im slow |
ray |
Posted on 08-01-11, 11:30 pm
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Posts: 29/65 Since: 07-17-11 Last post: 4680 days Last view: 4574 days |
Mahhhn.... I tried to make the levle where you have to eat the boo or bee mushroom to get to the "moon" where the star is....FAIL Making levels from pictures is not my thing But if you want I could make some Bonus levels |
uTopia Productions |
Posted on 08-02-11, 03:33 pm
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Shyguy
Posts: 53/82 Since: 07-22-11 Last post: 4682 days Last view: 4682 days |
Nah... But you could start your own project you know =) |
ray |
Posted on 08-02-11, 07:19 pm (revision 1)
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Posts: 30/65 Since: 07-17-11 Last post: 4680 days Last view: 4574 days |
But I want to help at SMG 64 DS EDIT: Tomorrow or today the download will be finished Then I have to export the textures |
uTopia Productions |
Posted on 08-03-11, 12:09 am
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Shyguy
Posts: 55/82 Since: 07-22-11 Last post: 4682 days Last view: 4682 days |
Well... it's not really related to the project, but I really would like a HD title for the project =D If you have photoshop skills, or gimp skills or whatever... you know. And as you know, I have you to get my hands on textures for use on the project, so theres your second thingy. Hmm... but modeling I like to handle myself, if that's okay. |
ray |
Posted on 08-03-11, 09:25 am
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Posts: 33/65 Since: 07-17-11 Last post: 4680 days Last view: 4574 days |
Yes ok ... :| Yes I have a bit skill in GIMP |
uTopia Productions |
Posted on 08-03-11, 11:01 am
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Shyguy
Posts: 56/82 Since: 07-22-11 Last post: 4682 days Last view: 4682 days |
Fine... umm.... Okay, here's a BIG task. Modeling this map: Beach Bowl Galaxy: |
ray |
Posted on 08-03-11, 05:29 pm
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Posts: 34/65 Since: 07-17-11 Last post: 4680 days Last view: 4574 days |
Didnt you said the modelling part is yours? xD Why should I do it know? |
uTopia Productions |
Posted on 08-03-11, 07:29 pm
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Shyguy
Posts: 57/82 Since: 07-22-11 Last post: 4682 days Last view: 4682 days |
Okay, what DO you want? |
ray |
Posted on 08-03-11, 07:38 pm
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Posts: 35/65 Since: 07-17-11 Last post: 4680 days Last view: 4574 days |
MODELLING! PS: finished downloading, have to export it |
uTopia Productions |
Posted on 08-03-11, 08:13 pm
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Shyguy
Posts: 58/82 Since: 07-22-11 Last post: 4682 days Last view: 4682 days |
But you just said that it was my part, I assumed you didn't want to..... =/ |
ray |
Posted on 08-03-11, 10:02 pm
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Posts: 36/65 Since: 07-17-11 Last post: 4680 days Last view: 4574 days |
I said it because i was confused that you said I should make the Beach bowl galaxy |
uTopia Productions |
Posted on 08-03-11, 10:51 pm
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Shyguy
Posts: 59/82 Since: 07-22-11 Last post: 4682 days Last view: 4682 days |
oh mahn how confusing..... you get to model the Beach Bowl Galaxy... when finished let me take a look at it, see if theres anything that needs improvement or removed... and so on. And when the level is Glitch free and nice looking, I'l see what else I can find for you =)... NOTE: You "Team Status" is changed. Added "Modeler" aswell now =) |
ray |
Posted on 08-03-11, 11:10 pm
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Posts: 37/65 Since: 07-17-11 Last post: 4680 days Last view: 4574 days |
Ok thank you ^.^ And I have problems exporting the textures... SZS modifier cant open arc files but it should |