uTopia Productions |
Posted on 07-23-11, 09:13 pm (revision 6)
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Shyguy
Posts: 25/82 Since: 07-22-11 Last post: 4681 days Last view: 4681 days |
This is for you Mega-Mario when you sit on your chair thinking about what next feature you will be working on, when the other features are perfectly bug free =P Don't Miss understand. I don't say "Hurry up" or something. I can wait forever-- I've been waiting for TT64 v6.0b to come out... and still it's not here. And might never come. Super Mario 64 DS Level Editor Features: Level Importer: - Texture Properties (Like you can set a property to a texture, like a lava texture, and you set the property to lava and Mario/Lu/Wa/Yo will burn themselves when touching it) - Boundaries (Shows the model bounderies in the preview window) - Textures: Opacity? Transparent? Level Features: - Set Music (explains itself) - Custom Music - Edit Textures/Custom Textures - Edit Backgrounds/Custom Backgrounds - Edit Dialogs - Geometry Model editing (if possible) For Experts: - External Editing (even if you can just do it in a hex editor, it would be nice to have everything inside =) ) |
Nina |
Posted on 07-26-11, 07:22 pm
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Posts: 4/9 Since: 05-06-11 Last post: 4843 days Last view: 4615 days |
This is already possible, although it's a pain in the ass. |
uTopia Productions |
Posted on 07-26-11, 08:20 pm
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Shyguy
Posts: 35/82 Since: 07-22-11 Last post: 4681 days Last view: 4681 days |
How? |
ray |
Posted on 07-26-11, 09:24 pm
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Posts: 14/65 Since: 07-17-11 Last post: 4679 days Last view: 4574 days |
Swap the SSEQ's, SWAV'S and SBNK's I could do it |
Vinnyboiler |
Posted on 07-30-11, 07:16 pm
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Micro-Goomba
Posts: 9/19 Since: 05-11-11 Last post: 4704 days Last view: 3458 days |
I already made a request for OBJ exporting, as some of the levels would be cool to have in the original SM64. Probably a very lazily done Music importer would be nice to, though it's been made obvious that it is not necessary. Though at the moment I don't mind MM refining the features he has already |
uTopia Productions |
Posted on 07-30-11, 07:59 pm
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Shyguy
Posts: 45/82 Since: 07-22-11 Last post: 4681 days Last view: 4681 days |
yeah, I agree with you. =) |
Dirbaio |
Posted on 09-09-11, 03:20 pm
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Micro-Goomba
Posts: 4/10 Since: 08-01-11 Last post: 4601 days Last view: 4571 days |
Since this looks like a suggestion thread, I'll drop some here. They are mostly suggestions to make using SM64DSe easier. - Make the camera able to be controlled by the level editor. Something like WASD to move horizontally and E/C or R/F to move vertically. These should move horizontally/vertically in relation to the level, not the actual camera orientation. - Make moving objects easier. When you select an object, 3 arrows appear around it, one along each axis. The user can then drag on one arrow to move the object just on that axis. Also, the user should be able to still drag the object itself, but then it should move only horizontally in relation to the level. - There should be also a way to move the objects *on* the ground. You drag it somewhere, and it gets placed right at the ground/walls under the mouse. Useful for levels with slopes and such. - Finally, all objects should have shadows. Just a darker circular spot projected onto the level model right under the object itself. Much like SM64DS itself does. Shadows will make far more easier to tell where the object is, for example, whether it's right on the ground or floating in the air. These are based on my first thoughts on using the editor. It's like "AWww, everything would be so much easier if I could do *that*". |
Mega-Mario |
Posted on 09-09-11, 10:39 pm (revision 1)
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Kuriboss
Posts: 104/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
- What do you mean exactly by that? The camera can already be controlled by mouse (left click + drag to move, right click + drag to rotate, mousewheel to zoom). If you mean keyboard control, well, v1 had some that I didn't reimplement in v2. Now, WASD would be specific to QWERTY keyboards (and no I don't want to have to take a billion keyboard layouts into account). v1 would use numpad keys, but then laptops can fuck themselves... someone already reported the impossibility to zoom on laptops with no mouse. But fuck that. Using the editor without a mouse would be a pain in the ass anyway. Also the 'move in relation to the level' would be separate commands, having them be the default commands may be confusing. - Per-axis moving was already suggested earlier. Now I have to find time to implement that (reminds me of that drop-object-to-floor feature from TT64, gotta implement that too). I have heavier stuff to implement... - Oh yeah. That too. Like TT64's 'keep object on ground', but extended. More like 'snap object to level', actually. - v1 had that. Yet another feature I have to reimplement. However, objects in v1 were represented as cubes, so making shadows was easy. Now, with the graphical rendering, it's getting more complicated. |
Dirbaio |
Posted on 09-15-11, 01:59 pm
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Micro-Goomba
Posts: 5/10 Since: 08-01-11 Last post: 4601 days Last view: 4571 days |
For the keyboard layout bullshit, can't you just use the arrow keys? These are in all keyboard layouts, in laptops and desktops. If not, then you could somehow make it configurable. (and LOL, you just made me remember French keyboards are AZERTY) My computer is a laptop, but I still use an external mouse. But the mousewheel is broken, that's why I didn't notice the zoom feature. That's why I thought that the only way to move the camera was to pan sideways. Still you should make the editor easy to use without a mouse wheel or an external mouse. And by "relative to the level" I meant vertically only. So WASD move the camera in relation to the view but ONLY horizontally. So if you look down and press W, you DONT go down, you go forward. Then two additional keys to go up/down. I didn't mean W/S move in X axis even if you're looking along the Y axis.
Yeah, I know Still, I think it doesn't matter if the shadow is the shape of the object. I think that a simple circle will be enough For example, SM64DS itself renders all the shadows as circles, and it looks good enough. And, if you were able to do square shadows, circular ones will be easy too |
Mega-Mario |
Posted on 09-15-11, 04:06 pm
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Kuriboss
Posts: 107/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Good points you have there. I'll think about all that. (as for circular shadows, nah, they wouldn't be easier. Square shadows were rendered using the same shadow-volume based approach as the DS. AKA circular shadows would require using a cylinder as a shadow volume, when square shadows just require a long box) |
Dirbaio |
Posted on 09-17-11, 11:53 am (revision 1)
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Micro-Goomba
Posts: 7/10 Since: 08-01-11 Last post: 4601 days Last view: 4571 days |
Then, just do a "low-res" long cylinder consisting of many side polygons. If you look closely, you can see that's what SM64DS is doing. http://cboard.cprogramming.com/game-programming/133658-opengl-draw-cylinder-yourself.html |
Mega-Mario |
Posted on 09-17-11, 04:06 pm
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Kuriboss
Posts: 109/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Ouch, my head. Unless someone kindly hands me some aspirin, I'm going to stick with cubic shadows. That code looks horribly complex for what I want to be a simple effect. |
Nina |
Posted on 09-18-11, 11:12 pm
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Posts: 9/9 Since: 05-06-11 Last post: 4843 days Last view: 4615 days |
Or, you could use a simple texture of a circle, like how Minecraft does it. |
Mega-Mario |
Posted on 09-19-11, 05:31 pm
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Kuriboss
Posts: 110/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Right. Except that one disadvantage of that method is that it requires flat terrain or it'll look weird. That's acceptable on Minecraft since it's cubic, but SM64DS's levels can be anything, so well... |