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04-26-24 06:19 AM
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Main - Posts by TRS

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TRS
Posted on 08-16-16 05:17 AM, in NSMB2 Custom Content Link | #76171
Is there any downside to using all 256 tiles or deleting all 3D overlays in a tileset?

Also a small rant: the motion blur is making ripped tilesets look worse than they should be and is rather annoying. And it only happens sometimes! I took some screenshots to see just how much it blurs.

Blur:
[image]

No blur:
[image]

(the incorrect tiles are a result of me misunderstanding what "vertical" meant concerning randomized tiles in the tileset editor)




TRS
Posted on 08-19-16 01:18 AM, in NSMB2 Tilesets (rev. 7 of 04-08-19 11:32 PM) Link | #76266
I'm using this post to keep all my rips in one place. When I post a new tileset I'll add it here too.

These tilesets don't replace already existing original tilesets. To use, just add the tileset .sarc file to your Unit folder. Unless otherwise listed, all tilesets contain no animations.

-----

Stage Tilesets

NSMBU Grassland

[image] [image]

Download

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NSLU Grassland

[image] [image]

Download

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NSMBU Underground - Blue

[image] [image]

Download

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NSMBU Underground - Brown

[image] [image]

Download

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NSMBU Underground Blocks

[image] [image]

Download
(Note: There are darker versions of these blocks, but importing the graphics ruins them, so I won't post them.)

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NSMBU/NSLU Underwater

[image] [image]

Download

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NSMBU Desert

[image] [image]

Download

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NSMBU Beach Blocks

[image] [image]

Download

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NSMBU Beach Athletic

[image] [image]

Download

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NSMBU Dark Beach Athletic

[image] [image]

Download
(Yes that's the whole tileset.)

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NSMBU Forest

[image] [image]

Download

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NSMBU Dark Forest

[image] [image]

Download

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NSMBU Sky - Green

[image] [image]

Download

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NSMBU Sky - Blue

[image] [image]

Download

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NSMBU Sky - Orange

[image] [image]

Download

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NSMBU Wooden Blocks

[image] [image]

Download

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NSMBU Tower - Green

[image] [image]

Download

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NSMBU Tower - Desert

[image] [image]

Download

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NSMBU Tower - Icy

[image] [image]

Download

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NSMBU Tower - Purple

[image] [image]

Download

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NSMBU Castle

[image] [image]

Download

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NSMBU Castle - Lava

[image] [image]

Download

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Background Tilesets

NSMBU/NSLU Grassland Extra Tiles

[image] [image]

Download

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NSMBU Background Rocks - Blue

[image] [image]

Download

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NSMBU Background Rocks - Blue-Green

[image] [image]

Download

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NSMBU Background Rocks - Blue-Gray

[image] [image]

Download

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NSMBU Background Rocks - Gray

[image] [image]

Download

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NSMBU Background Rocks - Brown-Gray

[image] [image]

Download

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NSMBU Background Rocks - Brown

[image] [image]

Download

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NSLU Background Rocks - Dark Brown

[image] [image]

Download

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NSLU Background Rocks - Lava

[image] [image]

Download

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NSMBU Background Rocks - Bright Lava

[image] [image]

Download

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NSMBU Desert Ruins

[image] [image]

Download

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NSMBU Beach - Sands, Palm Trees, and Extra Tiles

[image] [image]

Download

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NSMBU Wooden Blocks 2

[image] [image]

Download

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NSMBU Forest Extra Tiles

[image] [image]

Download

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NSMBU Dark Forest Extra Tiles

[image] [image]

Download

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NSMBU Tower - Green 2

[image] [image]

Download

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NSMBU Tower - Desert 2

[image] [image]

Download

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NSMBU Tower - Icy 2

[image] [image]

Download

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NSMBU Tower - Purple 2

[image] [image]

Download

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Interactive Tilesets

NSMBU/NSLU Grassland Extra Tiles 2

[image] [image]

Download

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NSMBU Underwater Decorations

[image] [image]

Download

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NSMBU Desert - Bones

[image] [image]

Download

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NSMBU Desert - Platforms and Extra Tiles

[image] [image]

Download

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NSLU Beach Blocks

[image] [image]

Download

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NSLU Beach Hut

[image] [image]

Download

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NSMBU Wooden Blocks 3

[image] [image]

Download

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NSMBU Forest - Vines

[image] [image]

Download

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NSMBU Forest - Dark Vines

[image] [image]

Download

TRS
Posted on 08-19-16 06:03 AM, in NSMB2 Tilesets (rev. 3 of 08-19-16 08:35 PM) Link | #76273
gotta start with the 1-1 tileset of course

NSMBU Grassland (replaces M_Nohara)

[image][image]

Download

EDIT: removed spoiler tag to keep consistency with the first post

TRS
Posted on 08-19-16 06:11 AM, in CoinKiller - Suggestions (rev. 2 of 08-19-16 06:53 AM) Link | #76274
Posted by ray
2. Mark multiple tiles (dragging) to add them to an object/make them a 3D object.


Adding onto this: The ability to select multiple tiles in the behavior and objects tabs of the tileset editor, say to edit the behavior of multiple tiles at once, or adding multiple tiles to an object at once.

Currently making a tileset is tedious as hell because you have to do everything one tile at a time.

EDIT: Remembering what RomFS folder you selected last and automatically opening it when you open the program.

TRS
Posted on 08-24-16 09:28 PM, in CoinKiller -- NSMB2 editor upcoming (rev. 3 of 08-24-16 09:40 PM) Link | #76441
So I was working on this tileset:

[thumbnail]

I stuck it in the background suite copying S1_Kanaami and set 1-1 area 1 to use that as the background tileset (tileset 2). The editor displays the tiles as expected, but in-game all tileset 2 tiles are replaced with tileset 0 tiles.

[image]

Specifically, it appears to be using the object data of tileset 2, but pulling the tiles and behaviors from tileset 0.

EDIT: The tileset in question. Also is there any particular reason all S1 and S2 sarcs are 262kb (except one which is smaller)?

TRS
Posted on 08-25-16 04:34 PM, in CoinKiller -- NSMB2 editor upcoming Link | #76476
Alright, new thing. I'm just ignoring the other problem for now.

There is a random warp in my 1-1 that doesn't show up in the editor.

In-game screenshot:
[image]

Editor screenshot:
[image]

TRS
Posted on 08-25-16 05:38 PM, in [NSMB2 MOD] - New Super Luigi 2 Link | #76478
Hiccup isn't saying the levels need to be any easier or harder. He's saying they're just not fun. Making your levels easier or harder won't really help that.

TRS
Posted on 08-25-16 07:23 PM, in CoinKiller -- NSMB2 editor upcoming (rev. 2 of 08-25-16 07:55 PM) Link | #76482
Thanks for the link. I honestly don't know how I missed that thread seeing as it's in the first page on this forum. I'll post there from now on.

Anyway, I haven't placed any warps anywhere yet that I know of. Right now I'm just doing the basic layout of the level and haven't moved onto warps yet. But I might have done it on accident; I'll try highlighting the affected area and deleting everything there and see if it works.

EDIT: Attempting to delete the warp doesn't work.

TRS
Posted on 08-27-16 04:11 AM, in CoinKiller - Bug reports Link | #76536
Five and a half month bump, but I was specifically pointed to this thread by Mariomaster so eh?

Original post this post refers to (for posterity):

Posted by TRS
So I was working on this tileset:

[thumbnail]

I stuck it in the background suite copying S1_Kanaami and set 1-1 area 1 to use that as the background tileset (tileset 2). The editor displays the tiles as expected, but in-game all tileset 2 tiles are replaced with tileset 0 tiles.

[image]

Specifically, it appears to be using the object data of tileset 2, but pulling the tiles and behaviors from tileset 0.

EDIT: The tileset in question. Also is there any particular reason all S1 and S2 sarcs are 262kb (except one which is smaller)?


So, trying to figure out exactly what's causing this:

I copied 2-1, a level that has a tileset already selected in tileset 2, to 1-1. To test if maybe 1-1.sarc simply can't use a tileset in tileset 2. I then deleted all the level objects and sprites and moved everything over from old 1-1. Didn't work, same result as the level screenshot above.

Then, I changed the tileset 2 set to an unedited one, and it shows up perfectly in-game:

[image]

Really strange, it appears the problem is the tileset itself. Something in the tileset is causing it to show the graphics and behaviors from tileset 0 using the object data of tileset 2.

TRS
Posted on 08-28-16 01:13 AM, in CoinKiller - Bug reports Link | #76576
Posted by Mariomaster
Have you tried Edit->Set Tileset Slot?


I did actually, but uh... I guess I forgot to save the tileset afterwards. I just did it again and it works properly now. Thanks for the assistance.

TRS
Posted on 08-28-16 04:26 AM, in CoinKiller -- NSMB2 editor upcoming Link | #76586
Posted by Mariomaster
Because the internal files are named still like they used to be.

I might add a messagebox that regognices wrongly named files in tilesets and then renames them properly.


Until you add this feature to the editor, can you tell us how to do this manually?

TRS
Posted on 08-29-16 06:31 PM, in NSMB2 Custom Content Link | #76641
Posted by Mariomaster
Also overlays are not necessary.


Apparently deleting all 3D overlays in J_Kihon disables the question block and brick block animations. I haven't tested the other standard tilesets.

TRS
Posted on 08-29-16 06:41 PM, in NSMB2 Custom Content (rev. 2 of 08-29-16 06:48 PM) Link | #76644
It's possible. I noticed the overlays for those tiles as well as the used block tile have less transparency then the actual tile, compared to other tiles which are the other way around.

Will test and edit.

EDIT: Test confirms it. The "question blocks" in the picture below are actually concrete blocks with the 3d overlay switched to that of a question block.

[image]

TRS
Posted on 08-30-16 11:13 PM, in New Super Mario Redux [DEMO] (rev. 5 of 07-09-17 11:00 PM) Link | #76675
[image]

This hack is a sort-of port of my NSMB hack I've been not working on for the past year. It's only a "sort-of" port because it's not finished, so after I port over all the levels it'll be nothing but new stuff.

Playing this hack requires a 3DS with custom firmware and a copy of NSMB2. If you wish to install custom firmware on your 3DS or you don't know what custom firmware is, you can find information and installation instructions here.

1 WORLD DEMO DOWNLOAD - CLICK HERE!

Instructions on how to play are HERE (look for "playing other people's mods")






[image] [image]

[image] [image]

Special thanks to SuperML for making an old version of the logo.

TRS
Posted on 08-30-16 11:18 PM, in New Super Mario Redux [DEMO] Link | #76679
Posted by StapleButter
I don't have much else to say, so... have pancakes.


I am a fan of pancakes. Yum.

TRS
Posted on 08-31-16 10:00 AM, in New Super Mario Redux [DEMO] Link | #76697
Added a video to the first post. :V

TRS
Posted on 08-31-16 10:11 PM, in NSMB2 Sprite Images Link | #76723
Hey, if anybody needs any specific sprite image, I have a capture card and can help. Just tell me what sprite and where I can find it and I'll get some pictures (individual frames if a video if need be) for you.

TRS
Posted on 09-01-16 03:04 AM, in NSMB2 Sprite Images Link | #76744
be of a level with 1-1 A1 Z1 lighting


I can't see or edit any lighting within the editor, so I have no idea whether or not I meet this requirement.

TRS
Posted on 09-02-16 03:17 PM, in CoinKiller - Bug reports Link | #76811
New bug:
1) Download this 1-1 .sarc
2) Go to Area 2
3) Place any number of sprites, whatever sprites, anywhere in the level
4) Save the level, and wait a few seconds if necessary
5) All the sprites disappear

I'm using the version linked in this post.

TRS
Posted on 09-02-16 03:31 PM, in CoinKiller - Bug reports Link | #76813
I also just fixed the bug by changing the ID in Zone 0 from 1 to 0.

The more you know...
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Main - Posts by TRS

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