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04-19-24 03:10 AM |
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Main - Posts by Crashdance22 |
Crashdance22 |
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Normal user Level: 24 Posts: 81/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
I'm getting a weird jerky scrolling issue when running 1.2 on Windows 7 64. Anyone else seeing this? Same effect as if you deinterlace a video and have the field order backwards. I don't see this effect as much when "Render objects in low-res when dragging" is checked. |
Crashdance22 |
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Normal user Level: 24 Posts: 82/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Some of the arguments you can use with these objects are insane. I was able to spawn up to 206 Topminis with the generator and there were so freaking many of them that I wasn't even able to move with all the constant battering. And speed/counts of various projectiles is fun too. Firebar sticks, projectile speeds, etc. I suppose there was simply no reason to put realistic limits on some of these params. And I'm kind of glad they didn't!
http://i44.tinypic.com/2nggcrd.jpg http://i39.tinypic.com/28r0do6.jpg http://i39.tinypic.com/n6tf9x.jpg |
Crashdance22 |
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Normal user Level: 24 Posts: 83/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
There is a Lakitu object? What's it for? |
Crashdance22 |
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Normal user Level: 24 Posts: 84/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
I documented a few generators. When testing I would suggest setting a save state after selecting your save file right before the Observatory level data is loaded. |
Crashdance22 |
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Normal user Level: 24 Posts: 85/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Doesn't seem to be in the database. Also, I wonder why so many arguments are seemingly unused. Nearly every object has at least 1 unused bool that was set by Ninty in some level, but doesn't have any effect. I just mark them as unknown to save others the trouble of testing. It's actually kind of annoying because I'd like to mark more green. |
Crashdance22 |
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Normal user Level: 24 Posts: 86/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
I just found a bunch of unused Boo items. Unfortunately only the coin actually spawns when the boo vanishes. Would be cool though, there are arguments for starbits, mushrooms, goombas... even Toads and launch stars. |
Crashdance22 |
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Normal user Level: 24 Posts: 87/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Just poking around Obj_arg7. 0-14 has a different item. 13 has nothing. It would be especially interesting though if someone could figure out why they all spawn coins when they vanish. Obviously never finalized or used. |
Crashdance22 |
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Normal user Level: 24 Posts: 88/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
What do you mean? Did he manage to spawn a Toad?? |
Crashdance22 |
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Normal user Level: 24 Posts: 89/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
I see. Very interesting stuff. The models appear within the Boos themselves when they turn translucent and many are the default size so they stick outside the boo. But I can imagine with, for example Toads and launch stars, that since because specific properties are required for those to work right (paths, message IDs) then it would be difficult or impossible to do. |
Crashdance22 |
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Normal user Level: 24 Posts: 90/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Simply placing a launch star in the same general area would work. Set the SW_APPEAR switch to correspond with the boo's death. Heck, we could even place several object carrying boos in a single area and cause all of them to disappear whenever one vanishes. Then whichever one vanishes will spawn that corresponding object. That would be brilliant in giving the game direction by offering choices to the player. "Do I kill this boo and get a launch star? Or maybe this one for a life mushroom. Wow, that Toad may have some interesting secrets to tell me." That sort of thing. |
Crashdance22 |
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Normal user Level: 24 Posts: 91/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
I have yet to actually peer into object arc files. It'll give me a reason to try WiiExplorer too. That looks pretty sweet! |
Crashdance22 |
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Normal user Level: 24 Posts: 92/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
What model formats does this support? Does the model file have to have collision data in it or does the script generate the collision data using the existing polygons? |
Crashdance22 |
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Normal user Level: 24 Posts: 93/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
I wonder if one day when arguments are better documented it would be possible to edit the arguments of the object that is spawned? |
Crashdance22 |
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Normal user Level: 24 Posts: 94/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Seems like WiiExplorer is the best arc editor. Is it not? I've literally done no dabbling with arc editors.
NWPlayer this is on-topic. Having a "good" arc editor allows me to look at the boo stuff and report more. Just asking for suggestions. |
Crashdance22 |
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Normal user Level: 24 Posts: 95/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
I found an object that changes music when you enter a different area, ChangeBgmCube. However, Whitehole doesn't list a paramter or property that determines which song is changed. For example, I'm looking at the one in Good Egg Galaxy for star 3 that changes the music when Mario lands on the two Bowser airships. |
Crashdance22 |
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Normal user Level: 24 Posts: 96/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Holy crap what IS that thing?? At first I thought you imported something from Nintendogs. Describe glitchy. Maybe we can figure this one out. |
Crashdance22 |
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Normal user Level: 24 Posts: 97/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Does Whitehole read the music ID for that object? How can I view/change it? |
Crashdance22 |
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Normal user Level: 24 Posts: 98/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Mario Galaxy 2 works differently so you can't move objects and stuff between them. Game engines are too different, UseResource, etc. |
Crashdance22 |
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Normal user Level: 24 Posts: 99/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Well clearly there is some confusion here in the description of that entry. Not worth getting into a fight over though, from what I understand porting objects from one game to another is completely impossible (as MrRean reiterated above). Unless whoever wrote that actually tried swapping the model and got it to work, in which pretty much everything we know about object crossovers is wrong. But again, it should have been clearly written if that's the case. Not blaming anyone, no object I test is fully documented from the start either. |
Crashdance22 |
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Normal user Level: 24 Posts: 100/112 EXP: 74994 Next: 3131 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Thanks. Mr. Rean I noticed you started marking objects as complete even though there are undocumented (yet seemingly useless) arguments. We can mark stuff as fully documented in this case then? I started doing that to begin with. If so I have like 20+ objects I have yet to make green. |
Main - Posts by Crashdance22 |
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