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04-20-24 12:58 PM
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Main - Posts by Stomatol

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Stomatol
Posted on 07-02-14 09:37 PM, in Super Mario Sunshine 64 DS Link | #43484
Thanks! I made the actual logo in blender and the rainbow in paintdotnet

Stomatol
Posted on 07-05-14 04:20 PM, in First Fortress (Progress Thread) Link | #43651
How did you import it back in to SketchUp? If you used .dae you need to check Include Material Textures when exporting from blender

Stomatol
Posted on 07-07-14 06:24 PM, in Modify Title Screen (rev. 2 of 07-07-14 06:26 PM) Link | #43754
I found out the location of the text at the bottom screen that says SM64DS, it's located in Data > DSMT > EUR (probably 'US' for the us ROM) > TexBank_E.bmd (as before, probably 'TexBank_U' for the US rom) > wallpaper_logo_U (open the TexBank with the texture and BTP editor.)


[image]
(don't mind the top screen, it has nothing to do with this

I don't know if this is known or not, but I might as well share it anyway.

Stomatol
Posted on 07-07-14 07:04 PM, in Modify Title Screen Link | #43758
Well, you know, some people might not now it, so I thought it was worth sharing anyway.

And also, uh, what do you mean by "decompress your rom"?

Stomatol
Posted on 07-07-14 08:07 PM, in Modify Title Screen Link | #43761
Yeah, I tried to import another image and it doesn't work for me either

It was just that simple one that worked, though the palette is kinda corrupted

Stomatol
Posted on 07-07-14 08:26 PM, in Happy 2nd birthday, Kuribo64 Link | #43766
heh, happy birthday kuribo :)

Stomatol
Posted on 07-09-14 09:25 PM, in SM64DS Editor Help Thread - Post your questions here Link | #43898
Use a 3d modeling software like SketchUp or Blender

Stomatol
Posted on 07-16-14 09:13 PM, in The Introductions Thread Link | #44321
Hello Jack, welcome to Kuribo64 :)

(post in restricted forum)

Stomatol
Posted on 07-19-14 06:15 PM, in SM64DS Editor Help Thread - Post your questions here Link | #44514
You have to remove texture animations.

Stomatol
Posted on 07-19-14 06:40 PM, in SM64DS Editor Help Thread - Post your questions here Link | #44516
That's because collision 0 in Whomp's Fortress is the death floor collision. You need to open the CLPS editor and change the first row to solid.

Stomatol
Posted on 07-20-14 12:28 PM, in SM64DS Editor Help Thread - Post your questions here Link | #44549
You need to triangulate your model when you export.

Stomatol
Posted on 07-20-14 01:31 PM, in SM64DS Editor Help Thread - Post your questions here Link | #44552
Yep, should work

Stomatol
Posted on 07-23-14 07:18 PM, in Honeyhive Planet in Super Mario Sunshine Link | #44703
That's pretty impressive :o

Even the texture animations and water effect is working

Stomatol
Posted on 07-23-14 09:06 PM, in Beta Planet Galaxy (rev. 2 of 07-23-14 09:07 PM) Link | #44712
About the shading of 'Stone House Galaxy', if you're using blender you can use vertex colors. To actually export an .OBJ with vertex colors you need to install a special plug-in to blender which can be found somewhere on here. Also, vertex colors doesn't show up in whitehole. I might be wrong since I've never tried making custom levels myself.

Also, looks pretty nice :)

(post in restricted forum)

Stomatol
Posted on 08-07-14 09:17 AM, in Super Mario Galaxy: Plumber's Way [SMG2 Hack] Link | #45717
Posted by macdachs
Thanks for your answers... but when I try to use the value "OA" the KCL creator change it to "A"


I think it's supposed to be 0 as in zero, not O the letter.

Stomatol
Posted on 08-12-14 06:29 PM, in Ask GalaxyHacker! Link | #46565
Have you made any custom powerups except retextures?

Stomatol
Posted on 08-16-14 09:41 AM, in Super Mario 64 (Replaced Mario Model) !!! [New Model] [Super Mario 64] Link | #46710
This looks great! Are you planning on replacing the body as well?

Stomatol
Posted on 08-16-14 10:23 PM, in Editor development Link | #46740
As far as I know it's not possible and I doubt it will ever be.
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Main - Posts by Stomatol

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