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04-26-24 12:51 AM
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Main - Posts by Stomatol

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Stomatol
Posted on 09-27-14 11:09 PM, in What theme should my level have? Link | #48730
Posted by Rainbow Mario
No custom level can be like Nintendo's.


Of course custom levels can be Nintendo-quality, it just depends on how much work you spend on it.

I voted for a beach level.

Stomatol
Posted on 09-28-14 10:47 AM, in What theme should my level have? Link | #48750
Posted by mustafa
But how do you export the textures with the model in blender. Mine never worked when i later wanted to convert the obj to bdl. THE CMD just opens and closes fast. Therefor I was kinda stuck with Sketchup, and my models do not look that good with sketchup./


Yeah, that's a little more complicated then in sketchup.

To keep the textures when you export as an .OBJ you have to save the model first, then click 'File' > 'External data' > 'Make all paths relative' > 'Pack all into .blend'.

Then you go to external data again and uncheck '[] Automatically Pack into .blend' and then press 'Unpack all into files'.

That will create a folder called 'textures' in the same location where you saved your .blend file. Then export as .OBJ in the same folder as your textures and you're done.

Stomatol
Posted on 09-29-14 02:16 PM, in If you could go back in time, how long ago would you go? Link | #48794
Probably 2007/8, I remember how almost every kid in my class used to bring their DS to school and play Mario Kart together.

Stomatol
Posted on 10-05-14 12:32 PM, in Nintendo-quality models Link | #49112
Another tip for making better quality levels is to not use SketchUp.
I don't want to claim that SketchUp is bad or anything, it works great for making low-poly SM64/DS levels.
But if you want to make higher quality levels I would suggest learning Blender, Maya or 3ds Max etc.

Stomatol
Posted on 10-05-14 08:06 PM, in Nintendo-quality models Link | #49216
Posted by jjesss064
Posted by Stomatol
it works great for making low-poly SM64/DS levels.

Could you please not say that. sketchup is not good for making SM64/ds levels. you can search the evidence for it yourself.

but yes blender is a good choice.


Okay, it was kinda bad worded by me, I meant it's easier to make SM64 quality levels in SketchUp then SMG quality. I prefer using blender for both of them.

Stomatol
Posted on 10-06-14 07:36 PM, in Hot Lava Galaxy Link | #49343
It's pretty obvious to me, remove some enemies.

Stomatol
Posted on 10-11-14 01:09 PM, in The Birthday Wishes Thread Link | #49525
Happy birthday :)

Stomatol
Posted on 10-11-14 02:39 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #49527
This looks really nice! I would really like to try making an SM64 custom level sometime, but I'm too lazy :<

Stomatol
Posted on 10-11-14 06:55 PM, in Super Mario Galaxy 2 - Help Thread Link | #49537
You do need a mouse with a scrollwheel to be able to zoom

Stomatol
Posted on 10-12-14 07:44 PM, in Kuribo64 photo album Link | #49580
Are those real glasses or is it one of those drinking straw glasses or whatever?


Stomatol
Posted on 10-16-14 07:52 AM, in Artwork Thread Link | #49725
Eh, I guess this could work here.

I made a model and render of the B-Dasher from Mario Kart DS earlier this week:


[image]

There's some stuff that needs work, and I completely forgot the steering wheel :P

Stomatol
Posted on 10-16-14 07:15 PM, in Artwork Thread (rev. 2 of 10-16-14 07:16 PM) Link | #49758
Posted by Luigi
Damn, that looks really good. o.o


Thanks :)

Posted by PaperplateismGuy
Wow, that's pretty cool. How long did it take you?


The model took about two days, and I made the material, lighting set up and render this afternoon

Stomatol
Posted on 10-26-14 01:31 PM, in Artwork Thread Link | #50218
Updated with MK8 style anti-gravity :P


[image]


Stomatol
Posted on 10-26-14 05:23 PM, in Artwork Thread (rev. 2 of 12-05-14 04:50 PM) Link | #50243
So, I made another render earlier today;


[image]

I have no textures or colors on it yet, might add that later

Stomatol
Posted on 10-26-14 05:47 PM, in SM64DS Editor Help Thread - Post your questions here Link | #50246
Posted by Russmarrs2
Now all I have left to do is replace the icons and sounds :)


Mario's voice samples are located in the 'SWAR' folder of the sound_data in '38NCS_WAVE_SE_VOICE_MARIO.swar'. You can use MKDSCM to listen to each sample, but to add your own voice clips you need Swav2Swar which both can convert Wav files to Swav and make a Swar file using multiple swav files.

To use your own sounds you have to recreate the Swar using your new Swavs and you need to arrange them in the same order as the original Swar. Then replace '38NCS_WAVE_SE_VOICE_MARIO.swar' with your new Swar. Also, you need to be sure that the Wav files don't use too high of a sample rate

Stomatol
Posted on 10-27-14 02:26 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 10-27-14 02:26 PM) Link | #50296
Is it possible to make an object use a texture as a reflection, like for example the bullet bill does? I've tried figuring out a way to replicate it, but when exporting and reimporting the bullet bill model the effect won't work anymore.

Stomatol
Posted on 10-27-14 08:23 PM, in No more IRC applet Link | #50320
Why don't you try instead of asking?

Stomatol
Posted on 10-27-14 10:00 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 10-27-14 10:18 PM) Link | #50343
Posted by Fiachra
Posted by StapleButter
The BMD format stores texture parameters in the same way as the DS expects. Those parameters include how the texture should be repeated: no repeat, normal repeat, mirrored repeat.

I think Stomatol means the way that some models apprear shiny, for example the Power Stars appear shiny in the game but when exported they're just plain yellow.

Yeah, like uh, it uses a texture but instead of mapping it to the model it reflects the texture. It's pretty hard to explain but the effect kinda shows here:

[image]

Stomatol
Posted on 11-01-14 07:46 PM, in How do I shade? Link | #50556
Posted by Slacker
I'd also like to add that I heard of some tool in Blender that calculates "dirt" with vertex colors for you. "Dirt" just means that corners where planes meet would be darker than flat expansive surfaces (if I remember correctly).


Can be found here:

[image]

Stomatol
Posted on 11-01-14 08:34 PM, in How do I shade? Link | #50565
I use 2.70, but I think it's still left in the newer versions
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Main - Posts by Stomatol

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