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05-03-22 05:41:23 AM
Jul - SM64 Hacking (Archive) - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply
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VL-Tone
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Posted on 04-19-09 09:30:54 PM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Wow that's really nice Racoon Sam!

In terms of polygon count, the spiral slide level I made had 265 polygons and the game didn't show any signs of slow-downs. The reason I stopped there is that I was running out of RAM. But with extended RAM support built-in 0.6b, we'll have more than 10x RAM available per level. That being said, the N64 engine might slow down with too many polygons on screen. I would try not to go over 400-500 polygons in your whole level before we can experiment further, keeping in mind that it's a total guess, the N64 may well be able to display 2000 polygons levels without slow-downs.

As for water, I thought I wouldn't have time to add support for it in 0.6b, but since there's no deadline anymore, I'll try to implement it.




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FieryIce

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Posted on 04-19-09 09:49:57 PM Link | Quote
OMG that is looking amazing Raccoon Sam!! Although it is quite small for the 100 coins and all the missions, it is quite creatively made. I can't wait to play hacks made with the new version of TT64.
BigBrain
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Posted on 04-20-09 05:03:23 AM Link | Quote
Originally posted by RDX
What program did you use to make that?

I use Blender, and it'd be somewhat difficult to make something that detailed out of the tiny cube they give you. Or the sphere. So I guess for now I'll have to use a different program when it comes to Mario stuff.

You usually don't modify the cube when creating new models but rather add new vertices yourself... (though a rectangle which is split in many subrectangles would probably be more appropriate in this case)
Gecko
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Posted on 04-20-09 01:46:57 PM Link | Quote
Originally posted by BigBrain
Originally posted by RDX
What program did you use to make that?

I use Blender, and it'd be somewhat difficult to make something that detailed out of the tiny cube they give you. Or the sphere. So I guess for now I'll have to use a different program when it comes to Mario stuff.

You usually don't modify the cube when creating new models but rather add new vertices yourself... (though a rectangle which is split in many subrectangles would probably be more appropriate in this case)

RDX, use planes for the ground: hit space -> add -> mesh -> plane. Scale it up using the button S and pressing the number 5, for example, to make it 5 times bigger. Then press TABULATOR to go into editing mode, press W and then select "Subdivide" to divide your plane into as many parts as you wish. Afterwards your plane is subdivided into many parts and you are able to move vertices or edges as you wish.

While being in edit mode (TABULATOR), you are able to select vertices and edges with your mouse. After pressing G you are able to move them.

I would not use the cube as it has 6 sides to render whereas you probably only need one for the level ground.

I'm not much further into Blender, yet. I'd like to know how to expand faces and how to merge vertices from one object to the other, e.g. I've added a cube and I'd like to connect it to the ground.
BigBrain
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Posted on 04-20-09 03:13:34 PM (last edited by BigBrain at 04-20-09 12:16 PM) Link | Quote
Originally posted by Gecko
I'm not much further into Blender, yet. I'd like to know how to expand faces and how to merge vertices from one object to the other, e.g. I've added a cube and I'd like to connect it to the ground.

What do you mean with "expand faces"?
For the second thing, IIRC you make the cube a child of the ground in that case.
Generally speaking, VL-Tone I strongly advice you to link to this tutorial series when you will have released TT64 6.0b , otherwise we'll get an even bigger crowd of people asking how to create .obj models
RDX

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Posted on 04-20-09 11:24:46 PM Link | Quote
All right, thanks Gecko.

I've only used the program twice...so I'm not very knowledgeable.

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Zelda Immortal
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Posted on 04-21-09 11:13:02 PM (last edited by Metal_Man88 at 04-22-09 03:05 PM) Link | Quote
Speaking of which I have a epic course made already made. Here is 2 screenshots /Users/bradleyhawkins/Desktop/Picture 1.png and /Users/bradleyhawkins/Desktop/Picture 2.png

Wtf no picures

Edit: Please don't double post. -MM
thatisnotedible

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Posted on 04-22-09 02:21:14 AM Link | Quote
Are those the paths to the files on your computer?

Try using this website: http://imageshack.us/
Gecko
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Posted on 04-22-09 10:55:49 AM Link | Quote
Originally posted by BigBrain
Originally posted by Gecko
I'm not much further into Blender, yet. I'd like to know how to expand faces and how to merge vertices from one object to the other, e.g. I've added a cube and I'd like to connect it to the ground.

What do you mean with "expand faces"?
For the second thing, IIRC you make the cube a child of the ground in that case.
Generally speaking, VL-Tone I strongly advice you to link to this tutorial series when you will have released TT64 6.0b , otherwise we'll get an even bigger crowd of people asking how to create .obj models


By expanding faces I meant extruding faces for which I fortunately found the right term.
Gecko
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Posted on 04-23-09 03:34:47 PM (last edited by Gecko at 04-23-09 12:37 PM) Link | Quote
My first map created with Blender is similar to the cloud level where you had to fly from platform to platform whereas in my map the platforms are bigger than in the original map. There are 4 platforms altogether and the world should be big enough for 100+ coins and some enemies. You will start at the bottom of the tower in the middle of the world.

Download Blender file



m4ck
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Posted on 04-23-09 04:30:52 PM Link | Quote
Gecko, really good job!
In my opinion this course would be quite interesting for a koopa shell riding or koopa racing if you add some wind blowing up in the gaps between the platforms. Well, it is just my idea for a star.
Gecko
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Posted on 04-23-09 05:28:22 PM Link | Quote
Nice idea! I haven't thought about those blowing winds, yet, but now that you've told me so, I will certainly include them in my level.
I do not know if Koopa is able to jump from one platform to another. In order to exemplify the size of the level, think of the cube on the top of the tower being a little bigger than Mario.
However, I will create a Koopa race map which will be a little bit more of a challenge than the original one.

Blender counts about 270 vertices and a little fewer faces on this level.
m4ck
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Posted on 04-23-09 05:37:13 PM Link | Quote
I haven't chcecked it yet, but I think it is possible. Koopa jumps over a gap in Battlefield race(the road to the top of a mountain, next to a water cannon), as well as over the rolling balls in both races. But, like said before, I am not sure if it would be done automatically in a custom race.
FieryIce

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Posted on 04-23-09 06:26:51 PM (last edited by FieryIce at 04-23-09 03:27 PM) Link | Quote
That course is looking awesome Gecko! I can't wait to play the hacks that people will make once the editor is out.
Raccoon Sam
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Posted on 04-24-09 09:40:40 AM (last edited by Raccoon Sam at 04-24-09 06:41 AM) Link | Quote
Looks absolutely fantastic!!

EDIT: What a waste of post #100 :<
Me-me
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Posted on 04-24-09 01:28:46 PM Link | Quote
This took...1 hour
Hello everybody! I took awhile to learn how to use Blender but this is the result of a few days of learning.


I got inspired by Banjo-Kazooie's Click clock woods level. I'd call this level The Thousand-year Tree (How original of me.)
It's not yet finished but for now it looks like this. At the top there's a boss fight and at the bottom there'll be a death floor.
Yet I want to wait for feuture to have more than one texture before making a level out of it.

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Wow! SM64 is totally turned upside-down!
Gecko
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Posted on 04-24-09 01:46:16 PM Link | Quote
That's beautiful and inspiring!
m4ck
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Posted on 04-24-09 02:27:36 PM Link | Quote
A boss fight, you say... Wiggler? I can't find any more suitable here.
Vinnyboiler
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Posted on 04-24-09 06:36:44 PM Link | Quote
Very well done Me-me, one frendly suggestion though.
The level looks too linear. I don't mean to sound like a hippcrit ( I have not even got Blender to work yet) but a few floating platforms wont hurt and would be apreaciated.
Gecko
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Posted on 04-24-09 07:28:30 PM (last edited by Gecko at 04-24-09 04:36 PM) Link | Quote
Something more of a level than my first try.
I think I'll wait for the release of TT 0.6b until I'll make another map. Even though the poly count should be ok, I cannot say if this map will work in Mario 64.

The map theme could be Giant skyscrapers, iceberg valley or something similar to Mario Kart's Kalimari Desert.

1st star - Get to the highest point of the map
2nd star - Collect 8 coins
3rd star - Fly through the coin rings
4rth star - Probably boss battle on a flying platform
5fth star - ?
6th star - ?
7th star - ?

Download Blender file



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Jul - SM64 Hacking (Archive) - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply


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