RDX
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| Posted on 05-22-09 10:50:34 PM (last edited by RDX at 05-22-09 09:57 PM) |
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I made a sphere in Blender that big, and it was huge. Larger than the grid.
also metal man is crazy
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RomanianGirl

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| Posted on 05-23-09 05:11:26 AM |
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I imported the original un-edited VRML file back into Blender, and it seems I made a slight error. I apologize that this mistake led to bickering and mislead assumptions.
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Stevoisiak
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| Posted on 05-24-09 10:46:36 PM (last edited by Stevoisiak at 05-24-09 07:48 PM) |
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Originally posted by VL-Tone
Originally posted by Stevoisiak Lookin sweet so far! Actually, I have an idea to help wade some dying fans over. (Don't kill me again if you don't like it. I couldn't bear the guilt) Since you have a few levels already imported, (Tubular Slide, Geko's Level, SMG level tests, ect), and a few other models premade by fans, why not release one of the levels every 3 weeks or so?
It's a very good idea, but as Gecko said, there are other priorities.
That's true. But the tubular slide has 1 star, and even if they dont have stars and enemies, it'd still be fun to play around in, or possibly try to make our own acts and stars with in Toads Tool. After all, beta testing levels have no real objectives, yet people love to play around in them.
Edit: I just realized that I shouldn't be asking for these new levels, since I actually never finished The Missing Stars hack, even when I was beta testing! (Blame TF2)
Anyway, so far TT's looking sweet. Now to go start playing Missing stars again. 
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OniLink10
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| Posted on 05-27-09 02:52:33 AM |
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| Wait, it's 20MB of non-level data in an Extended ROM, right? I think so, you said a 32MB ROM could have 12 1MB Level Slots. If that's true, then we could make 1MB Level Slots(You said the max was 1MB), then we would have 4 Level Slots in a 24MB ROM, 12 Level Slots in a 32MB ROM, and 28 Level Slots in a 48MB ROM. I'd say that's plenty. |
VideoGuy
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| Posted on 05-30-09 02:08:19 PM |
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I took a look at some objects in Platform Battlefield, and I think I've got Mario's size. I don't have the size of the object that I used for this, but if we could get those, we could get Mario's exact size.
The object in all of these pictures is Undefined Combo #480 with Model ID #81 and Behavior #22484.
Mario's Height:
Same as the object's height. (Note: the object itself is on the ground, but its box in Toad's Tool extends past that point.
Mario's Width:
About half of the object's height when rotated 90 degrees on the X axis.
Mario's Length:
A little less than the object's height when rotated the same as before.
Hopefully these measurements will help with the importer.
Also, a question: I noticed you have an option to disable the death floor. What will happen if we do that and Mario falls off? Will he just fall to infinity? Or will there be some way to put an invisible wall around our level so that this can't happen? |
Hectamatatortron
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| Posted on 05-30-09 04:29:35 PM |
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Mario's shadow appears on the floor when you fall off of levels, but you die before you reach this floor.
My guess would be that Mario would land on it and appear to float in the air if the death floor were disabled.
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Bob-omb8194
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| Posted on 05-30-09 05:49:05 PM |
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| | Without a death floor, there is a level boundary on the bottom of the level that you can walk on, like a "invisible floor". Same goes for the sky. If you go too high up, there is a "invisible ceiling" that stops you.
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RDX
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| Posted on 05-30-09 06:08:43 PM |
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So the death floor is merely a floor, right? So if I put it above a platform then I'd still be able to run around everything beneath the platform, but the second I touch the "death ceiling" I'm dead, right?
right?
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Bob-omb8194
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| Posted on 05-30-09 06:21:03 PM |
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| | Er... I don't know exactly what you mean, but let me explain as good as possible.
A level with a pit has a death "line" that sits near the bottom of the level. If you go below it, you die. You can't put it higher up and walk under it, because being under it will kill you. You can disable it, but you can't put it on the top of the level and walk under it.
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RDX
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| Posted on 05-30-09 07:06:09 PM |
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Oh, ok then. I thought it was just a line, not a "everything underneath this = death".
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messiaen
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| Posted on 05-31-09 09:15:24 AM |
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| The "death at the bottom" is just a special colision type you can apply on any collision triangle. The game will calculate the distance between Mario's Y position and the death triangle Y and, on a certain distance, start the blackout effect before Mario hits it. |
VL-Tone
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| Posted on 05-31-09 09:48:59 PM |
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by OniLink10 Wait, it's 20MB of non-level data in an Extended ROM, right? I think so, you said a 32MB ROM could have 12 1MB Level Slots. If that's true, then we could make 1MB Level Slots(You said the max was 1MB), then we would have 4 Level Slots in a 24MB ROM, 12 Level Slots in a 32MB ROM, and 28 Level Slots in a 48MB ROM. I'd say that's plenty.
I didn't say 1MB was the max, it was simply the limit I had arbitrarily fixed, the level may slow down at that point, but it may not. Anyway, since sky textures take 256k, I'm gonna make the slots either 1.2 or 1.5MB.
Originally posted by VideoGuy Also, a question: I noticed you have an option to disable the death floor. What will happen if we do that and Mario falls off? Will he just fall to infinity? Or will there be some way to put an invisible wall around our level so that this can't happen?
Actually, Mario cannot fall off platforms to the bottom of the level if there's no death floor. Space where Mario has no collision map under his feet becomes like an invisible solid wall. Like messiaen said, the death floor is simply a special collision type.
For example, in my first experiments for the level importer I imported a sphere, and I didn't make a death floor. Mario could walk fine on the sphere, but when he reached the edge he was stopped by this invisible collision wall. And I'm not talking about the maximum level boundairies (-8192 to 8192), this wall was around the sphere.
If Mario somehow manages to go outside this area to a place where there's no collision map under his feet (by warping for example) he dies instantly.
So disabling the death floor can be useful if your level has no pits and is smaller than the maximum level boundaries. By doing that you'll be sure that Mario cannot go outside your level, even by flying.
As for measuring Mario compared to a platform, it's a good idea, but messiaen would be better placed to tell us the actual height of this particular platform.
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Stevoisiak
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| Posted on 06-01-09 12:11:20 AM |
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Originally posted by VL-Tone \
For example, in my first experiments for the level importer I imported a sphere, and I didn't make a death floor. Mario could walk fine on the sphere, but when he reached the edge he was stopped by this invisible collision wall. And I'm not talking about the maximum level boundairies (-8192 to 8192), this wall was around the sphere.
So disabling the death floor can be useful if your level has no pits and is smaller than the maximum level boundaries. By doing that you'll be sure that Mario cannot go outside your level, even by flying.
Wait a second. What about in whomps fortress when he jumps off. There are no objects, but mario isn't blocked off. Nor is he in the bowser levels.
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VideoGuy
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| Posted on 06-01-09 12:24:39 AM |
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Originally posted by VL-Tone As for measuring Mario compared to a platform, it's a good idea, but messiaen would be better placed to tell us the actual height of this particular platform.
Well if messiaen could provide the measurements, couldn't we calculate Mario's dimensions for the importer?
Originally posted by Stevoisiak
Originally posted by VL-Tone
For example, in my first experiments for the level importer I imported a sphere, and I didn't make a death floor. Mario could walk fine on the sphere, but when he reached the edge he was stopped by this invisible collision wall. And I'm not talking about the maximum level boundairies (-8192 to 8192), this wall was around the sphere.
So disabling the death floor can be useful if your level has no pits and is smaller than the maximum level boundaries. By doing that you'll be sure that Mario cannot go outside your level, even by flying.
Wait a second. What about in whomps fortress when he jumps off. There are no objects, but mario isn't blocked off. Nor is he in the bowser levels.
But those levels have the death floor, so the objects wouldn't matter. Right?
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VL-Tone
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| Posted on 06-01-09 01:24:01 AM (last edited by VL-Tone at 05-31-09 10:27 PM) |
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by VideoGuy
Well if messiaen could provide the measurements, couldn't we calculate Mario's dimensions for the importer?
Yes we could, I never said otherwise, the "but" was just to say that I didn't know the size of this specific platform, "but" messiaen would know it.
Originally posted by VideoGuy
Originally posted by Stevoisiak
Wait a second. What about in whomps fortress when he jumps off. There are no objects, but mario isn't blocked off. Nor is he in the bowser levels.
But those levels have the death floor, so the objects wouldn't matter. Right?
Exactly.
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messiaen
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| Posted on 06-01-09 12:47:43 PM |
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Here's the vertex structure of this object (model ID 0x51):
width:
-500 +500
-500 +500
height (Y) = +150
If you want to make some experiments resizing it until you find Mario's size, the vertexes are located at 0x1211290. |
Breegullbeak
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| Posted on 07-16-09 09:06:13 PM (last edited by Breegullbeak at 07-16-09 10:37 PM) |
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| Finish the Polygon importer up before realseing it. |
Breegullbeak
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| Posted on 07-17-09 01:39:44 AM (last edited by Metal_Man88 at 07-16-09 11:38 PM) |
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| Is the Polygon Importer like what Messian did in his Missing stars hack for the buildings and such, or is this somthing that can be far more advanced when used to it's fullist? |
RDX
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| Posted on 07-17-09 02:06:14 AM |
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Far, far more advanced.
You can import your own 3d models instead of constructing things out of the models that are already in the game.
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