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| Jul - Posts by Me-me |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 21/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| MAJOR UPDATE! Sorry about the delay. This version is a LOT better (or at least it should be )Hope you enjoy these changes! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 22/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| The first texture is the reflection of light on metal mario |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 23/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| The ''Mario M (Again?)'' is the M letter on the cap when its on the ground, as RJWaters2 said. |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 24/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| This is great! Only one small thing.... 3D objects are only visible when Mario is nearby. This makes it impossible to ''hide'' red coins for an example. In fact.... the whole level will look empty if Mario isn't nearby. I don't want to knock your ideas down, but there must be some way to avoid this... |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 25/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| 394 is the bottom of bowser's/koopa's shell? 19 is Mr, I's bullet. 52 is a snow particle or something like that. 72,73 are bullet bill's face. 76-80 is the Heave-ho enemy (the one who throws you high up in the air in wet-dry world. 83 is bully's eye (the enemy from lethal lava land). 97 is manta ray. 99-105 is the eel from jolly roger bay. 108-111 is klepto, the bird from shifting sand land. 136-140 is the penguins eyes. 147 is the ! switch ''!'' 192-198 is lakitu Hope you understood at least a little ![]() |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 26/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| The camera anchors are in fact, static sound effects. In castle grounds, the one close to the waterfall, for an example, makes the waterfall noise. The other ones makes those insect and bird noises. In shifting sand land there's one object wich makes the sandfall sound. Well, uh, let's get back to the topic. |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 27/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| There's only one ''sound object'' with that waterfall-like behavior in SSL I renamed the name labels so all i have is the behavior number wich is: 015524 The sound objects work perfectly in other levels, like Whomps fortress, Bob-ombs battlefield and Shifting sand land. With some work on this i bet we can make those objects produce different sounds. Hmm, if i remember correctly... doesn't the merry-go-round play that wierd song if Mario is in the basement of Big boo's haunt? Perhaps they (the sound object and the merry-go-round) use similar behaviors? Pehaps the SM64 Music Editing thread is better for this topic? |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 28/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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This require a hex editor right? ![]() -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 29/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| A function that sorts all various kinds of objects into categories. Like an ''enemy'' folder or an ''collectable objects'' folder. -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 30/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| Does this mean that super complex models (like the huge labyrinth in Rainbow Ride) will make the game go very slowly or even crash? And one other thing: If you walk into a wall from a side where you're not supposed to be, Mario can walk through the wall. How does the behavior know wich walls should be solid? -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 31/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| Making a cave level is not a very good idea... You would spend too much time to get mad because of the hard-coded camera movements that almost always interrupts you. In those cases the camera won't obey you or the camera'll move out of the cave so you see the whole level. -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 32/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| A small bug that i've seen in all versions of TT64 so far: When an object is inactivated (all acts turned off) the name of the object turn grey, right? Well, if you switch to alfabetical order instead of 123... the object name might turn red and another object name'll turn grey. Like this: --------------------------------------------------------------------------------------------------------- Number order: [Red] Goombas (three) (0,0) [Grey] Coin (0,0) [Red] 1-up (0,0) [Red] Bubbly tree (0,0) Alfabetical order: [Red] 1-up (0,0) [Grey] Bubbly tree (0,0) <----- See? (this one is activated) [Red] Coin (0,0) <----- This is inactivated [Red] Goombas (three) (0,0) ---------------------------------------------------------------------------------------------------------- Did you get that? The coin is still inactivated but it's name is colored red! And now the bubbly tree is grey but it's activated! -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 33/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| TT64 already have auto-save, but you'll have too check that box in the prefences. (This might slow the program down) -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 34/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| Impressive mod, Celux! One question: Did you change the position of the spawned star from the boss or did you build the level to suit it's old position? -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 35/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| Will the ''export texture'' function ever come back? -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 36/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| Oops... i missed that. I'll read through all posts carefully next time. -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 37/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| I've also noticed that some objects can't stand on the custom blocks. When i say ''objects'' i mean stuff like the red coin star mark or the jumping box, not the enemies. Does these objects use the same behavior for detecting collision like the enemies? -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 38/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| I long while ago when i worked on my Luigi's mansion 64 mod, i somehow erased the Peach cutscene. The worst part is that i don't even remember what i did. My mod is somewhere in this forum (the project is starting to die) if you want to check it out. -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 39/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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Well, thats too bad 'cause i don't know how to make a mac patch do'h!As for the progress, i've decided to continue this project. I already have a patch ready with 3 ''new'' levels ![]() -------------------- Wow! SM64 is totally turned upside-down! |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 37 ![]() Posts: 40/341 EXP: 322864 For next: 15389 Since: 08-05-07 Since last post: 798 days Last activity: 209 days |
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| Wow, i didn't know that so many people still liked this mod! Well, the new levels are, in case you're intrested: Midnight flower patch The dusty old clock Piranha forest You just made my day ![]() I wont let you down. -------------------- Wow! SM64 is totally turned upside-down! |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 |
| Jul - Posts by Me-me |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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