radorn
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Do what you prefer. I wouldn't waste time preparing a preview when you could spend that effort into making the final version unless you really want to release something now. I, for one, ain't hurried.
I second SubDrag in the exporter feature.
It would be nice to be able to dissect the original levels and maybe use parts of them into crafting new levels to then import into flatworld. Not mentioning other uses one could give to these models. |
radorn
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Excuse my ignorance but I really don't understand what you are saying.
I suspect you may be misunderstanding what I expect of such an exporter (to obj or whatever you prefer).
I, for one, all I want for such an exporter is to get a level's textured mesh out in some format I can then import to some 3d software. I would even settle with no textures if things get too messy and try to texture it manually. Doesn't Toad's Tool 64 already show the entire geometry of the levels? If you can get it to render there, what stops you from dumping that into a 3d mesh file? That's all I really need.
I tried that emulator (well, plugin, Lemmy3D, for Nemu and, apparently, also works on 1964 099), but I haven't been able to get it to work, and from what I understand, it outputs geometry AFTER transform, so it's not exactly the same.
What TT64 shows on my screen looks good enough for me and the little inacuracies there may be would be easily solventable with manual work... if I could get them out of TT64, that is...
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radorn
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| I may be terribly wrong but I think what VL-Tone means when he says there's a skeleton-like hierachy in mario is that, since the body parts are organized in a hierarchy and each part's position in any given moment (which results of the animation code) is relative to the position of it's "parent" part, it conforms a skeleton of sorts, even if it's not a skeleton in the traditional sense. |