Raccoon Sam
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Looks pretty cool, although I'm yet unaware of its screen resolution and overall size.
But I'd totally take this over an iPod any day. |
Raccoon Sam
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With some inspiration from Howl's Moving Castle, I did this. It's a Work in Progress, so any suggestions are welcome!
We start off with a cool perspective pic that shows it overall.
Here's the back.
Here's the entrance. The door isn't supposed to be split, it just happens to be that way. Those are also metallic ladders but don't have a texture yet
Here's the hut. It's the highest window in the house and you see what you shoot from there. Also chimney.
Here's the back balcony.
And the final image which shows all of the views.
There aren't textures yet, and I haven't really made up my mind on what to put to the wheels. I originally went for spiky leg-things but it looks inconvenient and stupid, so at the moment's there isn't anything underneath the leg-things.
EDIT: 339 Polygons, too! I want to keep it under 500.
I have begun the UV mapping. |
Raccoon Sam
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| Looks superb! |
Raccoon Sam
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sml music hackin |
Raccoon Sam
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| Looks awesome but I can't focus on a screen that's on the right side. |
Raccoon Sam
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Well, the whole compression schema is pretty powerful and fist the Kirby-like elements.
Someone scour through the patents archive.. HAL Must've patented this!  |
Raccoon Sam
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hahaha, that's amazing..!
I remember Techokami told me about this PWN2OWN thing a long time ago. It's a really good thing imo |
Raccoon Sam
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That would be helpful. Regardless of what game I'm editing, I usually crave for any kinds of physics simulation.
That, or a huge sticky note with all the values of how high Mario jumps, etc. but that wouldn't be the same case with SM64, which is a 3D game. |
Raccoon Sam
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A Built-in file explorer? Snazzy! Great job yet again :>
However, I can't run it in Mono. If you intend on making it compatible, this was the error I got upon opening it in mono:
Unhandled Exception: System.ArgumentException: The requested FontFamily could not be found [GDI+ status: FontFamilyNotFound]
at System.Drawing.GDIPlus.CheckStatus (Status status) [0x00000]
at System.Drawing.Font.GetHeight (Single dpi) [0x00000]
at System.Drawing.Font.GetHeight () [0x00000]
at System.Drawing.Font.get_Height () [0x00000]
at (wrapper remoting-invoke-with-check) System.Drawing.Font:get_Height ()
at System.Windows.Forms.Label.InternalGetPreferredSize (Size proposed) [0x00000]
at System.Windows.Forms.Label.CalcAutoSize () [0x00000]
at System.Windows.Forms.Label.OnFontChanged (System.EventArgs e) [0x00000]
at System.Windows.Forms.Control.set_Font (System.Drawing.Font ) [0x00000]
at NSMBe4.LevelChooser.InitializeComponent () [0x00000]
at NSMBe4.LevelChooser..ctor () [0x00000]
at (wrapper remoting-invoke-with-check) NSMBe4.LevelChooser:.ctor ()
at NSMBe4.Program.Main () [0x00000] |
Raccoon Sam
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Looks really amazing! Can't wait 'til it's done.
Also, now that I look at my post, maybe I worded it badly. I can run it, just not with Mono.
Good job. |
Raccoon Sam
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Originally posted by Treeki Most enemies are 3D, which is why I can't display them.
You could use external image files that are taken screenshots of the enemies, like SMILE. |
Raccoon Sam
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| Whoa, that's pretty cool! Gotta love those SML2 notes. Thanks :> |
Raccoon Sam
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They didn't really lose anything yet. The boys' lawyer said he's going to take this to the Court of Appeal and eventually even onto the Supreme Court.
So expect a final showdown in ten years or so |
Raccoon Sam
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I don't really feel like skewing through 10 pages, so here's a few questions:
-What models am I able to overwrite with my OBJs? Only the level sceneries or enemies and objects as well?
-How is the texturing handled? OBJs don't parse the textures into the file, and even if they did, I don't think that's how the N64 handles them. Would it be better if I did a textureless model and applied textures in TT64 (assuming that's possible)?
-How are surfaces handled? Can I assign surface types to certain faces, like 'auto-slide', 'sand', 'metal', 'walkable regardless of angle steepness', etc?
Thanks in advance. |
Raccoon Sam
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I'm done(?) with my SM64 level model. It's a some kind of a valley with a mysterious mountain. 163 polygons in total.
There will be a water level as well, if that's possible in TT64. I hope this works in the long run.
There seems to be a secret cave somewhere.. |
Raccoon Sam
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Oh? Superb, then! I'll probably do some roads here and there and maybe add a floating island.
Thanks, by the way.  |
Raccoon Sam
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I used Cinema 4D. It is available for both, Windows and Mac OS X.
I haven't used Blender, so I can't really help you out.
I'd be glad to cooperate with anyone with great level design ideas, though.. Although I think my level models looks alright, it doesn't really have much of... anything. Sure there's the mountain top and the secret cave and some main land, but that's definitely not enough for 100+ coins and 8 missions. |
Raccoon Sam
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Looks absolutely fantastic!!
EDIT: What a waste of post #100 :< |
Raccoon Sam
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Who-ho-hoa, I had no idea you did this kind of stuff..!
That's absolutely amazing. Great job, man.  |
Raccoon Sam
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| Everything in this thread looks fantastic |