Gecko
Member
Level: 25
   

Posts: 41/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
The first thing the trampoline reminded me of was the Heave Ho, which catapults Mario into the air as soon as he stands on its plate.
 |
Gecko
Member
Level: 25
   

Posts: 42/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| Importing models is just one part of the editing procedure, one also has to include level goals, objects and enemies. There are more important goals to work on right now than releasing unfinished test maps. |
Gecko
Member
Level: 25
   

Posts: 43/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
The Heave-Ho throws Mario up and you lose control over him.
What about integrating the 120-star 3rd jump? |
Gecko
Member
Level: 25
   

Posts: 44/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
I guess I'll have to reinstall Blender soon.  |
Gecko
Member
Level: 25
   

Posts: 45/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Do whatever you like with that level. ^^ I wasn't away from this forum, just kept reading until recent updates. Your interface looks really good. Nice to see that you could find solutions to former design problems you had written about in the past.  |
Gecko
Member
Level: 25
   

Posts: 46/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| Thank you for giving us a chance to look into your work. I'm still trying to set up a working environment. I'm currently into a few problems. The object file shows up in TT64, but Nemu64 crashes after Mario's head intro. Am I using the wrong emulator? |
Gecko
Member
Level: 25
   

Posts: 47/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Yay, it works. Had to resume Project64 after its halt.
 |
Gecko
Member
Level: 25
   

Posts: 48/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
I do not have much time left, just taking my break from work.
Here are some obj and mtl files: http://www.file-upload.net/download-1931416/Gecko.rar.html |
Gecko
Member
Level: 25
   

Posts: 49/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
The files I used: http://www.file-upload.net/download-1938246/mariolevel.rar.html
VL-Tone, while using TT64, I thought it would be useful having following tools and/or changes:
- newly added objects should have all star acts enabled or there should be one button for enabling all acts at once
- copying existing objects by clicking on a button, making the new object appear at the same place
- copying and pasting coordinates of object like it's already possible with parameters, e.g. you'd like to add a coin upon a platform or tree
- after I received a "script not found - continue?" error, I could not save the latest changes, pressing on the button would not change anything
- after pressing the "save" button it would be nice having a response from TT64 like "game saved" or simply "saved".
Maybe some options already exist and I've simply missed them.  |
Gecko
Member
Level: 25
   

Posts: 50/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
That sounds great! How could I miss the save button with its red tone. I'll try point three, though it sounds a little complicated. There's not much left to long for for a fully working level editor, except at the moment I'm missing the usage of materials.
<object width="425" height="344"><embed src="http://www.youtube.com/v/CEwBEhdCay0&hl=de&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
It's interesting to see that even detailed levels like from Banjo Kazooie work with the Mario64 engine, maybe it's not too limited in terms of polygon count as I had thought in the first place. |
Gecko
Member
Level: 25
   

Posts: 51/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Not exactly Mario 64, but you will definitely see some other hi-res textures with my Mario64 mods, when the new version of TT gets released.
<object width="480" height="385"><embed src="http://www.youtube.com/p/18C57F7D79C35307&hl=de&fs=1" type="application/x-shockwave-flash" width="480" height="385" allowscriptaccess="always" allowfullscreen="true"></embed></object> |
Gecko
Member
Level: 25
   

Posts: 52/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
I had trouble aligning the original boundaries' textures, so I decided to replace them with transparent ones fortunately giving the level a savannah-like look which released me from a difficult retexturing of the backgrounds.  |
Gecko
Member
Level: 25
   

Posts: 53/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Wow! That was amazing! You did a nice job on dewcorating the empty level and making a nice playable world out of it. That Bowser glitch made me laugh out loud.  |
Gecko
Member
Level: 25
   

Posts: 54/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| I just had another idea while viewing your latest videos. Maybe it could be useful being able to create prefabs which means putting two or more items together in a speacial manner saving them onto a "prefab slot". The next step would be selecting a prefab slot and create a copy of the very same object combination, e.g. a tree with a red coin on its top which could save everyone some time. Prefabs could be sharable so everyone could import prefabs created by other users, analogous/similar to your TT64 level file standard. |
Gecko
Member
Level: 25
   

Posts: 55/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| As far as I remember, you can change each material's characteristics. It's like changing -a few bytes in RAM making the grass texture slippery or turning sand into grass type each with different physics. VL-Tone already wrote that he wanted to integrate it into one of the future versions of TT. |
Gecko
Member
Level: 25
   

Posts: 56/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| I've imported an object level file several times with different options and everytime I start Bob Omb's Battlefield, the game fades out into white and nothing happens. Do you possibly know what I'm doing wrong? |
Gecko
Member
Level: 25
   

Posts: 57/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
You cannot move it unless you edit the original level geometry, as VL-Tone said. Once the PPF patch is applied, Bob Omb's Battlefield is completely replaced by Flatworld. So, there's no levitating island anymore.  |
Gecko
Member
Level: 25
   

Posts: 58/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| Really nice idea for a level! |
Gecko
Member
Level: 25
   

Posts: 59/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
| Hard drive crashes are awful, especially when there aren't backups of all personal data and you lose pictures, videos and other kind of work. Hope it wasn't too much of a loss for you. |
Gecko
Member
Level: 25
   

Posts: 60/113
EXP: 83089 For next: 6531
Since: 03-27-09
Since last post: 9.1 years Last activity: 7.7 years
|
|
Great! Think about adding enemies etc.  |