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Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
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Originally posted by luigiman1928
Hey with this will i be able to change the SUPER MARIO 64 on the start to SUPER LUIGI 64?
Unfortunately not. The importer in version 0.6 will only import polygons into a custom level, as the main terrain.
Even version 0.7 is not planned to be able to do this. 0.7 will be able to import polygons as individual objects in a custom level, which can have a behavior, but again these objects will only be available in new custom levels, not as replacements for existing objects. (Note that as I said before, 0.7 will have many other improvements to the polygon importer, such as support for multiple textures per object, and the ability to specify many custom parameters up to the triangle level)
Technically though, there should be ways to use the 0.6b polygon importer to replace the title, by manually modifying the pointers to the title object so that it points to the polygon data of the imported polygons. Automatizing the process of replacing any given existing object is the complicated part, and I wouldn't count on it until version 0.8b....
That being said... I may add a feature in 0.6.1b or so that enables you to replace the title screen with an imported model.
As for the version 0.6 release for April 1st, I'm running out of time, and I've been really busy at work these last days (and it will be worse next week). I still have the week-end to finish it, but it will probably be released April 1st as an "alpha" version i.e. 0.6a, meaning that some little features may not be present, and it may be a little more buggy than it should. I'm sure many of you will tell me that they rather wait a little longer for it to be more ready, but I set myself a deadline, and don't want to push it back again and again... (But I'll sure give big warnings about the stability/feature completion status of the alpha release, and if you want to wait for the official feature complete 0.6b release you still can!)
A pretty big feature that may or may not be part of 0.6a or even 0.6b, is the ability to have multiple custom levels.
I'm still trying to figure out the best way to deal with this: determining the space between data for each level, the interface to chose which level is replaced, how to load/save presets for specific levels. This feature may appear only in 0.6.1b or 0.6.2b , which is a bummer, but it would be a good idea to first focus on debugging the core level importer before having this multiple level feature to deal with.
Don't worry though, if anything 0.6.1/0.6.2 will be released relatively soon after 0.6.0, with the multiple custom levels feature.
One last note about the release: I know that the importer will be limited and won't be able to do everything you want to yet, but keep in mind that there will be an infinite number of level designs that you'll be able to create with a 3d program, and a lot more flexibility when it comes to choosing which objects will be available in your level.
Originally posted by Gecko
The Mario Kart 64 engine is based on Mario 64 and should not be too different from the original one. Do you think you could develop an editor for this game also, based on Toad's Tool? Or am I wrong and the engine is completely different?
I'm not asking you to do it in the near future, I'd like to know about the circumstances and the possibility.
Other than that, I'll be happy to be able to edit level geometry/ add new objects in the near feature. That's one of the few features needed for really changing the game and creating new content. 
By the way, which editor did you use to create the spiral level?
The polygon format is relatively similar, but not directly compatible, though modifying my level decoding routines would be relatively easy. But the rest of the level data seems to be in a completely different format.
HyperHacker worked for sometime on a Mario Kart 64 editor, last time I saw him he had a basic level viewer working. You may want to google him to see if he got any farther than that.
There's still a lot of features and improvement that can be made to TT64, and it may take years until I run out of features to add. I really don't plan on working on a Mario Kart 64 editor after that, I'd like to create my own voxel based game, that'd would be my next project...
Originally posted by Jon
I think it was a good idea to make it .OBJ compatible. You are doing an excellent job, I am highly impressed by your work. You should have a job like this, designing video games. Or maybe you already are. Maybe I am ignorant. But still, nice job. I haven't played around with this game for a long while now.
Well as I've said before, .OBJ is one of the most widely available format in 3d programs. Also, being text based, it's easy to decode. It's a little limited, but then, the SM64 polygon engine is limited too...
I'm not currently working in the video-game industry. My friend, who works at UBI soft Montreal, keeps telling me each time I show him what I do that I should apply there and that I probably would get a job. But I like the people I work with currently, and they kind of need me (I've built them a very complex database tool to manage human resources and productivity, and at this point it's so complex that I'm the only one that could modify the code and/or add features). Also, I'm getting old (probably the oldest guy here) and I don't have any extensive C++ programming experience nor with 3d design programs.
Anyway, thank you for the kind words!
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