Originally posted by DarkSpacer
First, there is still a limit, the limit's just increased (current is 6500 polygons).
I'd recommend sacrificing as much detail as possible to make really smooth-playing levels like the original, but still try to make the objects at least remotely look like what they're supposed to look like.
The scaling depends on your 3D program you use to create the levels. Once you figure out the values, you should use the same settings each time you want to make a level.
...what you talking about pixels to inches anyway? Are you talking about textels (how many pixels make up a texture)? Those are two different things...
Oh wait, 8,192 limit--dude, those aren't pixels. IDK what they are but the size of your level depends on that...Sketchup has multiple settings for size values, but there's always a little person in the middle of your scene when you start it up...I haven't tested if he's the same size as Mario, but if you build your level with him there, then delete him when you get a feel for the size, you don't have to really worry about the size value.
Besides, the importer will warn you if your level extends outside the 8,192 limit.
Yeah, I meant the 8,192 textels for each quadrant. But I found a good estimate of my X and Z bounds using a scaling of 500. Using this scale with Google Sketchup, Mario is about 16 in tall and 8 in wide.
On a side note, I noticed a couple things about the dreaded "invisible walls":
- Invisible walls occur wherever your level exceeds any coordinate bounds. Sometimes a level is within bounds when imported, but as MetalMan pointed out, rearward textures can affect the level once its imported. More specifically, I noticed that rearward textures offset/mirror the level's X, Y, and Z coordinates.
- Invisible walls will occur on textured surfaces where the rearward faces have lines. If you have a flat plane textured with grass (just as an example), and you draw a horizontal line underneath that plane (lets say cutting it in half), then you will find the invisible wall halfway through that level (directly above the drawn line).
One could use invisible walls on purpose to create invisible barriers and stuff, especially since it seems easy to produce them (drawing lines underneath planes). TT64 was really helpful in solving the invisible walls problem, as well as picking the right coordinates to hardcode Mario's starting position in any given level.
Is there any way to predict how much rearward textures will offset an imported level? Also, when there are rearward textures/invisible walls, some textures don't behave properly. Is there any way to fix this? I can get around the level offset problem by using TT64 and finding the right coordinates to hardcode the level offset in the importer. Although I know that Messian isn't going to work on room support (like in "inside the Castle" and "Haunted House"), knowing the solution to this one problem will definitely make it possible to add rooms to my levels (I know about the creative method to make "rooms", but I'd love to create interconnected rooms without the need for warps).
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