AAA
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Originally posted by vinnyboiler How can you convert the falling snow into rain?
I tried to find the texture but i finding it to much of an challenge.
Why not look at GhostMaster3000's Texture List? Surely you will find it.
And if you want it to actually fall the same speed as rain, then I suggest using a hex editor. |
AAA
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Originally posted by messiaen BEHOLD, here comes Mushroom Battlefield !!
<object width="425" height="350"> <embed src="http://www.youtube.com/v/6lBRXHZrc_g" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
Lots of mushrooms with moveable collision !!
Technical details can be found at the Flatworld / Experimental Platform / Behavior threads. There are still some easy to fix minor issues, but it works!
Wow! Outstanding work. Can't wait to see what you create next. |
AAA
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I have a 2 suggestions for Text Wrangler:
1. Make the level select MARIO A, B, C, D text editable through text wrangler (it's a pain doing it through a hex editor)
2. Make the peach ending screen text editable (plus credits if possible) |
AAA
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I suggest you ask this in the TT64 help/how to thread.
You're making threads that are useless. |
AAA
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Originally posted by Blaster I am having a problem with flatworld battlefield. When I test it on project 64 after running around for about 30 seconds I get an error message:
Unknown x86 upcode 66
location 1A111A7
loc: B9FB52
fgh2
How do I stop this error?
Edit: I tried turning all objects into empty objects and then I got a different error in project 64:
Unhandled R4300i Opcode at: 80246A70
Unknown 04 AD F8 E0
Try these:
-Make sure that you enable only the objects you used
-Use normal objects instead of combos (i.e. Model: Pipe, Behavior: Butterfly) |
AAA
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| Ya, I know this may seem a little weird, but people tend to test stuff like layouts in the dumpster so I figured people can just test it in one main thread to save time and space. |
AAA
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Originally posted by Blaster
Originally posted by AAA
Originally posted by Blaster I am having a problem with flatworld battlefield. When I test it on project 64 after running around for about 30 seconds I get an error message:
Unknown x86 upcode 66
location 1A111A7
loc: B9FB52
fgh2
How do I stop this error?
Edit: I tried turning all objects into empty objects and then I got a different error in project 64:
Unhandled R4300i Opcode at: 80246A70
Unknown 04 AD F8 E0
Try these:
-Make sure that you enable only the objects you used
-Use normal objects instead of combos (i.e. Model: Pipe, Behavior: Butterfly)
My objects are normal and I only enabled the ones I used.
Well the answer is in the problem. The unknown x86 is a command. Try finding it and see what is wrong. |
AAA
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Originally posted by machead253 Maybe VL-Tone could combine TT64 with the text editor or make a simple drawing program to make textures.
No need to. People are already happy just using TileMolestor.
And besides, VL-Tone is way to busy just working on TT64 6.0 and other stuff; he just doesn't have the time. |
AAA
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I tryed typing "L Is Real 2041" it that square but it doesn't work.
What did I type wrong? |
AAA
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Step 1: Go to texture page and select the L is real texture.
Step 2: Small mario must see the words.
The rest you can figure out. |
AAA
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Since there's bound to be bugs with the easter egg Luigi model, I think making this thread will be useful to keep track of all the possible glitches.
Glitches I've found:
-Luigi's head looks squished when his hat is off (as VL-Tone mentioned earlier)
-When Luigi grabs on to a signpost, he hangs half underground |
AAA
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I have a question for messiaen:
On the file select screen, you made an option to select either Mario or Luigi. How did you store the Luigi textures in the ROM? |
AAA
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Originally posted by SuperMarioX It seems when you quit Toad's tool 64, Mario becomes invisible.
Actually, he doesn't become invisible when you exit. I had the same problem at first only to realize that the "L Is Real" texture wasn't selected. It's an honest mistake anyone can make. |
AAA
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2 Suggestions:
-Luigi's voice should be an octave higher
-In TT64 where you set the Mario size, after you enable Luigi, his size should be set as 1.0 and not 1.8 |
AAA
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| A feature that allows you to add/delete objects in each level. |
AAA
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I came up with an idea/suggestion:
After Mario/Luigi steps on a cap switch, the player can then select the cap power they gained using the D-Pad.
Just a small suggestion. |
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Originally posted by messiaen cpubasic14: Don't worry, the dialog written until here was just experimental, I'll probably leave this area to someone else. The alcoholic piranha plant was just a joke.
I could possibly help with some of the text.
I have a great imagination. |
AAA
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Originally posted by VL-Tone Do you have any suggestions on which currently available commands should be added to these menus?
You can add a "Create Object" command which lets you select a model, assign it a behavior, and then save it for future use. |
AAA
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If I'm not mistaken, this has already been discused somewhere in a previous forum.
I suggest you post this in the TT64 help/how to. |
AAA
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Originally posted by Celux Note: About my rom, I am putting a long river through the canyon. Is there I a way so I can make it splash when you walk through it?
You could possibly edit the river terrain and change the terrain properties to either snow or sand. It won't give you an exact water effect, but maybe it can be shallow water with mud?
EDIT: Here are the terrain functions known to my knowledge:
0=Normal Solid
1=Solid + Grass
2=Snow
3=Sand
4=Solid + Boardwalk
5=Soft, Mid, Hard Solids
6=Slippery
To edit terrain properties in TT64, select "Terrain Type?" and then by holding Alt+Left Clicking on the terrain number allows you to change the number. |