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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - F-Zero X | |
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BGNG

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Posted on 06-22-05 06:53 PM Link | Quote
The control points will be placed on the XZ axis, and their elevation on the Y axis is set seperately. After that, all properties of the control points can be set like banking, course width, buildings, etc.; and after that, segment properties can be set like dash plates, pit area, track type, etc.

Two features I hope to introduce that are not available in the official editor include relative mouse positioning and non-looped representation. In essence, you'll be able to move a control point with the mouse on the screen depending on the orientation of the camera. And you'll also be able to design a course that isn't always looped; so you can see where you're going without the whole thing connecting itself together and looking weird. 'Course you can't play them non-looped, but you can design them that way.
richyawyingtmv

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Posted on 06-23-05 03:17 AM Link | Quote
That sounds pretty cool. So how would creating upsidedown etc loops in the tracks work? Would there just be set shapes to use, or would you be able to draw your own shapes?
BGNG

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Posted on 06-24-05 12:57 AM Link | Quote
The old post is below. This is something entirely different, though.

I find myself rather graphically inept. I need some help designing the general toolbar and window graphics for the editor. Not any icons, mind you, but the generic images for the GUI... What do all the buttons/boxes/menus look like?

Allow me to make this clear, just to be sure: I DO NOT need help with icons. No button pictures. No little tiny square images with pictures on them. Nothing of the such. If you provide "assistence" for anything relating to what any INDIVIDUAL toolbar button looks like, I will call you something unmentionable. Icons are not the point here.

Take a look at my GUI, which is Windows XP using the Windows Classic look. It has its simple rectangle graphics stuff. Simple, but not interesting. How should I do it in the editor? Feel free to post your own ideas as pictures. (PhotoBucket.com can host them)


__________

Here's the old post;

The tracks consist of control points that are connected together in a loop using something called a spline. A spline is a term used in graphics programming to describe a function that draws graceful curves defined by a given set of points. Some splines pass through each of their control points; others don't. The Curve control in MS Paint allows the user to draw a 4-point B
HyperLamer
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Sesshomaru
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Posted on 06-24-05 05:42 AM Link | Quote
Does the ROM contain any track-editor-related code? Maybe we'd be able to download these tracks into memory using a Gameshark on a real N64. The game certainly seems to be designed for it given the simple and rather wasteful level format.
richyawyingtmv

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Posted on 06-24-05 11:16 AM Link | Quote
Just wondering, how does the AI of rival cars work in this game? Im guessing it isnt predetermined due to the X Cup, but I may be wrong.
HyperLamer
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Posted on 06-24-05 11:40 AM Link | Quote
Well the game is designed to be edited, and can draw the tracks just by control points, so I'm sure they were able to make AI follow the track through the same method used to create it.
BGNG

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Posted on 06-24-05 10:31 PM Link | Quote
Discussion is nice, but I'm still looking for help with the GUI stuff... Unless you never want this project to be released, I recommend SOMEBODY say something.
__________

Most of the Expansion Kit features are lingering about in the ROM, dormant. Mainly graphics, but yes: The Course Edit code is in there; albeit incomplete. It was designed to be complemented with code from the Expansion Kit itself and cannot be used on its own.

The AI's are set to perform at a per-segment level; completely independant of any course design. So whatever the course looks like, they can race it. However, if track segments are REALLY long, they'll cheat big time and blow you away as if they were using hyper boost (as opposed to plain ol' "boost")... and do that on the first lap.
DavePhaneuf

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Posted on 06-25-05 12:09 AM Link | Quote
I'm no expert in the GUI, but I could offer a few ideas.

-On top of the window (Where it says 'Taskbar and Start Menu Properties' on your screenshot) The color could be similar to what it is in your screen shot, but a bit more Blue like the Blue Falcon.

-When going about selecting a track to edit, on the menu they could be highlighted in colors, like Jack is Green, Queen is Blue, King is Purple and Joker is Red.

-And when you highligh a CP, the stats are all listed. It could be an idea to have a little image describing what it does. Like X would have a horizontal lone beside it, Z would be Vertical, Y would vertical with a U & D above and Below it.

-And when your selecting your texture from a menu, there's a tiny picture beside each texture name.

Those are just a few ideas. ^^
BGNG

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Posted on 06-25-05 12:37 AM Link | Quote
While I appreciate the ideas (many of which I have already considered myself), that's still not quite what I'm looking for. What I need to have is what the GUI will LOOK like, not what windows show up where or what icons may look like.

The picture I posted above is my Windows GUI. It's all rectangles. Kinda boring. What ELSE could we do for the editor? Rounded rectangles with thick outlines? That kind of thing.


(edited by BGNG on 06-24-05 03:38 PM)
richyawyingtmv

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Posted on 06-25-05 12:47 AM Link | Quote
Aha. I think I know what you mean now....

Maybe a design similar to that of Media Player 10?



What I mean by that, although its hard to explain, a GUI with possibly a gradient to it, rounded edges, and possibly a choice of skins.

No standard 'File, Edit, View' etc menu, but a design such as the WMP10 - possibly utilising the tab system shown in the screenshot to easily access different functions of the editor.

Sorry if im not much help, but still. Its an idea.


(edited by richyawyingtmv on 06-24-05 03:49 PM)
BGNG

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Posted on 06-25-05 12:58 AM Link | Quote
You're on the right track, but the general GUI graphics will need to be original for copyright's sake. The Media Player buttons are circles, which isn't necessarily the way to go, but that's along the right lines.

If you can design anything, go ahead and post it.
Kyoufu Kawa
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Posted on 06-25-05 01:21 AM Link | Quote
People can copyright "pastel gradients with a nice border"? I thought that was a concept. Concepts can't be copyrighted!

Edit: Just take WMP10 or whatever, switch some elements around, maybe change the hues to be sure and you'll have the -concept- of WMP10's general style applied to your own app and Microsoft can go fack itself in the nostrils.


(edited by Kawa-oneechan on 06-24-05 04:23 PM)
BGNG

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Posted on 06-25-05 01:53 AM Link | Quote
How about "No, I don't like the way MP10 looks"? I'd like something with smooth edges, but not all that flashy... As I said: Rounded rectangles with thick borders would work, but I'd like some input. I don't have a lot of "make your own GUI" expertise.
Sukasa

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Posted on 06-25-05 03:24 AM Link | Quote
Well, Why not try something along the lines of LM? It's not original, but the design works, right?
BGNG

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Posted on 06-25-05 03:36 AM Link | Quote
If I knew what LM was, you might be onto something.
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Posted on 06-25-05 03:47 AM Link | Quote
LM = Lunar Magic

http://fusoya.panicus.org/lm/index.html

Though I don't think it would be all that great for a 3D editor. :\
BGNG

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Posted on 06-25-05 03:48 AM Link | Quote
I don't mean to be cocky, but... There was no possible way I could have known what that stood for. Thanks for the heads-up.

I'm drawing some easy-to-understand pictures. Hang on a moment and I'll edit this post.
__________

EDIT:
See my next post.


(edited by BGNG on 06-24-05 07:21 PM)
Chickenlump

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Posted on 06-25-05 03:55 AM Link | Quote
Alot of hackers here assume EVERYONE knows about Lunar Magic if they know of ROM Hacking.

The closest thing to a 3D editor that I have ever used has been UnrealEd, the editor that usually ships with Unreal, and many of it's offshoots. It was easy to use, advanced and not too simplistic. Great work on what you have done so far, I had never played F-Zero X before now (I have heard of it, just never thought about playing it.. ). Every bit as cool as Mario 64 editing.
BGNG

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Posted on 06-25-05 04:20 AM Link | Quote
Okay... Here's what I DON'T want to know:



And here's what I DO want to know:

Chickenlump

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Posted on 06-25-05 04:40 AM Link | Quote
Ooohh...barbie pink....

Actually, what's there is pretty nice, other than the colors.



If you do have floaty swatches, transparency wouldn't be bad, but I think having the swatch like windows roll up into their titlebars or minimize to... somewhere else untill needed would be better than trying to look through them to see what's under them.
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