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05-15-24 04:58 PM
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Acmlm's Board - I3 Archive - ROM Hacking - F-Zero X -- Editor Project
  
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Xkeeper
Posts: 1293/5653
Closed by request.
Guy Perfect
Posts: 131/451
Widgets Begin



I guess this picture sums it up as best as any thousand words can. This is the starting of the widget creation for the various decorations that are applied to the courses in the game. It is also the final stretch of work that needs to be done for the course geometry graphics engine. Other than this, it's just the floor and horizon.

I've personally hand-coded that "GO" gate, just as I will all the other models in the game. It is scalable and can be applied to any control point with any course width. I've also implemented that lap line as of the last update; the little green/yellow chekcerboardy thing on the course.




Course Features - The Zones



Those of you who were around what seems like forever ago might remember Spring C., my first lot-of-effort course with nauseating curves and colors that induce confusion. This is a picture of that course. See how it's in the shape of a spring? Yeah, I totally picked a good name.

Anyway, you can clearly see all three of Pit Area, Dart Zone and Slip Zone in this picture. And as mentioned earlier, you can set the tunnels to be partially transparent (like they are in this picture) to reveal their contents. In this case, we can see Dart Zones and Slip Zones inside the tunnels.

All combinations of Pit/Dart/Slip are supported, including left-side, center and right-side capabilities.
Ylle
Posts: 52/58
Gosh, that's awesome. Don't really have any constructive or creative to say seeing how you already got everything planned out so nicely.
Guy Perfect
Posts: 94/451
Alright, then. I shall implement it.
Kyoufu Kawa
Posts: 437/1353
Well, I've read it over and I approve of this file format.
Kyoufu Kawa
Posts: 435/1353
I'm downloading it for later studies right now. Just because I <3 specifications.
Guy Perfect
Posts: 91/451
OMG please don't quote the entirety of the post immediately before yours and make a whole post just to comment on one thing which is off-topic in the first place.

Anyone take a look at that specification?
firemaker
Posts: 115/194
Originally posted by BGNG

After a week of becomming acquainted with Linux, and a second week of becomming reacquainted with Soldat, I'm finally back in the swing of editor-ing and I've got some updateage for ya.

quote]

OMG you play soldat!! Good game and very good editor.

And yeah I took a look at the file specification. Nice doc now inside my pc archives.
Guy Perfect
Posts: 89/451
Omigosh! An update!

After a week of becomming acquainted with Linux, and a second week of becomming reacquainted with Soldat, I'm finally back in the swing of editor-ing and I've got some updateage for ya.

Here we have the proposed specification for the F-Zero X Track File Format that will be used as the native format for the editor as well as the standardized format for players of the Expansion Kit to use to transfer their tracks over the internet. I invite you, the reader, to revise the specification and see if you'd like anything changed or added.

The exact values used for things like "Venue" are not documented, but that's a general overview of the file specification. If you have any questions or comments, post them.

F-Zero X File Specification v1.1
fzeroman
Posts: 4/15
hows the project coming bgng
i have billions of new track ideas im just waiting to try out

as for all that rom-less legal/illegal stuff
dont worry man as long as the game doesnt exist in the editor itself
the editor should be legal
and all this other mumble jumble about it still has the person using the rom to see his edited courses in action
"so what were all here to give credit to you bgng, this is an awsome project
and furthermore its something thats really going to bring the fanbase closer together"
and with the game coming to revolution i think the fanbase will become larger
and its probly possible(1 day) to play our f-zero x custom bgng track editor roms
on rev

by then we'll be racing in f-zero revolution(or)f-zero online
together
Rom Manic
Posts: 28/557
It's kinda hard to see the wireframe when mixed with textures. Is there a way to make the wireframe more vibrant?
Guy Perfect
Posts: 72/451
Typing will be an option. For coordinates, there will also be sliders available so the user can just drag to the location he wants, or optionally type the number manually into the box. For segment properties, there will be a simple interface with drop-down boxes for each choice, like... The "Left Side" box would have the options of "Pit Area," "Dart Zone" and "Slip Zone."

It will all be organized in an MDI (if you know what that is) container with roll-ups very similar to the various palette windows used in Adobe softwares. One box is for control point properties, one for segment properties, one for whole-track properties (name, music, venue, etc), etc... All versatile and configurable, and hopefully as user-friendly as possible.
Heian-794
Posts: 17/160
My God, that is fantastic.

How will the users actually create the courses? It would be nice to be able to simply type in numbers for coordinates, as one of the Expansion Kit's failings is that it can be a hassle to repeatedly select points, move from menu to menu, and adjust things.
dcahrakos
Posts: 189/499
Thats awesome! good work
Guy Perfect
Posts: 71/451
01/07/2006: 19:41 CST
Track surface generator completed.



Bleh. A whole week has gone by, and it took a while, but here it is... A fully-functional, complete course surface polygon generator!

Take a look at these polylicious thumbnails! Oh, and if you want to see a larger version, click one:


Metal Knuckles
Posts: 74/412
Sweet jesus... when you finish, I swear, so many of the women in this community will beg to have your children. =P

Just out of curiosity, does F-Zero X have a limit for how much track you can add to each level? One would figure that they tried to fit in as much track as they could with the original game without going over the maximum amount of free space.
firemaker
Posts: 56/194
Quite like the view.
Guy Perfect
Posts: 68/451
Took most of the day off from programming today. But one thing I did get done was configure the tunnel exterior engine and give it some cosmetic makeovers.

As I said before, a tunnel exterior won't do much good if it blocks the view from seeing what kinds of goods you've got on the track INSIDE the tunnel, so you can configure the editor to either not display the tunnel exterior, draw it in all its glory or, as this picture shows, draw it with partial transparency:

NEONswift
Posts: 24/150
Excellent work. Ill finally be able to create the same track i made with the Expansion Kit and share it with everyone. It was a short track but with 30 racers it tooks its toll with all the bumps and jumps but without making it impossible for the cpu.

The options will be endless. Keep it up BGNG.
Guy Perfect
Posts: 63/451


In case it's not apparent in the picture, here, I've completed the tunnel generator. Notice how this shot only shows the inside. The editor will feature an option as to whether or not to draw the extierior and, if desired, to what opacity. After all, an exterior won't do you much good if it blocks the view from any Pit Area/Traps/Dash Plates/etc. you may have on the inside of said tunnel.






Well, the "Normal Track" generator got its long-awaited overhaul and is now a "Normal Track, High-Wall and No Walls" generator. All end-segments sloping has been applied (which will actually scare away many attempters of this feat) and many of the courses can now be rendered in their entirety.

Next up, the next part.
This is a long thread. Click here to view it.
Acmlm's Board - I3 Archive - ROM Hacking - F-Zero X -- Editor Project


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