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Acmlm's Board - I3 Archive - ROM Hacking - F-Zero X -- Editor Project | New poll | | |
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Guy Perfect Since: 11-18-05 Last post: 6298 days Last view: 6297 days |
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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: |
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firemaker Cheep-cheep Since: 12-13-05 From: Somewhere in a place called Berkshire Last post: 6375 days Last view: 6375 days |
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Quite like the view. | |||
Metal Knuckles Tendoru Since: 12-21-05 From: New Hampshire Last post: 6296 days Last view: 6296 days |
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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. |
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Guy Perfect Since: 11-18-05 Last post: 6298 days Last view: 6297 days |
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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: |
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dcahrakos 490 Since: 11-17-05 Last post: 6513 days Last view: 6513 days |
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Thats awesome! good work | |||
Heian-794 Red Paratroopa Since: 01-02-06 Last post: 6297 days Last view: 6332 days |
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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. |
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Guy Perfect Since: 11-18-05 Last post: 6298 days Last view: 6297 days |
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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. |
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Rom Manic Since: 12-18-05 From: Detroit, WHAT?! Last post: 6296 days Last view: 6296 days |
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It's kinda hard to see the wireframe when mixed with textures. Is there a way to make the wireframe more vibrant? | |||
fzeroman Micro-Goomba Since: 01-15-06 Last post: 6628 days Last view: 6628 days |
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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 |
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Guy Perfect Since: 11-18-05 Last post: 6298 days Last view: 6297 days |
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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 |
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firemaker Cheep-cheep Since: 12-13-05 From: Somewhere in a place called Berkshire Last post: 6375 days Last view: 6375 days |
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Originally posted by BGNG |
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Guy Perfect Since: 11-18-05 Last post: 6298 days Last view: 6297 days |
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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? |
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Kyoufu Kawa Intends to keep Rom Hacking in one piece until the end Since: 11-18-05 From: Catgirl Central Station Last post: 6296 days Last view: 6296 days |
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I'm downloading it for later studies right now. Just because I <3 specifications. | |||
Kyoufu Kawa Intends to keep Rom Hacking in one piece until the end Since: 11-18-05 From: Catgirl Central Station Last post: 6296 days Last view: 6296 days |
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Well, I've read it over and I approve of this file format. | |||
Guy Perfect Since: 11-18-05 Last post: 6298 days Last view: 6297 days |
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Alright, then. I shall implement it. | |||
Ylle Red Paragoomba Since: 11-24-05 From: Sweden Last post: 6345 days Last view: 6345 days |
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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 Since: 11-18-05 Last post: 6298 days Last view: 6297 days |
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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. |
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Xkeeper Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is. Since: 11-17-05 From: Henderson, Nevada Last post: 6297 days Last view: 6297 days |
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Closed by request. |
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Acmlm's Board - I3 Archive - ROM Hacking - F-Zero X -- Editor Project | | |