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05-19-24 10:56 AM
Acmlm's Board - I3 Archive - - Posts by ~Sly~
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~Sly~
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Since: 06-30-06
From: Texas

Last post: 6526 days
Last view: 6526 days
Posted on 06-30-06 11:26 PM, in General Super Mario 64 hacking / TT64 Progress thread Link

Hello, all im new to this thread..heh but I have question, any one that has every made maps (levels or stages) for jedi knight 2 : outcast will know what I am talking about...Will this editor have things such as caulk (makes it so the emulator or engine or w/e doesnt write it that object so it it doesnt use more ram drawing it) caulk is mostly used for the outside edges for walls..the ones that cannot be seen.

Will there be shader features? such as changing the skys to night or anything such as that?

If any that sounds wrong to your knowlege maybe I said something incorrect I dont know im not an expert by far heh im only 16..idk about the rest of you but enough said thx 4 your time.
~Sly~
Newcomer








Since: 06-30-06
From: Texas

Last post: 6526 days
Last view: 6526 days
Posted on 07-01-06 10:10 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by proffessor_gad

That won't really be neccessary. Super mario 64 (as well as a variety of other nintendo 64 games) had a built in feature so that objects that are not seen, are not drawn. They also changed the high mesh mario polygon, into low mesh mario polygon when the camera was far away from mario. I think that they did this with koopa to, but I'm not sure. Objects that were supposed to be seen, but were to far away were not visible as well. Terrain however, is always projected.



Ah thats very intresting I didnt realize they di dthat..heh i need to learn how to do that lmao thanks for the help
~Sly~
Newcomer








Since: 06-30-06
From: Texas

Last post: 6526 days
Last view: 6526 days
Posted on 07-02-06 09:57 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Would any one be kind a enough to direct me to a topic that tells you how to add gameshark codes or One of you tell me? I was at the part where you add the cheat but know matter what the add cheat button wont come "ungreyed" What do I do? Thanx in advance...
~Sly~
Newcomer








Since: 06-30-06
From: Texas

Last post: 6526 days
Last view: 6526 days
Posted on 07-02-06 04:00 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by Prince Kassad

What emulator are you using?

It could be one of these problems:

1. There are spaces behind the code
2. There is no name typed in
3. The codes aren't in the proper format (XXXXXXXX XXXX)
4. If using ????s, the number of ????s in the code is not even


I am using project 64 and its supposed to be like XXXXXXXX XXXX from what i read under its help menu...I got it "ungrey" the add cheat button but it had no code or anything but I had a title..(yoshi, im trying to add that cheat) and so i added it went back to edit it and it said "KE ll or it said KE II" The first 2 ll are L's and the second are i's but i never typed it and if I change them I can't "update the code" I know im doing something wrong....Got any ideas? Thanx for the help Prince Kassad and Jensthecomposer
~Sly~
Newcomer








Since: 06-30-06
From: Texas

Last post: 6526 days
Last view: 6526 days
Posted on 07-06-06 08:29 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by Risio
I'm dissapointed you don't like my texture pack!


Heh I think its pretty cool, it would be even more awsome if the same effect could be applied to mario...Oh Jen thanx for the tutorial it was much help to me ...........This is probably gonna get me yelled at but, Is there going to be a way to implament custom characters out of 3d studio max or such thanx...
Acmlm's Board - I3 Archive - - Posts by ~Sly~


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