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| Acmlm's Board - I3 Archive - - Posts by proffessor_gad |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Maybe I should translate super mario 64 into Russian? It is possible with the extended rom, just that I might not have enough space for the words. Most russian words are bigger than English words. Maybe you should implement a feature that will add more room (extend the rom) for text? | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Once the level editor is released, only one thing will be missing. An object editor. | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| @ Raccon sam
Can you upload an ips with the chainchomp ontop of the mountain? And maybe the pacman also? |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Ok. | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| K, thanks. I am gonna be away for a while, so you guys don't to anything "big" without me. Cya. | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Even better- In version 2, you can place objects into the room by moving the mouse to where you want the object to be, and clicking. I know of one script that can convert screen coordinates into 3d coordinates.... | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| It might be challenging, but fully possible. It would convert the screen x, y, coordinates into game x,y,z(as 0) coordinates and then change the z into what it should be according to the terrain found in that x,y position. The only problem would be overlapped terrain.... | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Well, since you think that mouse-oriented creation of objects is so hard... Perhaps I should create an exe demonstrating the technique (yes, it will include terrain) ? | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| I am rather new to Rom Hacking. But I have had previous experience in creating/designing 3d/2d games from scratch. I am not a professional, I am still learning, but I can do some pretty basic things. Currently I am studying the mapping of terrain based purely from triangle drawing codes. If all goes well I will be able to write out a script for triangle terrain detection that could be implemented into this editor, as well as 3d games. | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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Well, my way didn't use rays, it used vectors. The only problem the code had was camera angles(you have stated this already). The code relied on the room(level's)width and height and put that into the calculating formula. But rays would work better in this case because of the "terrain" collissions. The vector detection was meant primarily for flat surfaces, and sometimes had division by zero errors . But it is nice to know that you will implement mouse-oriented object creation in future versions. Hope everything goes well. Signing off, Proffessor_gad |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| x,y,z rotations? Nice!
P.S.- Wouldn't zrot be pretty much equivilent to the direction in which the object is pointing? |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| There was one for the crummy beta version... But hey, don't take it from me. It's for vl-tone to decide. | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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It is not as easy as it seems... Especially when it comes to terrain mapping. ![]() |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| One thing I did note while playing the game- Terrain data almost never overlaps. That is probably why they had so many objects... Cool cool mountain, and teresa obake are exeptions. I think that teresa obake was probably seperated into several parts, just like tall tall mountain's slide and wet-dry world. Was the floating isle in bobomb battlefield an object, or part of the terrain? | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Well the floating isle in bobomb battlefield is a good example of where terrain data overlaps. There is land underneath the isle that was mapped out digitally. I find this interesting because I myself have not yet been able to achieve this in my games. | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Billboards..... It is interesting to note how many of them they used! Even the bottom of the goombas was a billboard. The trees are billboards, coins are billboards, pokies are billboards, bowser bombs are billboards, aaaaaaaaahhhh! To many billboards! | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Well that post isn't really related to super mario 64 "hacking", but it is related to super mario 64.
Btw, vl-tone can you lend me a model of peach's castle and bobomb battlefield? I want to use it as a tester in my "terrain from loaded model engine". Please have it in *.obj format. Thank you before hand. |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Well give the guy a break. You don't know how busy he is.... Or do you? I mean work in the morning and then programing in the afternoon, day after day after day. I wouldn't blame him if he didn't make it on time. | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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Originally posted by HyperMackerel
Hello handsome. Hee hee hee. Edit- Ooops. Forgot to give credits. Credit to luke calo for gameshark code- Mega mario. (edited by proffessor_gad on 06-09-06 07:57 PM) |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Lol! |
| Pages: 1 2 3 4 5 6 7 |
| Acmlm's Board - I3 Archive - - Posts by proffessor_gad |