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Posted on 06-13-12, 06:04 pm
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Morton Koopaasdf Posts: 1582/2456 Since: 06-26-11 |
Yeah its my first and a bit buggy, but I think in the future we can make really nice custom tracks See a lots of creative DS Hacking here
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| NSMBHD |
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Posts: ∞/∞ Since: Jun 26th 2011 |
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Posted on 06-13-12, 06:16 pm
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Sledge BrotherI am Freeze!!! Posts: 1238/1843 Since: 06-28-11 |
Posted by ray a bit buggy But I must say taht I wouldn't be able to do it better. _________________________ See a lot of creative DS Hacking here |
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Posted on 06-13-12, 06:23 pm
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Baby BowserPosts: 1834/3322 Since: 06-08-11 |
Nice!
and lol, seems there are "walls" at every point the polygons join. It's like the problem What program are you using? That MKDS editor thing? _________________________ Cool Stuff: Dirbaio.net - The NSMB Hacking Domain - Kuribo64: All about Super Mario Galaxy hacking - ABXD Devboard 22:57 < Mega-Mario_> computers should be harder to turn on, so that people like him could never make it to the internet |
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Posted on 06-13-12, 06:27 pm
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Morton Koopaasdf Posts: 1583/2456 Since: 06-26-11 |
Yeah I have to use that MKDS editor to create the collision See a lots of creative DS Hacking here
Otherwise I'm using Sketchup, Maya, the Nitro Plugins, g3dcvtr and a MKDS ROM ![]() _________________________ |
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Posted on 06-13-12, 06:34 pm
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Posts: 378/952 Since: 06-26-11 |
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Posted on 06-13-12, 06:38 pm
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Morton Koopaasdf Posts: 1584/2456 Since: 06-26-11 |
Thats too bad I always really liked SM64DS hacking like CT's in MKDS I'm just going to try making CT's without bugs ![]() _________________________ |
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Posted on 06-13-12, 07:14 pm
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Giant GoombaAdministrator Posts: 248/1215 Since: 06-28-11 |
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Posted on 06-13-12, 07:21 pm
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Morton Koopaasdf Posts: 1585/2456 Since: 06-26-11 |
Yeah a flat track is possible! Going to make it tomorrow See a lots of creative DS Hacking here
The polygon limit was 2024 I think..._________________________ |
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Posted on 06-13-12, 08:35 pm
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Giant GoombaAdministrator Posts: 249/1215 Since: 06-28-11 |
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Posted on 06-14-12, 07:12 pm (rev. 1 by
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Morton Koopaasdf Posts: 1590/2456 Since: 06-26-11 |
Flying Toad collision bug xDEDIT: The bug is really easy to fix, just made a mistake when scaling my model XD _________________________ |
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Posted on 06-15-12, 06:18 am
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Giant GoombaAdministrator Posts: 251/1215 Since: 06-28-11 |
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Posted on 06-15-12, 11:32 am
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Posts: 383/952 Since: 06-26-11 |
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Posted on 06-15-12, 03:16 pm
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Morton Koopaasdf Posts: 1591/2456 Since: 06-26-11 |
Posted by gridatttack Awesome. Its a more complex track and it plays fine. Cant wait to try importing some models. Also, why didn't the lap counted? Does it has to be set manually? There are 4 important files: - KCL = Collision - NSBMD = Model - NSBTX = Textures - NKM = Objetcs, Light effects, Respawn points, goal, whatever, just all ![]() Posted by Mega-Mario You can see that at some parts the 'turn around' Lakitu comes in even though you're in the right direction. The course's path is set somewhere else and would have to be edited to match the new model. Also, if you're going to make actual tracks, make sure that it isn't possible to skip large parts of the track by for example falling down. True Story Making a complete track with everything working will take some time ^.^_________________________ |
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Posted on 06-27-12, 03:32 pm (rev. 2 by
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Morton Koopaasdf Posts: 1623/2456 Since: 06-26-11 |
Another *not finished* Track See a lots of creative DS Hacking here
![]() BTW: MKDS isnt using Mega-Marios code for collision generation. "Blank" from the SMG 2.5 team helped him. And he knows what an octree is... AND he is workin on a new MKDS course modifier with only his code. _________________________ |
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Posted on 06-27-12, 07:16 pm
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Red ParatroopaPosts: 28/166 Since: 04-02-12 |
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Posted on 06-27-12, 09:05 pm
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Giant GoombaAdministrator Posts: 254/1215 Since: 06-28-11 |
Posted by ray Another *not finished* Track ![]() "video" BTW: MKDS isnt using Mega-Marios code for collision generation. "Blank" from the SMG 2.5 team helped him. And he knows what an octree is... AND he is workin on a new MKDS course modifier with only his code. Great news. That track seems more complex in respect the others. I cant wait to make fully CT in mkds. _________________________ |
| Dark Light |
Posted on 06-28-12, 04:32 am
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GoombaPosts: 20/26 Since: 05-27-12 |
We need a .obj to .nsbmd, That would cut time and stuff... Kind a like the obj to bmd...
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Posted on 06-28-12, 06:14 am
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Morton Koopaasdf Posts: 1625/2456 Since: 06-26-11 |
Posted by Dark Light We need a .obj to .nsbmd, That would cut time and stuff... Kind a like the obj to bmd... ![]() _________________________ |
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Posted on 06-28-12, 09:46 am
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Baby BowserPosts: 1844/3322 Since: 06-08-11 |
SM64DSe does it, yea, for level importing. And it works pretty well.
But NSBMD is a more complex format ![]() And there's the animation and texture stuff too which is complicated ![]() _________________________ Cool Stuff: Dirbaio.net - The NSMB Hacking Domain - Kuribo64: All about Super Mario Galaxy hacking - ABXD Devboard 22:57 < Mega-Mario_> computers should be harder to turn on, so that people like him could never make it to the internet |
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Posted on 06-29-12, 11:14 pm
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The Self-explanatory
Posts: 11/57 Since: 06-18-12 |
Posted by ray Another *not finished* Track ![]() BTW: MKDS isnt using Mega-Marios code for collision generation. "Blank" from the SMG 2.5 team helped him. And he knows what an octree is... AND he is workin on a new MKDS course modifier with only his code. Lol, DS Airship Fortress...It's a good track, glad it's in MK7 You should try for new music though, even though I just said, good track. Keep it coming, don't let bugs get in the way now! _________________________ |
Morton Koopa
Sledge Brother
Baby Bowser
Otherwise I'm using Sketchup, Maya, the Nitro Plugins, g3dcvtr and a MKDS ROM 


Giant Goomba
The polygon limit was 2024 I think...
Red Paratroopa
, and I hope you can corrects these bugs.

Goomba