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Posted on 06-13-12, 06:04 pm
Roy Koopa


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Yeah its my first and a bit buggy, but I think in the future we can make really nice custom tracks

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Posted on 06-13-12, 06:16 pm


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Posted by ray
a bit buggy

...yeah, a bit... ROFL
But I must say taht I wouldn't be able to do it better.
Posted on 06-13-12, 06:23 pm
Super Mario
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Nice!

and lol, seems there are "walls" at every point the polygons join. It's like the problem  Arisotura had but the opposite.
What program are you using? That MKDS editor thing?
Posted on 06-13-12, 06:27 pm
Roy Koopa


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Yeah I have to use that MKDS editor to create the collision 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
☭ coffee and cream


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AAARGH KCL FILES

Looks like 'MKDS' failed at properly stealing integrating my KCL generation code. Or something.

Don't wait for him to fix it, either. He doesn't know what he's doing, he doesn't even know what an octree is, he'll never fix it (unless I somehow manage to fix it in SM64DSe, which is unlikely).
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Posted on 06-13-12, 06:38 pm
Roy Koopa


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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
Birdo


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Awesome. Despite the bugs, im happy to see CT are a possibility now. I wonder, what is the polygon limit a ds(or mkds) can handle?

Anyway, how about trying to make a flat track? Like in the earlier days of MKW hacking?
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Posted on 06-13-12, 07:21 pm
Roy Koopa


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Yeah a flat track is possible! Going to make it tomorrow The polygon limit was 2024 I think...
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Posted on 06-13-12, 08:35 pm
Birdo


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Yeah, a flat track should be more doable. SNES rainbow road? anyone?

Also 2024 polygons should be enough to make decent tracks.
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Posted on 06-14-12, 07:12 pm (rev. 1 by  ray on 06-14-12, 07:17 pm)
Roy Koopa


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Flying Toad collision bug xD
EDIT: 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
Birdo


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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?
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Posted on 06-15-12, 11:32 am
☭ coffee and cream


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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.
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Posted on 06-15-12, 03:16 pm
Roy Koopa


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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  ray on 06-27-12, 06:46 pm)
Roy Koopa


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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.
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Posted on 06-27-12, 07:16 pm
Red Paratroopa


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Posted by ray
Another *not finished* Track

Great! This is much better made ??than the other two tracks , and I hope you can corrects these bugs.
Posted on 06-27-12, 09:05 pm
Birdo


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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.
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Posted on 06-28-12, 04:32 am
Goomba


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We need a .obj to .nsbmd, That would cut time and stuff... Kind a like the obj to bmd...
Posted on 06-28-12, 06:14 am
Roy Koopa


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Posted by Dark Light
We need a .obj to .nsbmd, That would cut time and stuff... Kind a like the obj to bmd...

There is a obj to bmd `???
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Posted on 06-28-12, 09:46 am
Super Mario
( ͡° ͜ʖ ͡°)

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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
Posted on 06-29-12, 11:14 pm
lol

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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!
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