Posted on 09-16-12, 10:02 am


Karma: 3752
Posts: 1525/2112
Since: 06-28-11
Wooden Sky Road:


Its just an alpha version, so it hasn't got much decoration.
Posted on 09-16-12, 10:14 am
☭ coffee and cream


Karma: 10415
Posts: 677/2768
Since: 06-26-11
Hey, not bad at all. I love this track's design. When it'll be finished it'll be epic for sure
_________________________
Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 09-16-12, 10:17 am
Red Paratroopa


Karma: 220
Posts: 103/166
Since: 04-02-12
Wow cool track  Freeze!
One question,  ray and you are going to do a complete MK hack?
Posted on 09-16-12, 10:21 am


Karma: 3752
Posts: 1526/2112
Since: 06-28-11
Posted by ENEKOwii
One question,  ray and you are going to do a complete MK hack?

I don't think so. Actually we have never really thought about it.

 Arisotura: Thanks.
Posted on 09-16-12, 10:53 am
Roy Koopa


Karma: 4011
Posts: 2240/2722
Since: 06-26-11
Posted by ENEKOwii
Wow cool track  Freeze!
One question,  ray and you are going to do a complete MK hack?

Actually I think we could release a ROM with all custom tracks.

@Fr33ze: Amazing But I think there should be a bit shading
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 09-16-12, 05:44 pm
Birdo


Karma: 3304
Posts: 690/2021
Since: 06-28-11
Nice track  Freeze. Also, instead of wood, shouldnt it be bettter some kind of plant texture? Beanstalk sky road?

(Also, I will try to get again intro trying to make a CT, after seeing ray in his vertex color tutorials that he didn't had to fix the UV after adding the vertex color to his rooftop track)
_________________________

Posted on 09-16-12, 07:40 pm
Roy Koopa


Karma: 4011
Posts: 2241/2722
Since: 06-26-11
We just started to make a challenge series^^

_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 09-16-12, 07:45 pm
Birdo


Karma: 3304
Posts: 691/2021
Since: 06-28-11
The idea sounds nice, but there should be other things rather than boost panels as the floor and loops.
Also, I really doubt that challenge could be completed with the heavyweight karts, considering their steering is poor.
(still, at least all characters can use all karts)
_________________________

Posted on 09-16-12, 07:46 pm
Roy Koopa


Karma: 4011
Posts: 2242/2722
Since: 06-26-11
You know, its a TEST track ;D Later we will make more than just boost
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 09-17-12, 05:28 pm
Shyguy


Karma: 160
Posts: 34/90
Since: 07-10-12
You should make them a mission.
Posted on 09-17-12, 05:29 pm


Karma: 3752
Posts: 1529/2112
Since: 06-28-11
Posted by Gericom
You should make them a mission.

EPIC idea! If it is not harder to make than just a nomral track, we will do this.
Posted on 09-19-12, 09:08 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10000
Posts: 2571/4457
Since: 06-08-11
Lol that's funny.
But you're kinda falling into the same level design problems as many NSMB hacks: it can get to be FRUSTRATING. Just be careful with that, and you can get neat stuff.

Posted on 09-29-12, 03:56 pm
Roy Koopa


Karma: 4011
Posts: 2246/2722
Since: 06-26-11
Here's my Rooftop Raceway update:

It has some nice Vertex Colors now
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 09-29-12, 04:41 pm
Birdo


Karma: 3304
Posts: 728/2021
Since: 06-28-11
Looks better now, but dunno. I dont like the track at all
I dont know why, but I dont get the feeling that is a rooftop track.
However, you did an excellent job on texturing it and using the vertex colors.
_________________________

Posted on 10-05-12, 04:58 pm
Shyguy


Karma: 160
Posts: 36/90
Since: 07-10-12

Cool? I used mkds course modifier to export the model with vertex colors!
Posted on 10-05-12, 05:02 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10000
Posts: 2644/4457
Since: 06-08-11
Neat
Nintendo's models look damn good. I think it's because they're postprocessing their models with ambient occlusion or something similar, which shades all the vertexs so the models actually seem to have lighting
Posted on 10-05-12, 05:05 pm
Birdo


Karma: 3304
Posts: 764/2021
Since: 06-28-11
Nice. I always liked GCN Bowser castle. I wonder, is that the actual model of the GCN, or you had to reduce the poly count?
_________________________

Posted on 10-05-12, 05:07 pm
☭ coffee and cream


Karma: 10415
Posts: 701/2768
Since: 06-26-11
Nice! Just finish that minimap and the path data and it'll be the first complete custom track.

Also at 0:45 it looks like you have a collision issue. And the boosters would be better if their textures were animated. Perhaps you should look for the texture animation data (for instance in SM64DS it is stored in the level data).
_________________________
Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 10-05-12, 05:41 pm
Shyguy


Karma: 160
Posts: 37/90
Since: 07-10-12
>>gridattack
It is the original model.

>>Megamario
I need to make that. I know how to do that, but I didn't do it yet. The collision also isn't finished yet.
Posted on 10-06-12, 05:17 pm


Karma: 3752
Posts: 1547/2112
Since: 06-28-11
I haven't posted it here, have I?
The RC3 of Freeze's Curcuit.