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woji__ |
Posted on 08-27-17, 10:45 pm (rev. 1 by woji__ on 08-27-17, 10:47 pm)
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Karma: -16 Posts: 3/4 Since: 08-27-17 |
I've been searching on google for a while and I cannot find a way to edit the overworld. Is there an overworld editor to fully edit the overworld? If there is that would be great (and if there is a tutorial for it would be helpful too!)
Edit: I accidently gave it the tag "overworld" sorry bout that |
Thierry |
Posted on 08-28-17, 02:34 am
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この記号は… 解読できないよ…
Karma: 6043 Posts: 2238/2725 Since: 01-17-13 |
jesus
replace "overworld" by "world map" and search again |
RicBent |
Posted on 08-28-17, 09:05 am
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Mariomaster
Karma: 8528 Posts: 980/1681 Since: 06-09-12 |
Yeah, search first, ask then.
And in the future please use the General NSMB questions thread for short questions like this one. _________________________ GitHub - Kuribo64 - YouTube |
woji__ |
Posted on 08-28-17, 10:14 am
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Karma: -16 Posts: 4/4 Since: 08-27-17 |
alright
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TriangularFish |
Posted on 09-04-17, 11:20 pm
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Red Paragoomba
aaaaaaaaa Karma: 125 Posts: 10/63 Since: 08-10-17 |
Also you cannot change the paths, they are hardcoded in, only the decorations everywhere else.
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Hiccup |
Posted on 09-05-17, 07:42 am
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Birdo
Karma: 2754 Posts: 2006/2091 Since: 06-26-11 |
You can change them.
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TriangularFish |
Posted on 09-05-17, 02:18 pm
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Red Paragoomba
aaaaaaaaa Karma: 125 Posts: 11/63 Since: 08-10-17 |
Posted by Hiccup You can change them. That's interesting. Last time I explored the topic Skawo said somewhere how they were hardcoded in. |
Hiccup |
Posted on 09-05-17, 03:31 pm
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Birdo
Karma: 2754 Posts: 2009/2091 Since: 06-26-11 |
Can't remember the details, but anyway hardcoded doesn't meaning "non-changeable". It basically means it is embedded into the code, especially in such a way that it is difficult to change.
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RicBent |
Posted on 09-05-17, 04:20 pm
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Mariomaster
Karma: 8528 Posts: 988/1681 Since: 06-09-12 |
Actually after having seen how the world map structure works I wouldn't say that stuff is coded in a difficult way. It is so easily implemented that I wonder that nobody like Dirbaio found it before or why people allways said that the worldmap stuff is implemented in a stupid way. I'd actually do it the same.
The structs are also so easily replacable by simply replacing the pointers to the original structs to custom structs. That is also basicallly how Goombatlas works. (Structs are all documented here) _________________________ GitHub - Kuribo64 - YouTube |
skawo |
Posted on 09-06-17, 07:42 am
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Karma: 19752 Posts: 1026/1100 Since: 04-02-13 |
I only assumed WMs were crappily coded early on because of NSMBW, where they are. Right now, the problem is modelling them, really.
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RicBent |
Posted on 09-06-17, 09:03 am
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Mariomaster
Karma: 8528 Posts: 990/1681 Since: 06-09-12 |
poudink |
Posted on 09-07-17, 06:20 pm
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Giant Red Paratroopa
Not Edible Karma: 3366 Posts: 403/1447 Since: 02-12-16 |
RicBent |
Posted on 09-07-17, 06:52 pm
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Mariomaster
Karma: 8528 Posts: 992/1681 Since: 06-09-12 |
It would, but
a) you get a ton less features like selecting lighting, verting colors and culling b) indivitual paths will not go from (semi-)transparent to solid when unlocking a level as you have to define sub meshes in maya with specific names c) you won't be able to do animations _________________________ GitHub - Kuribo64 - YouTube |
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