Pages: « 123456 »
Posted on 12-25-14, 11:51 am
Roy Koopa


Karma: 4011
Posts: 2684/2722
Since: 06-26-11
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 12-25-14, 12:43 pm (rev. 2 by ImageBot on 11-21-16, 03:11 am)
Ninji


Karma: 392
Posts: 216/247
Since: 12-18-12
i know the hack ist out or fully hacked yet, but i found this hack icon

just curious... are you gonna change mario and luigi head to mario sport mix head like you did in newer super mario bros. wii or just ignore it like that?
Posted on 12-25-14, 01:15 pm


Karma: 19807
Posts: 85/1100
Since: 04-02-13
Well, the world map tool will be useful for some things. Can't exactly reshape the paths with it yet, though.

are you gonna change mario and luigi head to mario sport mix head like you did in newer super mario bros. wii or just ignore it like that?


I've already tried, unfortunately they both use the same, tiny 16 color palette, meaning you can barely fit one of the icons in. As such, they're most likely not gonna be changed.
Posted on 12-25-14, 01:18 pm
Roy Koopa


Karma: 4011
Posts: 2686/2722
Since: 06-26-11
Posted by skawo
Well, the world map tool will be useful for some things. Can't exactly reshape the paths with it yet, though.


Just tell me where you're stuck and I can help out.
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 12-25-14, 01:34 pm


Karma: 19807
Posts: 86/1100
Since: 04-02-13
Well...I mean...You can't change where the paths are or assign them the proper chunks of the path texture, right?
Posted on 12-25-14, 01:39 pm
Roy Koopa


Karma: 4011
Posts: 2687/2722
Since: 06-26-11
Well I guess then you did not read



that.

If you mean where Mario walks by "changing where the paths are" then you need to make a custom WorldX_move.nsbca (Also described in the linked post). It really just is an animation defining where Mario will walk to.
The other thing, I guess you mean assigning those paths from the model to paths from the game so that they will be slightly transparent at first and then lighten up when you unlock a level. For that, we sadly don't know how to do it yet.
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 12-25-14, 01:42 pm (rev. 1 by  skawo on 12-25-14, 01:42 pm)


Karma: 19807
Posts: 87/1100
Since: 04-02-13
Yeah, exactly. And no, I did read it, hence my conclusion; can't really replicate it in full yet. The "slightly transparent" bit is quite important.
Posted on 12-25-14, 02:52 pm (rev. 4 by ImageBot on 11-21-16, 03:11 am)
Roy Koopa


Karma: 4011
Posts: 2688/2722
Since: 06-26-11
There you go:


EDIT:
How it's done:
Nintendo uses a precoded feature to make parts of the 3D model look transparent even though they are not, IF their name is correct. So for my example I just created 3 different surfaces (I think it's called like this in Maya) with 3 different names. The grass under the path has a preset name from Maya (something with polysurfaceBLABLA) while the path that lightens up is split into 2 different surfaces. Since the christmas demo will automatically unlock level 2 AND 3, the whole path gets unlocked. Those 2 surfaces have the name "move01" (the left part of the path) and "move02" (the right part of the path). So technically you could make the whole model transparent and make it lighten up when finishing a level I hope it's explained understandable. The list in the thread with all the information helps you setting the correct names


That's how it looks like in Maya.
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 12-25-14, 03:35 pm


Karma: 19807
Posts: 88/1100
Since: 04-02-13
blrgh
Well, I've never used Maya, so this seems pretty complex.
I'll take a stab at this later, I guess.
Posted on 12-25-14, 03:38 pm
Roy Koopa


Karma: 4011
Posts: 2689/2722
Since: 06-26-11
Well it does work with 3DS Max as well. Technically every program that supports the NITRO Plugins, which sadly are only those 2.
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 12-31-14, 01:04 pm


Karma: 19807
Posts: 90/1100
Since: 04-02-13
I've never used 3D Max either, unfortunately.
Posted on 12-31-14, 01:11 pm
Roy Koopa


Karma: 4011
Posts: 2692/2722
Since: 06-26-11
You should definitely try it out, it's not that hard
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 01-04-15, 11:39 pm, deleted by  Arisotura: what
Posted on 01-25-15, 10:04 pm


Karma: 19807
Posts: 92/1100
Since: 04-02-13
Added preview #3.
Posted on 01-26-15, 04:23 am
Roy Koopa
The guy who does things.

Karma: 12749
Posts: 1701/2796
Since: 07-01-11
That's a really imaginative use of Bob-Ombs, and the execution in the level design is exemplary. Well done!
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 01-26-15, 10:10 pm
Giant Red Koopa


Karma: 871
Posts: 1245/1315
Since: 11-12-12
Indeed it is, but I do have one complaint; when you go to the outside area the tower music should still play brcause having the music change from spooky tower to happy snowy land and then quickly change back is kinda odd. (Sorry, thats the best way I could describe it)
Posted on 01-27-15, 11:13 am
Birdo


Karma: 2789
Posts: 1255/2091
Since: 06-26-11
Posted by SaturnYoshi
Indeed it is, but I do have one complaint; when you go to the outside area the tower music should still play brcause having the music change from spooky tower to happy snowy land and then quickly change back is kinda odd. (Sorry, thats the best way I could describe it)

I kinda like the contrast, but it is true that Nintendo use the tower music for outside portions of tower levels.
Posted on 01-27-15, 02:13 pm
Roy Koopa


Karma: 4011
Posts: 2696/2722
Since: 06-26-11
Posted by SaturnYoshi
Indeed it is, but I do have one complaint; when you go to the outside area the tower music should still play brcause having the music change from spooky tower to happy snowy land and then quickly change back is kinda odd. (Sorry, thats the best way I could describe it)


I agree with that one. It completely destroys the tension that is building up in the tower. It's this calm, quite, dangerous atmosphere and then all of a sudden we have that cheering music. Woah.
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 01-27-15, 03:44 pm
Death by cuteness

Karma: 6589
Posts: 215/598
Since: 05-01-13
I think it's ultimately up to the hacker to chose whether or not he should use the Tower theme when outside the Tower.

Those are the Tower secret exits where Nintendo used the Overworld theme :
_NSMB 1-Tower
_NSMBWii 4-Tower
_NSMB2 1-Tower
_NSMB2 4-Tower

In comparison, those are the Tower secret exits where Nintendo kept the Tower theme:
_NSMBWii 7-Tower
_NSMBU Rock-Candy Mines-Tower 1
_NSLU Rock-Candy Mines-Tower 1

It should be noted however that the first half of NSMBWii 7-Tower does play the Tower theme, despite being set outside the Tower.
Also the pattern seems as follows : unless this is the secret exit portion of a Tower and said Tower is located before World 6, chances are outside portions of a Tower Level will play the Tower theme.

Just food for thought.
Posted on 01-27-15, 03:47 pm
Roy Koopa


Karma: 4011
Posts: 2697/2722
Since: 06-26-11
Posted by Sharks
I think it's ultimately up to the hacker to chose whether or not he should use the Tower theme when outside the Tower.


Of course it is, but hey, constructive criticism is rare and that actually was one
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Pages: « 123456 »