Posted on 08-09-14, 02:46 am
Doesn't actually do anything.

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Export the beach tileset, then import it over the tileset you want to make 4 palette.
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Posted on 08-09-14, 02:48 am (rev. 1 by  shaddow24 on 08-09-14, 09:26 am)
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Thanks!

EDIT: More questions!
Where are the ncg's and ncl's for the Pipes?
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Posted on 08-09-14, 09:28 am (rev. 1 by  Dirbaio on 08-09-14, 09:31 am)
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They are 3d textures. Look at the polygon_unit folder, they're called dokan whatever.
Posted on 08-09-14, 09:29 am, deleted by  Dirbaio: fail
Posted on 08-09-14, 09:45 am (rev. 1 by  shaddow24 on 08-09-14, 09:49 am)
Red Cheep-cheep


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Thanks.

Why are they 3D textures anyway? Wouldn't it have been easier for Nintendo to just make them 2D?

EDIT: Is there any way I can add a palette to I_dokan.nsbtx (the pipes) so I can have purple pipes as well?
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Posted on 08-09-14, 10:12 am (rev. 3 by  TRS on 08-09-14, 10:15 am)
Doesn't actually do anything.

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As far as I know, there is currently no way to add a fourth pipe color. And even if you could, there is no object in tileset 0 that would use them; you would have to make it yourself.


Also, the pipes are 3d models so that pipes show up on top of Mario and sprites. It's what makes it look like Mario actually goes in the pipe and piranha plants and other in-pipe sprites look like they're in the pipe instead of on top of the pipe graphics. (I'm sure there are other reasons, but I don't know those)

You can try this out yourself by adding the pipe graphics to a tileset and making them act like pipes, then setting up your new "pipes" with an entrance.
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Posted on 08-09-14, 12:15 pm
Death by cuteness

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Posted by TRS
As far as I know, there is currently no way to add a fourth pipe color. And even if you could, there is no object in tileset 0 that would use them; you would have to make it yourself.


I know my hack is in indefinite hiatus and not relevant for now but still

Most notably :
Posted by Sharks
Hack's features :
_Addition of a 4th pipe color (blue, glitch-free);
etc.


Of course since blue pipes in my hack use the same behavior as the green ones, I used a workaround and simply made all blue pipes unbreakable and impossible to stomp otherwise when Mega Mario / Mega Luigi breaks or stomp them, their color would suddenly switch to green.
Posted on 08-09-14, 03:45 pm (rev. 1 by  BrokenAce255 on 08-09-14, 03:55 pm)
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How am I supposed to make a functioning progress bar path? Any time I try and make one myself, it never works. I always have to use the one that's already in the original level.
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Posted on 08-09-14, 04:53 pm (rev. 1 by  TRS on 08-09-14, 04:54 pm)
Doesn't actually do anything.

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Posted by Sharks
I know my hack is in indefinite hiatus and not relevant for now but still

Most notably :
Posted by Sharks
Hack's features :
_Addition of a 4th pipe color (blue, glitch-free);
etc.


Of course since blue pipes in my hack use the same behavior as the green ones, I used a workaround and simply made all blue pipes unbreakable and impossible to stomp otherwise when Mega Mario / Mega Luigi breaks or stomp them, their color would suddenly switch to green.


Fair point, I'll give you that, but adding a fourth color this way means losing some functionality (in this case, crossing pipes and that joint block) as well as sacrificing graphics quality because you have to have two different color pipes share the same palette.

I don't think  shaddow24 wants either of those.
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Posted on 08-09-14, 07:47 pm
Red Koopa


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You have to set a Path ID in the settings of your View. It has to be the same as the ID of your progress path.
Place the first pathpoint at the beginning of the level hold STRG and click on the first pathpoint to add a second one. Place that at the end of the level/view.
If you have got more than one view you always have to set a new Path ID for every new view and of course a progress path with this ID.
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Posted on 08-09-14, 11:48 pm (rev. 2 by  shaddow24 on 08-10-14, 04:43 am)
Red Cheep-cheep


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Not quite understanding anyone here, but if adding a 4th pipe colour means sacrificing some crossover pipe textures, then I'm OK with that. I don't think I'll be needing them.
I'll do a test and see how it turns out.

EDIT: I tried replacing some green crossover textures with purple pipes (because the green pipe palette has heaps of free colour space) and let's just say it didn't work.
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Posted on 08-10-14, 02:51 am
Pokey
me some orange juice my hand

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Did you:

1. Add actual tiles for the pipes

2. Set a "green pipe" behavior for it (which makes it undestructible by mega mario and etc)

3. Save it correctly

4. Use it in game
Posted on 08-10-14, 04:46 am
Red Cheep-cheep


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Posted by shaddow24
let's just say it didn't work.

The graphics were screwing up, don't know why...

But what I then did was add pipe tiles in Tileset 0, but when I try to go down them, Mario goes down 'in front' of the pipes and not 'in' them.
So I suppose I can't fix that?
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Posted on 08-10-14, 12:15 pm
Roy Koopa


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Posted by shaddow24
Posted by shaddow24
let's just say it didn't work.

but when I try to go down them, Mario goes down 'in front' of the pipes and not 'in' them.
So I suppose I can't fix that?


That was explained before. The pipes are flat 3D-Textures which can be placed over Mario since he is a 3D Model. You just added a 2D graphic (Tileset), which can't be placed over Mario.
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Posted on 08-10-14, 10:13 pm
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Then how does Mario go behind that castle-thing at the end of the level? Or are they 3D textures as well?
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Posted on 08-10-14, 10:20 pm
Roy Koopa


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In the level you are just placing 2D tiles from the tileset. But as soon as you touch the flagpole, the game loads 3D textures over the 2D tiles to make him go behind the castke. They are stored in the polygon_unit folder as well
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Posted on 08-10-14, 10:26 pm
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IIRC the tiles are always there though, before Mario touches the flagpole. If you put the castle without a flagpole, you can see it.
Posted on 08-10-14, 10:32 pm
Roy Koopa


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Nope, just tried it
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Posted on 08-11-14, 06:00 am
Fuzz Ball
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What is the difference between Input 1 and Input 2 in some sprites again? I have forgotten it. I remember there was some explanations in the description in SpriteDB, but meh, it's gone.

Thank in advance!
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Posted on 08-11-14, 06:37 pm


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Hello everyone
I'd like to know something about tilesets - there seems to be a lot of tileset slots , some are even duplicates , but whenever I import a tileset into one of unneeded duplicates, the needed one changes as well ( example : both slot 13 and 14 are Sky/Mushroom , and I'd like to use one of those for a new tileset ). Is there a way to prevent that ? Or a way to add more tileset slots ?