TRS |
Posted on 08-09-14, 02:46 am
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Doesn't actually do anything.
Karma: 3022 Posts: 478/653 Since: 10-22-12 |
Export the beach tileset, then import it over the tileset you want to make 4 palette.
♪♫♩♬ |
shaddow24 |
Posted on 08-09-14, 02:48 am (rev. 1 by shaddow24 on 08-09-14, 09:26 am)
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Red Cheep-cheep
Karma: 342 Posts: 79/209 Since: 01-09-14 |
Thanks!
EDIT: More questions! Where are the ncg's and ncl's for the Pipes? _________________________ This is a footer. |
Dirbaio |
Posted on 08-09-14, 09:28 am (rev. 1 by Dirbaio on 08-09-14, 09:31 am)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 1/4458 Since: 06-08-11 |
They are 3d textures. Look at the polygon_unit folder, they're called dokan whatever.
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Dirbaio |
Posted on 08-09-14, 09:29 am, deleted by Dirbaio: fail
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shaddow24 |
Posted on 08-09-14, 09:45 am (rev. 1 by shaddow24 on 08-09-14, 09:49 am)
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Red Cheep-cheep
Karma: 342 Posts: 80/209 Since: 01-09-14 |
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? _________________________ This is a footer. |
TRS |
Posted on 08-09-14, 10:12 am (rev. 3 by TRS on 08-09-14, 10:15 am)
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Doesn't actually do anything.
Karma: 3022 Posts: 479/653 Since: 10-22-12 |
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. ♪♫♩♬ |
MeroMero |
Posted on 08-09-14, 12:15 pm
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Death by cuteness
Karma: 6589 Posts: 109/598 Since: 05-01-13 |
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. |
BrokenAce255 |
Posted on 08-09-14, 03:45 pm (rev. 1 by BrokenAce255 on 08-09-14, 03:55 pm)
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Red Paragoomba
Karma: 409 Posts: 4/58 Since: 07-23-14 |
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.
_________________________ New Super Mario Bros. Empire | World 1 demo |
TRS |
Posted on 08-09-14, 04:53 pm (rev. 1 by TRS on 08-09-14, 04:54 pm)
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Doesn't actually do anything.
Karma: 3022 Posts: 480/653 Since: 10-22-12 |
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. ♪♫♩♬ |
Baby Bowser |
Posted on 08-09-14, 07:47 pm
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Red Koopa
Karma: 331 Posts: 88/131 Since: 05-11-13 |
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. _________________________ I'm out of Hacking. Of ALL HACKING... I don't know how long, but there are so many reasons why I have no time to be here for a (long) while or to hack some game sry guys... |
shaddow24 |
Posted on 08-09-14, 11:48 pm (rev. 2 by shaddow24 on 08-10-14, 04:43 am)
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Red Cheep-cheep
Karma: 342 Posts: 81/209 Since: 01-09-14 |
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. _________________________ This is a footer. |
CreativiPie |
Posted on 08-10-14, 02:51 am
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Pokey
me some orange juice my hand Karma: 674 Posts: 584/699 Since: 09-24-12 |
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 |
shaddow24 |
Posted on 08-10-14, 04:46 am
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Red Cheep-cheep
Karma: 342 Posts: 82/209 Since: 01-09-14 |
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? _________________________ This is a footer. |
ray |
Posted on 08-10-14, 12:15 pm
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Roy Koopa
Karma: 4011 Posts: 2634/2722 Since: 06-26-11 |
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. _________________________ If you want to support me, you might check out my Patreon Page : ) |
shaddow24 |
Posted on 08-10-14, 10:13 pm
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Red Cheep-cheep
Karma: 342 Posts: 83/209 Since: 01-09-14 |
Then how does Mario go behind that castle-thing at the end of the level? Or are they 3D textures as well?
_________________________ This is a footer. |
ray |
Posted on 08-10-14, 10:20 pm
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Roy Koopa
Karma: 4011 Posts: 2638/2722 Since: 06-26-11 |
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
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
Dirbaio |
Posted on 08-10-14, 10:26 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10081 Posts: 1/4458 Since: 06-08-11 |
IIRC the tiles are always there though, before Mario touches the flagpole. If you put the castle without a flagpole, you can see it.
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ray |
Posted on 08-10-14, 10:32 pm
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Roy Koopa
Karma: 4011 Posts: 2639/2722 Since: 06-26-11 |
Nope, just tried it
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
MarioSunshine |
Posted on 08-11-14, 06:00 am
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Fuzz Ball
KirbyFanatic64 (LOL) Karma: 1386 Posts: 911/950 Since: 11-13-11 |
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! _________________________
Great games must be fun, not fancy.
Music Hacker needed! PM me if you wish!
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WoJjTeK |
Posted on 08-11-14, 06:37 pm
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Karma: 73 Posts: 14/34 Since: 11-10-12 |
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 ? |