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Posted on 06-13-12, 06:04 pm
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![]() Karma: 4021 Posts: 1582/2722 Since: 06-26-11 |
Yeah its my first and a bit buggy, but I think in the future we can make really nice custom tracks
See a lots of creative DS Hacking here![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 06-13-12, 06:16 pm
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Karma: 3772 Posts: 1238/2112 Since: 06-28-11 |
Posted by ray a bit buggy ...yeah, a bit... ROFL But I must say taht I wouldn't be able to do it better. ![]() ![]() |
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Posted on 06-13-12, 06:23 pm
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1834/4458 Since: 06-08-11 |
Nice!
and lol, seems there are "walls" at every point the polygons join. It's like the problem What program are you using? That MKDS editor thing? |
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Posted on 06-13-12, 06:27 pm
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![]() Karma: 4021 Posts: 1583/2722 Since: 06-26-11 |
Yeah I have to use that MKDS editor to create the collision
See a lots of creative DS Hacking here![]() ![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 06-13-12, 06:34 pm
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☭ coffee and cream
Karma: 10612 Posts: 378/2803 Since: 06-26-11 |
AAARGH KCL FILES
![]() Looks like 'MKDS' failed at properly Don't wait for him to fix it, either. He doesn't know what he's doing, he doesn't even know what an octree is, he'll never fix it (unless I somehow manage to fix it in SM64DSe, which is unlikely). _________________________ Kuribo64 - zrghij |
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Posted on 06-13-12, 06:38 pm
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![]() Karma: 4021 Posts: 1584/2722 Since: 06-26-11 |
![]() ![]() ![]() ![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 06-13-12, 07:14 pm
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![]() Karma: 3326 Posts: 248/2026 Since: 06-28-11 |
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Posted on 06-13-12, 07:21 pm
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![]() Karma: 4021 Posts: 1585/2722 Since: 06-26-11 |
Yeah a flat track is possible! Going to make it tomorrow
See a lots of creative DS Hacking here![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 06-13-12, 08:35 pm
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![]() Karma: 3326 Posts: 249/2026 Since: 06-28-11 |
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Posted on 06-14-12, 07:12 pm (rev. 1 by
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![]() Karma: 4021 Posts: 1590/2722 Since: 06-26-11 |
![]() EDIT: The bug is really easy to fix, just made a mistake when scaling my model XD _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 06-15-12, 06:18 am
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![]() Karma: 3326 Posts: 251/2026 Since: 06-28-11 |
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Posted on 06-15-12, 11:32 am
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☭ coffee and cream
Karma: 10612 Posts: 383/2803 Since: 06-26-11 |
You can see that at some parts the 'turn around' Lakitu comes in even though you're in the right direction. The course's path is set somewhere else and would have to be edited to match the new model.
Also, if you're going to make actual tracks, make sure that it isn't possible to skip large parts of the track by for example falling down. _________________________ Kuribo64 - zrghij |
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Posted on 06-15-12, 03:16 pm
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![]() Karma: 4021 Posts: 1591/2722 Since: 06-26-11 |
Posted by gridatttack Awesome. Its a more complex track and it plays fine. Cant wait to try importing some models. Also, why didn't the lap counted? Does it has to be set manually? There are 4 important files: - KCL = Collision - NSBMD = Model - NSBTX = Textures - NKM = Objetcs, Light effects, Respawn points, goal, whatever, just all ![]() Posted by Mega-Mario You can see that at some parts the 'turn around' Lakitu comes in even though you're in the right direction. The course's path is set somewhere else and would have to be edited to match the new model. Also, if you're going to make actual tracks, make sure that it isn't possible to skip large parts of the track by for example falling down. True Story ![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 06-27-12, 03:32 pm (rev. 2 by
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![]() Karma: 4021 Posts: 1623/2722 Since: 06-26-11 |
Another *not finished* Track
See a lots of creative DS Hacking here![]() BTW: MKDS isnt using Mega-Marios code for collision generation. "Blank" from the SMG 2.5 team helped him. And he knows what an octree is... AND he is workin on a new MKDS course modifier with only his code. _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 06-27-12, 07:16 pm
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![]() Karma: 220 Posts: 28/166 Since: 04-02-12 |
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Posted on 06-27-12, 09:05 pm
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![]() Karma: 3326 Posts: 254/2026 Since: 06-28-11 |
Posted by ray Another *not finished* Track ![]() "video" BTW: MKDS isnt using Mega-Marios code for collision generation. "Blank" from the SMG 2.5 team helped him. And he knows what an octree is... AND he is workin on a new MKDS course modifier with only his code. Great news. That track seems more complex in respect the others. I cant wait to make fully CT in mkds. _________________________ |
Dark Light |
Posted on 06-28-12, 04:32 am
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![]() Karma: -10 Posts: 20/26 Since: 05-27-12 |
We need a .obj to .nsbmd, That would cut time and stuff... Kind a like the obj to bmd...
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Posted on 06-28-12, 06:14 am
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![]() Karma: 4021 Posts: 1625/2722 Since: 06-26-11 |
Posted by Dark Light We need a .obj to .nsbmd, That would cut time and stuff... Kind a like the obj to bmd... There is a obj to bmd `??? ![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
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Posted on 06-28-12, 09:46 am
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![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1844/4458 Since: 06-08-11 |
SM64DSe does it, yea, for level importing. And it works pretty well.
But NSBMD is a more complex format ![]() And there's the animation and texture stuff too which is complicated ![]() |
Reizenni |
Posted on 06-29-12, 11:14 pm
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lol
Karma: 7 Posts: 11/58 Since: 06-18-12 |
Posted by ray Another *not finished* Track ![]() BTW: MKDS isnt using Mega-Marios code for collision generation. "Blank" from the SMG 2.5 team helped him. And he knows what an octree is... AND he is workin on a new MKDS course modifier with only his code. Lol, DS Airship Fortress...It's a good track, glad it's in MK7 You should try for new music though, even though I just said, good track. Keep it coming, don't let bugs get in the way now! |