|
Posted on 07-10-12, 06:31 pm
|
![]() Karma: 160 Posts: 3/90 Since: 07-10-12 |
|
LeWario |
Posted on 07-10-12, 06:34 pm
|
Banned for being a complete idiot.
Karma: 529 Posts: 923/987 Since: 07-09-11 |
|
Posted on 07-10-12, 06:35 pm
|
![]() Karma: 160 Posts: 4/90 Since: 07-10-12 |
|
LeWario |
Posted on 07-10-12, 06:40 pm
|
Banned for being a complete idiot.
Karma: 529 Posts: 924/987 Since: 07-09-11 |
Posted by Gericom backfaces of sketchup What do you mean? Like when you export it will remove non-visible faces when you export? Or do you set which faces will not be rendered in Sketchup? |
|
Posted on 07-10-12, 06:45 pm
|
![]() Karma: 160 Posts: 5/90 Since: 07-10-12 |
|
LeWario |
Posted on 07-10-12, 06:48 pm
|
Banned for being a complete idiot.
Karma: 529 Posts: 925/987 Since: 07-09-11 |
The blue face is nothing more than a nice way to tell which face of the polygon it is. When you export and make a CT if you don't disable rendering of those faces, then they will be rendered when you play the track. The color of the faces in Sketchup don't do/mean anything more than that.
|
|
Posted on 07-10-12, 06:49 pm
|
![]() Karma: 4021 Posts: 1726/2722 Since: 06-26-11 |
You still dont get it ElMo xD
See a lots of creative DS Hacking hereThe sides also have collision. These are also textures. _________________________ If you want to support me, you might check out my Patreon Page : ) |
LeWario |
Posted on 07-10-12, 06:50 pm
|
Banned for being a complete idiot.
Karma: 529 Posts: 926/987 Since: 07-09-11 |
I know that, but you don't have to render the underneath of the track since you will never see it anyways, and therefore save rendering time like
|
|
Posted on 07-10-12, 06:51 pm
|
![]() Karma: 4021 Posts: 1727/2722 Since: 06-26-11 |
Lol the rendering time isnt important in MKDS, because it has a limited rendering distance, so everything keeps being smooth^^
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
LeWario |
Posted on 07-10-12, 06:52 pm
|
Banned for being a complete idiot.
Karma: 529 Posts: 927/987 Since: 07-09-11 |
If you have a higher poly track then it WILL matter and will improve performance of MKDS. Like if you do a forest track.
|
|
Posted on 07-10-12, 06:54 pm
|
![]() Karma: 4021 Posts: 1728/2722 Since: 06-26-11 |
If you have a higher poly track, some faces will disappear because too much polys
See a lots of creative DS Hacking here![]() ![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
LeWario |
Posted on 07-10-12, 06:56 pm
|
Banned for being a complete idiot.
Karma: 529 Posts: 928/987 Since: 07-09-11 |
Yes but if you don't render unecessary faces then you can still keep a higher poly count and not have random faces not render.
|
|
Posted on 07-10-12, 06:57 pm
|
![]() Karma: 4021 Posts: 1729/2722 Since: 06-26-11 |
True, and now lets stop this piontless discussion xD Its jsut spammy
See a lots of creative DS Hacking here_________________________ If you want to support me, you might check out my Patreon Page : ) |
LeWario |
Posted on 07-10-12, 07:01 pm
|
Banned for being a complete idiot.
Karma: 529 Posts: 929/987 Since: 07-09-11 |
This discussion is not pointless. It's a good tip if you want to make higher-quality tracks. But now this discussion doesn't need to continue so...
|
|
Posted on 07-10-12, 07:03 pm
|
![]() Karma: 160 Posts: 6/90 Since: 07-10-12 |
|
|
Posted on 07-10-12, 07:13 pm
|
![]() ( ͡° ͜ʖ ͡°) Karma: 10141 Posts: 1939/4458 Since: 06-08-11 |
The DS's hardware can handle maximum 6144 vertexs, which is 2048 triangles, or 1536 quads...
And I do think that games like MKDS can partition the NSBMD into multiple parts so that the only visible ones are rendered. The DS hardware even has a "box test" feature to test if a box is visible onscreen. If MKDS supports this (which I'm prety sure it does), the hard thing would be partitioning the model. It could either be done automatically by the model importer, or defined manually when making the model... Dunno ![]() |
|
Posted on 07-10-12, 08:59 pm
|
☭ coffee and cream
Karma: 10582 Posts: 500/2795 Since: 06-26-11 |
Posted by Dirbaio If MKDS supports this (which I'm prety sure it does), the hard thing would be partitioning the model. It could either be done automatically by the model importer, or defined manually when making the model... Dunno ![]() Considering SM64DS, the precursor to everything DS-related, supports that, there's no reason MKDS wouldn't. But the hard part is actually making it. I think it'd have to be done by hand. _________________________ Kuribo64 - zrghij |
|
Posted on 07-11-12, 11:57 pm
|
![]() Karma: 4021 Posts: 1734/2722 Since: 06-26-11 |
Meep. new Track is in work
See a lots of creative DS Hacking here![]() ![]() ![]() _________________________ If you want to support me, you might check out my Patreon Page : ) |
|
Posted on 07-12-12, 01:17 am
|
![]() Full mod Karma: 1183 Posts: 434/785 Since: 06-28-11 |
Wow! It's amazing how much progress you've made on these custom tracks. It's glitch free as far as I can tell, and it's starting to look like an official course with the correctly textured road. Nice work!
|
|
Posted on 07-12-12, 01:52 am (rev. 2 by
|
![]() Karma: 3316 Posts: 270/2026 Since: 06-28-11 |
Posted by ray Meep. new Track is in work ![]() ![]() ![]() Looks awesome!~ Also it seems texture mapping works better now (only the round turns don't seem properly textured) BTW, I am really interested into trying mkds hacking. What did you use to export a .obj file from sketchup into the game/ROM? I would like to try making some tracks ^^ _________________________ |