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 Official Thread for track port section

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Johnny

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PostSubject: Re: Official Thread for track port section   Fri Oct 22, 2010 6:51 pm

Hmmmm.... maybe change the size of the Goomba like in Sunset Forest?

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PostSubject: Re: Official Thread for track port section   Fri Oct 22, 2010 7:13 pm

But even then it wouldn't suit the GCN Dino Dino Jungle Sad
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PostSubject: Re: Official Thread for track port section   Fri Oct 22, 2010 7:17 pm

4TLPati wanted to put chomps in N64 CM
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PostSubject: Re: Official Thread for track port section   Fri Oct 22, 2010 7:19 pm

Use the rocks from DK Mountain instead Razz

BTW I sent you a Friend Request.
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PostSubject: Re: Official Thread for track port section   Fri Oct 22, 2010 7:39 pm

He suggested that too. But they use routes, so nope.
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PostSubject: Re: Official Thread for track port section   Fri Oct 22, 2010 7:43 pm

Where are their routes directed to?
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PostSubject: Re: Official Thread for track port section   Fri Oct 22, 2010 8:22 pm

???
You can set any route for then to use
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4TLPati
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PostSubject: Re: Official Thread for track port section   Sat Oct 23, 2010 4:08 am

Bad in GCN porting is that on the road are the linies for the texture. I jsust delete the lines (but only if i can cuz on some linies happen when i delete that the road need this line.) and i delete for example all what i dont need in the track or what i can add later in the kmp for example trees.

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PostSubject: Re: Official Thread for track port section   Sat Oct 23, 2010 9:13 am

4TLPati wrote:
Bad in GCN porting is that on the road are the linies for the texture. I jsust delete the lines (but only if i can cuz on some linies happen when i delete that the road need this line.) and i delete for example all what i dont need in the track or what i can add later in the kmp for example trees.
are you talking about deleting the textures on the model in sketchup? theres a WAY easier method to do that: just select the paint bucket tool, and in the little window that pops up, the box should be blue and white (the default model colors). Then, hold shift (which will apply the action that you do for all the model) and click anywhere on the model. all the textures should be gone. note:you have to click on a space between lines, you can't click on a line, or else it won't work
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PostSubject: Re: Official Thread for track port section   Sat Oct 23, 2010 12:14 pm

He's not talking about textures. He's talking about deleting polygons, faces and lines, and then replacing then with something less complex. Decreasing the filesize.
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PostSubject: Re: Official Thread for track port section   Sat Oct 23, 2010 12:16 pm

igorseabra4 wrote:
He's not talking about textures. He's talking about deleting polygons, faces and lines, and then replacing then with something less complex. Decreasing the filesize.

Yes this is what i mean.

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PostSubject: Re: Official Thread for track port section   Tue Oct 26, 2010 8:46 pm

It'd be nice if we could make the Dinosaur from GCN Dino Jungle. (as a .brres Wink )
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PostSubject: Re: Official Thread for track port section   Sat Nov 06, 2010 4:44 am

ALPHAMARIOX wrote:
It'd be nice if we could make the Dinosaur from GCN Dino Jungle. (as a .brres Wink )
We can model hack a object xD

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PostSubject: Re: Official Thread for track port section   Sat Nov 06, 2010 3:03 pm

Yes. When the Dinosaur stomps, it has a Thwomp effect but when you race into it's legs or head, it's spinning like when hitting the crabs. A little hex editing oughtta do the trick.
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PostSubject: Re: Official Thread for track port section   Sat Nov 06, 2010 3:07 pm

are there any tuts for porting tracks? Razz
I've kinda fallen behind in the game of ct making.
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PostSubject: Re: Official Thread for track port section   Sat Nov 06, 2010 3:13 pm

I guess you can learn from Pati, MrButtCHINS or any one else on the site. But not me though. BTW Happy Belated Birthday. Smile
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PostSubject: Re: Official Thread for track port section   Sat Nov 06, 2010 3:20 pm

thanks.
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PostSubject: Re: Official Thread for track port section   Sat Nov 06, 2010 3:23 pm

You're welcome
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PostSubject: Re: Official Thread for track port section   Sat Nov 06, 2010 4:31 pm

Happy belated B-Day. If you want to learn how to port tracks, tell me from what (ds, gcn,...)then write me a pm and i will try to explain you.

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PostSubject: Re: Official Thread for track port section   Sat Nov 06, 2010 5:20 pm

ALPHAMARIOX wrote:
Yes. When the Dinosaur stomps, it has a Thwomp effect but when you race into it's legs or head, it's spinning like when hitting the crabs. A little hex editing oughtta do the trick.
A LITTLE? It would require countless hours of ASM hacking and coding to create something like that, with animations and everything. The person that has the skill to do that should code a dinosaur, but a program that imports models bigger than the original. It's more useful.

We could also put Thwomps and crabs on the place where the dino should be =P
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PostSubject: Re: Official Thread for track port section   Sat Nov 06, 2010 7:11 pm

That's cool, I don't know who has the skill to do it here...

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PostSubject: Re: Official Thread for track port section   Sat Nov 06, 2010 8:54 pm

I don't think anyone has the skill to do so. Even Chadderz.
But the creator of Icy Mountaintop knows a lot about hex editing (don't ask how I know that), if that matters.
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PostSubject: Re: Official Thread for track port section   Sun Nov 07, 2010 5:04 am

Guilmon created Icy Mountaintop right? I still decomplex it. It's very hard.

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PostSubject: Re: Official Thread for track port section   Thu Nov 11, 2010 2:28 pm

Yes. It was indeed Guilly.
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PostSubject: Re: Official Thread for track port section   Sun Nov 21, 2010 8:29 am

I ported N64 Frappe Snowland:


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