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 Delfino Island [by Vulcanus2]

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Johnny

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PostSubject: Re: Delfino Island [by Vulcanus2]   Wed Sep 29, 2010 6:01 pm

ok... school is holding back lots of us Razz

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PostSubject: Re: Delfino Island [by Vulcanus2]   Wed Sep 29, 2010 9:04 pm

It's not holding back me, and for me school ends on July 1st to start on August 1st
I just arrive home at 12:00 and go straight to the computer...
And I didn't got a SINGLE bad grade this year. Nothing less than 6,5.
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PostSubject: Re: Delfino Island [by Vulcanus2]   Fri Oct 01, 2010 9:39 pm

It's especially holding me back because I'm in Grade 12 and that has lots of homework.

anyways /back2
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PostSubject: Re: Delfino Island [by Vulcanus2]   Tue Oct 05, 2010 12:07 pm

I can't work at RC2, because it requires a lot of testing (so also time), but I CAN start making a model of my next CT in GSU (I can pause, so it's possible to combine with school).

It'll be a one "lap" race on a mountain. Starting down and going all the way up to the top, falling down in a hole untill you hit a big cloud. A cannon shoots you up to the last part, a short cloudy part high in the air. If you reach the last cloud you finish.

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PostSubject: Re: Delfino Island [by Vulcanus2]   Tue Oct 05, 2010 12:24 pm

But then the player would have to quit.
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PostSubject: Re: Delfino Island [by Vulcanus2]   Tue Oct 05, 2010 1:04 pm

I'll let the road come 3 times across the finish line (so I'll count as 3 laps) at different heights.
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PostSubject: Re: Delfino Island [by Vulcanus2]   Tue Oct 05, 2010 3:12 pm

Checkpoints would have to work for all three "laps" and I don't know how MrBean made it so that the CPU will go through a differente way every lap in IC.
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PostSubject: Re: Delfino Island [by Vulcanus2]   Tue Oct 12, 2010 4:33 am

lol, I'm invisible on mkw.com, so again can somebody post the video of RC1 there (I'm still unable to).
Next week no school, so I can finally work on DI again.

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PostSubject: Re: Delfino Island [by Vulcanus2]   Wed Oct 13, 2010 9:37 pm

Lucky... (d)

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PostSubject: Re: Delfino Island [by Vulcanus2]   Mon Oct 18, 2010 4:18 pm

Ok, I'm sure I can't finish it this week. I will try to make the bridge work, changing the water texture, and the track will be at sunset (that fit's better with the light effects on the track).
And I'll try to make the cave more "cavelike". (It seems there are 2 textures for one polygon, one normal and the shadow texture)

If I finished that, I need to add more leave piles and crates (I need to guess the y value for every single one). And that's the point RC2 is ready for release.

EDIT: and the camera positions need to be fixed.


Last edited by Vulcanus2 on Wed Oct 20, 2010 10:45 am; edited 2 times in total
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PostSubject: Re: Delfino Island [by Vulcanus2]   Mon Oct 18, 2010 4:49 pm

There's no need for guessing the Ys. Do you have 3DSMAX?
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PostSubject: Re: Delfino Island [by Vulcanus2]   Mon Oct 18, 2010 6:02 pm

nope, I know with 3ds you can get the Y's, but I use GSU, and that uses other values.

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PostSubject: Re: Delfino Island [by Vulcanus2]   Tue Oct 19, 2010 5:44 pm

How do you use 3DS Max for the Y's?

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PostSubject: Re: Delfino Island [by Vulcanus2]   Tue Oct 19, 2010 6:21 pm

I don't know, but I've seen something about it at mkw.com. maybe igorseabra4 knows it.

but ,[topic]
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PostSubject: Re: Delfino Island [by Vulcanus2]   Tue Oct 19, 2010 10:29 pm

ok.... any updates?

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PostSubject: Re: Delfino Island [by Vulcanus2]   Wed Oct 20, 2010 10:46 am

I'm done with my texture update, I'm now busy to get the bridge working on a different spot and angle.

Does somebody here know witch setting affects the "turn direction". The bridge turns on it's side. I know it isn't the first setting. the second one seems to affect the angle, but not really how I expected (it seems it isn't a 360 degrees sytem). maybe the second 4 bites can make a difference.

if someone wants to know: the bridge in the kmp file:

ID Type Unknown x y z x-angle y-angle z-angle [scale] settings settings settings settings settings
70 01FF 0 512 6000 -31168 0 0 0 1 FFFF0028 01680258 02580000 00000000 0000003F
71 01FF 0 512 6000 -21088 0 180 0 1 FFFF0028 01680258 02580000 00000000 0000003F
___
if I change FFFF0028 into FFFF2800 the bridge will turn instantly in stead of smoothly (it probably affects the speed)
if I change 01680258 into 005A0258 the bridge will turn 10 degrees more.

168 is in decimal 360, 5A = 90
258 = 600 and 58 = 88.
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PostSubject: Re: Delfino Island [by Vulcanus2]   Mon Nov 15, 2010 1:19 pm

NEW UPDATE:

I leave the bridge, untill I found a way to change it's angle I can't put it in.
I'm going to make a huge update with some models, RC2 won't look as a platform but more as an island.
The cave will be more difficult, and the shortcut becomes usefull, but with some traps. (It's actually no cave anymore, it are little islands.

This is a paint draw of the new "cave" section:



EDIT [22:18 CET] (yes I did it in 4 hours, and I had a pause of 2 hours [homework]), a screen of the new sketch up model:




EDIT II:
I imported succesfully all polygons. I'll try to find a moment to test it. After that I'll replace the objects. Next weekend I'll post a preview on youtube.
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PostSubject: Re: Delfino Island [by Vulcanus2]   Thu Nov 18, 2010 5:08 pm

I almost finished RC2!!!!!!!
Every model is imported and tested.
All textures are working well exept the main down road, that's for some reason waaay too dark.
All jumps are so placed you can stay on if you trick or not.
And some very nice thing: the water is higher now, but is still completely working, so I'm sure object 0007 = water splash height.

To do:
replacing objects. (mainly trees)
changing all clothes to birds.
ultra shortcut testing (the walls are removed), and if it works, trying to fix it with checkpoints, if that doesn't work, creating a invisible wall in the shortcut.

As I said, next weekend there is a preview video, and maybe even the release.

P.S. my english is horrible after a test German.
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PostSubject: Re: Delfino Island [by Vulcanus2]   Thu Nov 18, 2010 5:47 pm

0007=pocha
Are you still using the number-based object editor?
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PostSubject: Re: Delfino Island [by Vulcanus2]   Thu Nov 18, 2010 5:48 pm

airblock
Psea
lensFX
venice_nami
sound_river
sound_water_fall
pocha
sound_lake
sound_big_fall
sound_sea
sound_fountain
sound_volcano
sound_audience
sound_big_river
sound_sand_fall
sound_lift
pochaYogan
entry
pochaMori
eline_control
sound_Mii
begoman_manager
ice
startline2D
itembox
DummyPole
flag
flagBlend
gnd_sphere
gnd_trapezoid
gnd_wave1
gnd_wave2
gnd_wave3
gnd_wave4
sun
woodbox
KmoonZ
sunDS
coin
ironbox
ItemDirect
s_itembox
pile_coin
f_itembox
MashBalloonGC
WLwallGC
CarA1
basabasa
HeyhoShipGBA
koopaBall
kart_truck
car_body
skyship
w_woodbox
w_itembox
w_itemboxline
VolcanoBall1
penguin_s
penguin_m
penguin_l
castleballoon1
dossunc
dossunc_soko
boble
K_bomb_car
K_bomb_car_dummy
car_body_dummy
kart_truck_dummy
hanachan
seagull
moray
crab
basabasa_dummy
CarA2
CarA3
Hwanwan
HeyhoBallGBA
Twanwan
cruiserR
bird
sin_itembox
Twanwan_ue
BossHanachan
Kdossunc
BossHanachanHead
K_bomb_car1
dummy
dokan_sfc
castletree1
castletree1c
castletree2
castleflower1
mariotreeGC
mariotreeGCc
donkytree1GC
donkytree2GC
peachtreeGC
peachtreeGCc
npc_mii_a
npc_mii_b
npc_mii_c
obakeblockSFCc
WLarrowGC
WLscreenGC
WLdokanGC
MarioGo64c
PeachHunsuiGC
kinokoT1
kinokoT2
pylon01
PalmTree
parasol
cruiser
K_sticklift00
heyho2
HeyhoTreeGBAc
MFaceBill
truckChimSmk
MiiObj01
MiiObj02
MiiObj03
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FlagA1
FlagA2
FlagB1
FlagB2
FlagA3
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DKtreeB64
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oilSFC
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DKropeGCc
mii_balloon
windmill
dossun
TownTreeDS
Ksticketc
monte_a
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ShMiiObj01
ShMiiObj02
ShMiiObj03
Hanabi
miiposter
dk_miiobj00
light_house
r_parasol
obakeblock2SFCc
obakeblock3SFCc
koopaFigure
pukupuku
v_stand1
v_stand2
leaf_effect
karehayama
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group_monte_a
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MiiStatueD2
MiiStatueP1
SentakuDS
fks_screen_wii
KoopaFigure64
b_teresa
MiiStatueDK1
MiiKanban
BGteresaSFC
kuribo
choropu
cow
pakkun_f
WLfirebarGC
wanwan
poihana
DKrockGC
sanbo
choropu2
TruckWagon
heyho
Press
Press_soko
pile
choropu_ground
WLfireringGC
pakkun_dokan
begoman_spike
FireSnake
koopaFirebar
Epropeller
dc_pillar_c
FireSnake_v
honeBall
puchi_pakkun
sanbo_big
sanbo_big_2
kinoko_ud
kinoko_bend
VolcanoRock1
bulldozer_left
bulldozer_right
kinoko_nm
Crane
VolcanoPiece
FlamePole
TwistedWay
TownBridgeDSc
DKship64
kinoko_kuki
DKturibashiGCc
FlamePoleEff
aurora
venice_saku
casino_roulette
BossField01_OBJ1
dc_pillar
dc_sandcone
venice_hasi
venice_gondola
quicksand
bblock
ami
M_obj_jump
starGate
RM_ring1
FlamePole_v
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InsekiA
InsekiB
FlamePole_v_big
Mdush
HP_pipe
DemoCol
M_obj_s_jump2
M_obj_jump2
DonkyCannonGC
BeltEasy
BeltCrossing
BeltCurveA
BeltCurveB
escalator
DonkyCannon_wii
escalator_group
tree_cannon
group_enemy_b
group_enemy_c
taimatsu
truckChimSmkW
Mstand
dkmonitor
group_enemy_a
FlagB3
spot
group_enemy_d
FlagB4
group_enemy_e
group_monte_L
group_enemy_f
FallBsA
FallBsB
FallBsC
volsmk
ridgemii00
Flash_L
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Flash_W
Flash_M
Flash_S
MiiSignNoko
UtsuboDokan
Spot64
DemoEf
Fall_MH
Fall_Y
DemoJugemu
group_enemy_a_demo
group_monte_a_demo
volfall
MiiStatueM2
RhMiiKanban
MiiStatueL3
MiiSignWario
MiiStatueBL1
MiiStatueBD1
Kamifubuki
Crescent64
MiiSighKino
MiiObjD01
MiiObjD02
MiiObjD03
mare_a
mare_b
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PostSubject: Re: Delfino Island [by Vulcanus2]   Thu Nov 18, 2010 5:49 pm

Vulcanus2 wrote:
changing all clothes to birds.
I thought that the birds used routes: If the FIRST setting is different than FFFF0000, they use routes.
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PostSubject: Re: Delfino Island [by Vulcanus2]   Thu Nov 18, 2010 6:05 pm

** they do, but worse: I don't know witch ones and I need to add them if I want more.

So I'll change the clothes into trees, but birds were more awesome.


And yes I had number editor. And changed it 5 minutes ago.
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PostSubject: Re: Delfino Island [by Vulcanus2]   Thu Nov 18, 2010 6:57 pm

Do you know how to set up routes correctly? How to point an object to a route, set the route settings...
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PostSubject: Re: Delfino Island [by Vulcanus2]   Sat Nov 20, 2010 12:47 pm

AND THE PREVIEW VIDEO:


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PostSubject: Re: Delfino Island [by Vulcanus2]   Sun Nov 21, 2010 12:01 pm

Lower the Y value for 006F in the KMP value. That's how you lower the sun.
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