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 GCN Dry Dry Desert BETA

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MRbuttCHINSx11T7



Posts : 94
Join date : 2010-09-10

PostSubject: GCN Dry Dry Desert BETA   Fri Nov 05, 2010 6:12 pm

Another beta, people. lol
If you want to help in the making of this track, please say so:

Helpers:
- 4TLPati
-Johnny
-ALPHAMARIOX
-
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-
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Last edited by MRbuttCHINSx11T7 on Sun Nov 07, 2010 3:34 pm; edited 3 times in total
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Johnny



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PostSubject: Re: GCN Dry Dry Desert BETA   Fri Nov 05, 2010 6:28 pm

You are super pro at GCN porting. What do you use? bmdview2?

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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Fri Nov 05, 2010 6:30 pm

Johnny wrote:
You are super pro at GCN porting. What do you use? bmdview2?
yep, then i export as .3ds, bring it into sketchup, then trial and error for the correct size of the track. btw, i'm making this a group project, so if you wanna help with kmp or anything, thatll be great
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Johnny



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PostSubject: Re: GCN Dry Dry Desert BETA   Fri Nov 05, 2010 11:18 pm

alright sure.

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4TLPati
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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 4:00 am

I can help. You should make the dark road part out of bounds.

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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 10:16 am

4TLPati wrote:
I can help. You should make the dark road part out of bounds.
actually, there is another part of the track that is supposed to be out of bounds, but i cant put it in due to model complexity =P Anyways, should i PM you the file?
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4TLPati
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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 11:46 am

MRbuttCHINSx11T7 wrote:
4TLPati wrote:
I can help. You should make the dark road part out of bounds.
actually, there is another part of the track that is supposed to be out of bounds, but i cant put it in due to model complexity =P Anyways, should i PM you the file?

okay

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ALPHAMARIOX



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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 3:11 pm

I'd like to help.

And while we're at it. You can help me for GCN Porting tracks from Kirby Air Ride Very Happy
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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 5:31 pm

ALPHAMARIOX wrote:
I'd like to help.

And while we're at it. You can help me for GCN Porting tracks from Kirby Air Ride Very Happy
thanks, i appreciate your help, but i dont know if kirby air ride uses .bmd for models...and i've never played that game but i'll see Smile
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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 5:37 pm

4TLPati wrote:
MRbuttCHINSx11T7 wrote:
4TLPati wrote:
I can help. You should make the dark road part out of bounds.
actually, there is another part of the track that is supposed to be out of bounds, but i cant put it in due to model complexity =P Anyways, should i PM you the file?

okay
wait, how do i attach a file to the PM? :/
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Blitz
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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 5:37 pm

I like it, but theres a recurring problem with all ports... they're to big. Any way to shrink it down a little? Other than that, excellent job, can't way to play on it.
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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 5:42 pm

Blitz wrote:
I like it, but theres a recurring problem with all ports... they're to big. Any way to shrink it down a little? Other than that, excellent job, can't way to play on it.
well, the characters move a lot faster in double dash, but the size seems perfect to me. look up a video of the original track, and it looks like the right size.
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Blitz
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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 5:47 pm

hmm, your right actually, it seems like the characters are igger in dd too, gl on finishing the track.
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☆Enryx☆



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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 5:51 pm

Nice track =)
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4TLPati
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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 6:38 pm

MRbuttCHINSx11T7 wrote:
4TLPati wrote:
MRbuttCHINSx11T7 wrote:
4TLPati wrote:
I can help. You should make the dark road part out of bounds.
actually, there is another part of the track that is supposed to be out of bounds, but i cant put it in due to model complexity =P Anyways, should i PM you the file?

okay
wait, how do i attach a file to the PM? :/

Just upload it on mediafire or so and then copy the link and paste it in the pm.

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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Sat Nov 06, 2010 6:47 pm

4TLPati wrote:
MRbuttCHINSx11T7 wrote:
4TLPati wrote:
MRbuttCHINSx11T7 wrote:
4TLPati wrote:
I can help. You should make the dark road part out of bounds.
actually, there is another part of the track that is supposed to be out of bounds, but i cant put it in due to model complexity =P Anyways, should i PM you the file?

okay
wait, how do i attach a file to the PM? :/

Just upload it on mediafire or so and then copy the link and paste it in the pm.
k thanks
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Johnny



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PostSubject: Re: GCN Dry Dry Desert BETA   Sun Nov 07, 2010 4:19 pm

Checkpoints DONE

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4TLPati
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PostSubject: Re: GCN Dry Dry Desert BETA   Mon Nov 08, 2010 3:07 pm

I made a better .KCL. But I didn't found the quicksand.

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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Mon Nov 08, 2010 4:32 pm

4TLPati wrote:
I made a better .KCL. But I didn't found the quicksand.
what did you change in the .kcl? and i found the value for quicksand...its 0x1F i think, but it doesnt work in the track, you just get stuck Sad
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4TLPati
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PostSubject: Re: GCN Dry Dry Desert BETA   Tue Nov 09, 2010 10:21 am

I changed this: I made the hills to trick ramps. The dark road part is now Solid Fall and the main road is still weak offroad and the other part is offroad.

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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Tue Nov 09, 2010 4:12 pm

4TLPati wrote:
I changed this: I made the hills to trick ramps. The dark road part is now Solid Fall and the main road is still weak offroad and the other part is offroad.
ok, but now people can't make good shortcuts or go on the pillar trick ramps
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PostSubject: Re: GCN Dry Dry Desert BETA   Tue Nov 09, 2010 4:24 pm

MRbuttCHINSx11T7 wrote:
4TLPati wrote:
I changed this: I made the hills to trick ramps. The dark road part is now Solid Fall and the main road is still weak offroad and the other part is offroad.
ok, but now people can't make good shortcuts or go on the pillar trick ramps

They can use mushrooms.

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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Tue Nov 09, 2010 4:43 pm

4TLPati wrote:
MRbuttCHINSx11T7 wrote:
4TLPati wrote:
I changed this: I made the hills to trick ramps. The dark road part is now Solid Fall and the main road is still weak offroad and the other part is offroad.
ok, but now people can't make good shortcuts or go on the pillar trick ramps

They can use mushrooms.
no because you made the dark parts out of bounds, so they cant make good shortcuts with that being out of bounds and the pillars are on the part that is out of bounds too
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4TLPati
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PostSubject: Re: GCN Dry Dry Desert BETA   Tue Nov 09, 2010 4:50 pm

MRbuttCHINSx11T7 wrote:
4TLPati wrote:
MRbuttCHINSx11T7 wrote:
4TLPati wrote:
I changed this: I made the hills to trick ramps. The dark road part is now Solid Fall and the main road is still weak offroad and the other part is offroad.
ok, but now people can't make good shortcuts or go on the pillar trick ramps

They can use mushrooms.
no because you made the dark parts out of bounds, so they cant make good shortcuts with that being out of bounds and the pillars are on the part that is out of bounds too

lol right i see. But its better that we make the dark part as solid fall, because after that there is nothins you can fall down. Thats not good, we should maybe move the pillars of just use it as decoration.

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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Tue Nov 09, 2010 4:58 pm

4TLPati wrote:
MRbuttCHINSx11T7 wrote:
4TLPati wrote:
MRbuttCHINSx11T7 wrote:
4TLPati wrote:
I changed this: I made the hills to trick ramps. The dark road part is now Solid Fall and the main road is still weak offroad and the other part is offroad.
ok, but now people can't make good shortcuts or go on the pillar trick ramps

They can use mushrooms.
no because you made the dark parts out of bounds, so they cant make good shortcuts with that being out of bounds and the pillars are on the part that is out of bounds too

lol right i see. But its better that we make the dark part as solid fall, because after that there is nothins you can fall down. Thats not good, we should maybe move the pillars of just use it as decoration.
maybe i can just decomplex the part that is supposed to be out of bounds and add that model
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