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 GCN Dry Dry Desert BETA

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Johnny



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PostSubject: Re: GCN Dry Dry Desert BETA   Tue Nov 09, 2010 5:38 pm

Here is link to finished Checkpoints:

http://www.mediafire.com/?c9lorbk5vx4c8q5

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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Tue Nov 09, 2010 10:10 pm

Johnny wrote:
Here is link to finished Checkpoints:

http://www.mediafire.com/?c9lorbk5vx4c8q5
uhh, the download's not working, could you upload it again?
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Vulcanus2



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PostSubject: Re: GCN Dry Dry Desert BETA   Wed Nov 10, 2010 4:47 am

And the kcl for quicksand is easily to find. pick twomp desert (battle track) and change one kcl to road. test, drive to the middle, if it's road, you got the value, if not, test again.

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4TLPati
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PostSubject: Re: GCN Dry Dry Desert BETA   Wed Nov 10, 2010 10:40 am

Quicksand is also in the KMP. I added it from the sand battle and imported also the checkpoints. I changed the KCL again. This is the result:

FREEZE xD

I think its because the .brres is from a battle and add in the track kmp wont work. Without it in the kmp it works. Very bad that it wont work in a track only in a battle.

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Vulcanus2



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PostSubject: Re: GCN Dry Dry Desert BETA   Wed Nov 10, 2010 11:27 am

not the kmp, just pick the kcl file (of the battle track), open it, change one of the value's to road (you need to remember the value you changed). Test if the quicksand changed into road. If not, change another value to road, remember that, test it. repeat until the quicksand is changed into road, then you know the kcl value for quicksand (tip test out of bounds/solid fall/fall boundary variations first)

In steps:
1. open sand_battle.szs in the szs modifier
2. open the course.kcl file
3. change a kcl value (try this first: solid fall variant 0C1 [hex 182A]) into road, and remember the value you changed
4. save it.
5. put it in the my stuff folder
6. start mkw with riivo, and play a battle on twomp desert.
7. drive to the middle when the quicksand is reachable, get on the quicksand, if you can drive on it the changed value is the kcl value for quicksand. If not, do all this again but with another value.

8. (if 182A is the value) Use 182A in your CT.

These steps can be used for any other kcl value, of course you need to change some words, and probably use another szs file.

P.S. I can't test anything out right now, if I can I would have post the value.
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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Wed Nov 10, 2010 4:32 pm

Vulcanus2 wrote:
not the kmp, just pick the kcl file (of the battle track), open it, change one of the value's to road (you need to remember the value you changed). Test if the quicksand changed into road. If not, change another value to road, remember that, test it. repeat until the quicksand is changed into road, then you know the kcl value for quicksand (tip test out of bounds/solid fall/fall boundary variations first)

In steps:
1. open sand_battle.szs in the szs modifier
2. open the course.kcl file
3. change a kcl value (try this first: solid fall variant 0C1 [hex 182A]) into road, and remember the value you changed
4. save it.
5. put it in the my stuff folder
6. start mkw with riivo, and play a battle on twomp desert.
7. drive to the middle when the quicksand is reachable, get on the quicksand, if you can drive on it the changed value is the kcl value for quicksand. If not, do all this again but with another value.

8. (if 182A is the value) Use 182A in your CT.

These steps can be used for any other kcl value, of course you need to change some words, and probably use another szs file.

P.S. I can't test anything out right now, if I can I would have post the value.
i appreciate the help, but i'm not looking for the quicksand fall, i'm looking for the road type which slowly brings you inward in thwomp desert... and i've tested all of the unknown values (like 0x0A) from thwomp deserts kcl. i think i found it (0x0F i think it was) but you just get stuck when you drive onto it Sad
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Vulcanus2



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PostSubject: Re: GCN Dry Dry Desert BETA   Wed Nov 10, 2010 6:29 pm

use the same method (you can try to change into a solid fall instead of a road),
very important are the variants too, so not 0x0F but 0x0F variant 001 [hex 002F]

but I don't think it's an kcl, but an object (quicksand.brres). That's probably why 4TLPati told something about kmp, lolz.
And there are breff files for it too, so I think that rules the quicksand, and probably need specific xy and z values, etc.

If I got time I'll do research to it.

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MRbuttCHINSx11T7



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PostSubject: Re: GCN Dry Dry Desert BETA   Wed Nov 10, 2010 9:41 pm

Vulcanus2 wrote:
use the same method (you can try to change into a solid fall instead of a road),
very important are the variants too, so not 0x0F but 0x0F variant 001 [hex 002F]

but I don't think it's an kcl, but an object (quicksand.brres). That's probably why 4TLPati told something about kmp, lolz.
And there are breff files for it too, so I think that rules the quicksand, and probably need specific xy and z values, etc.

If I got time I'll do research to it.
ok, i think i might just make it offroad, i dont want this to get too complicated
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4TLPati
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PostSubject: Re: GCN Dry Dry Desert BETA   Thu Nov 11, 2010 12:19 pm

I would make item or cpu routes and add some objects.

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