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 Gusty Garden Maze

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Vulcanus2



Posts : 182
Join date : 2010-09-04
Age : 22
Location : The Netherlands

PostSubject: Gusty Garden Maze   Mon Nov 08, 2010 5:55 pm

Upcoming Custom Track: Gusty Garden Maze


(Once at school while I was waiting untill the next lesson began. And I got the idea of creating a maze. At home did I combine it with my galaxy idea, and I started disigning the track.)

It'll be a gusty garden galaxy like track with launch and sling stars (I downloaded a model for sketch up). Where you need to solve 3(/4) maze's (planet's) and get past some skill planets. I just finished the sketchup, here are some screens (I painted it with gsu textures):



Next weekend I will work on it again.

P.S. I need brres tool (szs tools) to complete this track.
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igorseabra4



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Join date : 2010-09-24

PostSubject: Re: Gusty Garden Maze   Mon Nov 08, 2010 6:07 pm

@P.S.

Why/How/What do you mean?
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Vulcanus2



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PostSubject: Re: Gusty Garden Maze   Mon Nov 08, 2010 7:00 pm

I need to wait until the brres editor for szs explorer is out.

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Johnny



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PostSubject: Re: Gusty Garden Maze   Mon Nov 08, 2010 7:03 pm

There won't be one... if I understand you correctly.

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igorseabra4



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PostSubject: Re: Gusty Garden Maze   Mon Nov 08, 2010 9:04 pm

There will. It will be just like the one already avaliable except:
- More import formats
- "Add new polygon and texture" function
- It won't give the error "Model is too complex. Select more polygons or reduce the model complexity", never.

The same way that the new KMP editor will have "Add Object", "File-->New", and the Route(s) editor won't require you to move the dots. You'll just click where you want a dot to appear.

But, well, it'll still be very hard to create this course you're talking about. Specially because cannons can't move on diagonal lines (your finishing Z position is always the same one you started (X sometimes)).
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Johnny



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PostSubject: Re: Gusty Garden Maze   Tue Nov 09, 2010 7:43 am

ahhhh i see, Well, good luck on the course

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4TLPati
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Age : 19
Location : Germany, Baden Württemberg

PostSubject: Re: Gusty Garden Maze   Tue Nov 09, 2010 8:50 am

Looks good but a little bit to long or?

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Vulcanus2



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PostSubject: Re: Gusty Garden Maze   Wed Nov 10, 2010 4:43 am

igorseabra4 wrote:

But, well, it'll still be very hard to create this course you're talking about. Specially because cannons can't move on diagonal lines (your finishing Z position is always the same one you started (X sometimes)).

This is not true. Cannons CAN shoot diagonally. But to do than you don't need to put the dot on the right spot but you need to change the y angle for horizonal change and probably the others can change it vertically.
I have done a horizontal change with my old koopa's platform, y angle = -4 degrees , if I put 0 you will land just before the road.

To prove this:
start position : x 2290 y 22500 z -22118
end position: x -525 y 22500 z -22425
It's a small difference, but it is one.
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☆Enryx☆



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PostSubject: Re: Gusty Garden Maze   Wed Nov 10, 2010 11:32 am

As Pati said, this looks very long...
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Vulcanus2



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PostSubject: Re: Gusty Garden Maze   Wed Nov 10, 2010 1:28 pm

well, I like long tracks. But I included a major race (TT need to go the long way) shortcut, you can skip 2 planets, and one of them is the largest maze planet.

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☆Enryx☆



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PostSubject: Re: Gusty Garden Maze   Wed Nov 10, 2010 3:24 pm

Unfair Razz
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igorseabra4



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PostSubject: Re: Gusty Garden Maze   Wed Nov 10, 2010 4:17 pm

It looks like it would fit in maple treeway, have you tried?
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igorseabra4



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PostSubject: Re: Gusty Garden Maze   Wed Nov 10, 2010 4:27 pm

And wooden boxes aren't solid from above. Only about 1/4 of the lower half of the box is solid.
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Vulcanus2



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PostSubject: Re: Gusty Garden Maze   Wed Nov 10, 2010 6:15 pm

I haven't tried anything yet, as I said I will work on it next weekend.
And that only the lowest part is solid doesn't matter, I only wonder if the solidility (or however you spell it) will be scaled too if I make the box very big, if not, I just put several boxes in it.

Also, does anyone knows how to get y values withhout 3dsmax (my graphics card is too bad to run it)

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igorseabra4



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PostSubject: Re: Gusty Garden Maze   Thu Nov 11, 2010 12:27 pm

The solidity will be scaled along with the box. Check my custom track Dry Dry Lake. One of the boxes is scaled 22x.
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ALPHAMARIOX



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PostSubject: Re: Gusty Garden Maze   Thu Nov 11, 2010 2:52 pm

22x in the x,y,z scale?
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Vulcanus2



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PostSubject: Re: Gusty Garden Maze   Thu Nov 11, 2010 3:58 pm

And some news, I already made the custom music, It's just the gusty garden music of smgalaxy, but I increased the speed and let it play in G in stead of A (higher), and I boosted the bass sound. But I'm thinking if I use a completely other music for the final lap (I like the kamella song, and for a last lap it increases the tension).

mediafire: http://www.mediafire.com/?b9sfm2drir534bk
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Johnny



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PostSubject: Re: Gusty Garden Maze   Fri Nov 12, 2010 5:52 pm

Awesome. I can't wait till this track is finished :3

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BigOto



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PostSubject: Re: Gusty Garden Maze   Sun Nov 14, 2010 9:43 pm

igorseabra4 wrote:
There will. It will be just like the one already avaliable except:
- More import formats
- "Add new polygon and texture" function
- It won't give the error "Model is too complex. Select more polygons or reduce the model complexity", never.

The same way that the new KMP editor will have "Add Object", "File-->New", and the Route(s) editor won't require you to move the dots. You'll just click where you want a dot to appear.

But, well, it'll still be very hard to create this course you're talking about. Specially because cannons can't move on diagonal lines (your finishing Z position is always the same one you started (X sometimes)).

Where did Chadderz tell you that? Those functions would be totally epic when they come out, especially the ability to add polygons.
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Vulcanus2



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PostSubject: Re: Gusty Garden Maze   Mon Nov 15, 2010 12:14 pm

In severals posts on mkw.com he said he wanted to make these options (some indirectly).
You don't know it will have these options because he didn't even start to make it, first kmp editor and after it a new patch format.

(with indirectly I mean he said you can expand the files, and because the file size limit causes these errors, that means add polygon and no too complex error is probably included)

BTW I don't have any time to test and do long during things (because of the hell named school).

Maybe I can test once a week something but that time I'll leave for Delfino Island RC2, so I can finish it before christmas.
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PostSubject: Re: Gusty Garden Maze   Today at 10:38 am

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