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 Mushroom Cape

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Vulcanus2

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PostSubject: Mushroom Cape   Tue Nov 23, 2010 4:57 pm

A new project I'll start after Delfino Island RC2 is finished.
It's based on mushroom gorge (duh) and will be a very simple track (not in shape but to race) . I make this special for the MKCC CTGP, where I want it in the mushroom cup. (of course I need votes if it's ready)

Here is a paint draw of it:



the road is of course white/gray (darker = higher)
black is fall.

That square around the bouncy mushroom means it's a cannon.

EDIT: for some that can't see it, it'll be driven clockwise.


Last edited by Vulcanus2 on Thu Nov 25, 2010 7:19 am; edited 1 time in total
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igorseabra4

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PostSubject: Re: Mushroom Cape   Tue Nov 23, 2010 5:56 pm

Could replace Moo Moo Meadows.
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ALPHAMARIOX

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PostSubject: Re: Mushroom Cape   Tue Nov 23, 2010 8:43 pm

That looks really decent for a good custom track.
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Vulcanus2

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PostSubject: Re: Mushroom Cape   Wed Nov 24, 2010 5:59 am

I think Mushroom gorge. (if mushroom peaks comes in it probably won't replace mushroom gorge as it's more suited for a star or special cup track).

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☆Enryx☆

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PostSubject: Re: Mushroom Cape   Wed Nov 24, 2010 9:40 am

I dont get where the cannon starts/finishes
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Vulcanus2

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PostSubject: Re: Mushroom Cape   Wed Nov 24, 2010 10:11 am

It starts at the mushroom (invisible cannon trigger), and end just at the road after it.
The cannon is almost vertical.

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Johnny

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PostSubject: Re: Mushroom Cape   Wed Nov 24, 2010 12:17 pm

Oh, well then you skip those mushrooms. How is it possible to get to the other shrooms?

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Vulcanus2

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PostSubject: Re: Mushroom Cape   Wed Nov 24, 2010 6:17 pm

the mushroom with the quare around it I main. And if you don't see it, you drive with the clock.
And I start with the sketchup tomorrow.

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PostSubject: Re: Mushroom Cape   Wed Nov 24, 2010 6:22 pm

wait, which way is it going?

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igorseabra4

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PostSubject: Re: Mushroom Cape   Wed Nov 24, 2010 6:23 pm

Clockwise
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Vulcanus2

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PostSubject: Re: Mushroom Cape   Wed Nov 24, 2010 6:26 pm

THAT was the word I was searching for!

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PostSubject: Re: Mushroom Cape   Wed Nov 24, 2010 7:02 pm

ooohhhh ok thanks. Now it makes more sense

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Vulcanus2

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PostSubject: Re: Mushroom Cape   Fri Nov 26, 2010 6:14 pm

The GSU model is ready and imported. I need to find the right size, and than I start searching textures and finally the kmp. If school doesn't take too much time it can be released before the vote of the MKW2 project.

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PostSubject: Re: Mushroom Cape   Fri Nov 26, 2010 7:03 pm

GSU?
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PostSubject: Re: Mushroom Cape   Sat Nov 27, 2010 10:02 am

Google Sketch-up Wink

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Vulcanus2

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PostSubject: Re: Mushroom Cape   Tue Nov 30, 2010 10:45 am




Screens of the model in szs modifier and GSU.

This track is very short and will be driven counterclockwise ingame (it's always mirrored)
But I don't want it to be a short race, so I'll make it a 6 lap race.

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PostSubject: Re: Mushroom Cape   Fri Dec 03, 2010 10:15 pm

You're going to have to experiment with Hex Editing the lap count in the track or the main.dol
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PostSubject: Re: Mushroom Cape   Sat Dec 04, 2010 10:17 am

No, only some KMPing is enough. There's not even a need for hex editing. Everything can be done in the editor.
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PostSubject: Re: Mushroom Cape   Sun Dec 05, 2010 10:48 am

I stop with this project for now, I need more time for school.
Making sketch-up models doesn't take long, the kmp of this track is difficult if you have almost no test time (mushroom spots)

btw I have a fantastic castle idea I want to model and finish first.

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PostSubject: Re: Mushroom Cape   Sun Dec 05, 2010 11:49 am

I can finish it for you. I can place the mushrooms in 3DSMax and test then.
I have a lot of free time since Summer vacation just started.
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PostSubject: Re: Mushroom Cape   Sun Dec 05, 2010 1:16 pm

ok, I'll send you the textures, szs file and sketch-up file (I hope you can get it right in 3dsmax).
and I list which kcl values you need. (I almost typed "witch" again)

checkpoints are already done, not tested.

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PostSubject: Re: Mushroom Cape   Sun Dec 05, 2010 2:28 pm

Why is everything textured like that and why replace Moonview Highway?
The models are low-poly enough to fit Mushroom Gorge.
And why the model has both white and blue faces? Set everything to the same color so we can leave culling enabled. It has less collision glitches.
And what do you mean by "mapping textures"? I can't UV map models. In Sketchup, you also can't curve the textures. Just use the retexture polygon function.
What is this round thing before the cannon?
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PostSubject: Re: Mushroom Cape   Sun Dec 05, 2010 4:24 pm

Answers:
- You were expecting me to UV map the track. I don't know how to do so. I can only UV map simple stuff or things that are already mapped (ported tracks).
- The models are low-poly enough to fit Mushroom Gorge. But it seems that you were ignoring the culling and deactivating it.
- The round thing before the mushrooms before the cannon is the boost pad O_o.

Now, I've re-made everything over Mushroom Gorge, here's how the track currenly looks:

Not all mushrooms are appearing, only the ones that Mario is facing (see those two small black dots on the top-left of the black square? They're Mario (facing the mushrooms) and Lakitu telling him to go the other way. in a higher-resolution picture you'd see the HUD floating over Mario =P). I'll fix then when I get home.
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PostSubject: Re: Mushroom Cape   Sun Dec 05, 2010 5:00 pm

lol, I didn't work that much on it. and I thought you was using 3ds max, so I thought you can UV map it, but it's not. (just make cut the outer sides of the road texture and texture the road again, make the texture of the mountains BIGGER)
By the way I ported it in MH first to test (so I'm sure it fits) and didn't changed it.

And is your picture an in-game result????

And don't forget it's still my third CT, Delfino island is my 2nd. I don't have that much experience. But I'm NOW on to fix the glitches in delfino island, I finally see what I did wrong.
(will take only a few minutes I think).

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PostSubject: Re: Mushroom Cape   Sun Dec 05, 2010 5:05 pm

Sketchup can UV map, but the mapping is so bad (not complicated to use, just bad) that it's better to just retexture the polygon.
The picture is ingame, I used Dolphin's Free Camera function. It lets you freely move the camera to explore any 3D game.
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