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 Bowser Jr.'s (flying) Fort

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Vulcanus2

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PostSubject: Bowser Jr.'s (flying) Fort   Tue Dec 14, 2010 6:37 am

A new project of me, It took me weeks to finish the model, I just tried to import the polygons and it works fine.

Sketch-up screen:



szs modifier screen, wireframe mode, not all polygons imported, but the biggest ones work and I've space for more (smaller) polygons.


The biggest polygon was the corner in the castle, 138kb.

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Tue Dec 14, 2010 1:51 pm

Nice! from where you ripped?

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Tue Dec 14, 2010 2:03 pm

???, I modeled this myself, except the ship (got it from GSU warehouse).
I decomplexed the ship first, and after that I was able to make a part of the track in it.

(so it's NOT a port, if you think so)
I was wondering that if port have complex and soft/smooth models, why CT can't have them.
I just tried out soft/smooth models, and I didn't got any "this polygon is too big" error.
That's because I used the automatic choose polygon function. Just import with all polygons selected (except the ones you already use) starting with the biggest and ending with the smallest (file size).

Now I try to make an exception for special polygons like boosts.

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Tue Dec 14, 2010 2:53 pm

Oh okay. The ship looks so good that I thought you ripped all. I use the same polygon importing method. I can't wait to race on it!

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Wed Dec 15, 2010 6:28 pm

Everything (expept the "wings" , that will come in an object) succesfull imported.
It is a quite high poly track (has 17 polygons, only 1 free).

It has a blue ramp (if I can get the kcl right), a sticky road part, lava, and mushroom jump parts withhout using the mushroom object.
I start tomorrow testing the kcl size, and after it I'll map the textures (just simple mapping, but it's needed for smooth parts).

I only need to make another fall boundary part.

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Thu Dec 16, 2010 5:34 pm

****, it freezes.

I've the szs ready for the second try:
course_model,map_model imported in maple treeway.
Hex edited the kmp file to have 2 cannons (it may freeze if it has 2 cannon activators and only 1 cannon point)
set start position again, set respawn 1 at start position and all checkpoints to respawn 1.
indexed all textures (I know which texture affects which polygon now)
recreated the kcl.

Now I hope it doesn't freeze.

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Fri Dec 17, 2010 9:15 am

good luck

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Fri Dec 17, 2010 10:48 am

It loads, than I ported it back to bowsers castle and it freezes again (this time with hex edited kmp), now it's in delfino square, I know that file better.

I found I made many things way to high. That must be scaled.
Coming weekend I'm going to optimise the model.

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Fri Dec 17, 2010 4:46 pm

Look, if you have thwomps on your KMP they must be placed exactly 1000 over the road or else it'll freeze with the Thwomp being too high/too low/with no ground for it to fall on. Those itembox making things from Toad's Dactory too. I don't know if there are other objects that must be placed on specific locations, but I know that FlamePole_v must be placed over lava.
Also, I didn't knew there were those "wings" in MKW before for you to place
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PostSubject: Re: Bowser Jr.'s (flying) Fort   Fri Dec 17, 2010 5:21 pm

the thwomps must be the problem.
but I need to optimise the course_model (and kcl file), and I don't want to work on the kmp before that's done.

And about the "wings" (I don't know how to call them in english), I think they easily fit in a green mushroom.

But I was trying to make blue half-pipe ramps in it (ok, 1), and it works really good, I expected it would glitch like crazy.

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Fri Dec 17, 2010 7:09 pm

But green mushrooms don't rotate, and they'd stay with the old collision
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PostSubject: Re: Bowser Jr.'s (flying) Fort   Sat Dec 18, 2010 9:23 am

they have kcl files, and rotating is not needed.

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Mon Dec 20, 2010 2:45 pm

the kcl is almost done, I've trouble with the half-pipe ramps (0x13). If I look in DK snowboard cross/summit I see variant 0 is right. but when testing they work only on straights, and mine is in a curve.

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Mon Dec 20, 2010 4:22 pm

But in DKS the ramps go in curves! How come?!
Look in other tracks, such as RR or GCN WS. If all are variant 0, there's something else that must be done. Maybe a specific KCL as an invisible road over the ramp, holding you?
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PostSubject: Re: Bowser Jr.'s (flying) Fort   Mon Dec 20, 2010 5:56 pm

they are almost all variant 0, I found RR's last blue ramp is another variant, but I tested it and was the same expept it gave a boost too.

EDIT I've looked carfully to my ramp and that from DKS, and my ramp is cut in pieces (I can jump from the side of a face if I hop or if the angle is big enough). So it seems the szs modifier isn't able to connect the faces in the kcl file, probably that's meant with the "excluded from kcl" error. That it's not able to connect the faces.

So I'll give up on curved ramps, I'm going to re-model the part so it has straight ramps.

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Thu Dec 23, 2010 11:09 am

I've finished the model, now the objects and the other parts of the kmp (objects first).
Christmas release is not likely, but I'll try to finish it in time, else it'll be a new-year release.

The sketch-up model (haven't textured all polygons with GSU, with smooth polygons the obj exporter messes up the textures):


szs modifier screens:



And I can tell you, in-game looks it even better.

(and my PR: 3:07.389 with kart and wheel)

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Fri Dec 24, 2010 11:28 am

I'm almost done, just the finishing touch, and it'll be released.
I only have to do:
some route fixes, adding several KC propellers, fixing some itembox heights.


Release this evening.

And my new kart+wheel PR is 3:03.xxx.

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Fri Dec 24, 2010 12:21 pm

Vulcanus2 wrote:
I'm almost done, just the finishing touch, and it'll be released.
I only have to do:
some route fixes, adding several KC propellers, fixing some itembox heights.


Release this evening.

And my new kart+wheel PR is 3:03.xxx.

I'm so excited What a Face

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Fri Dec 24, 2010 5:25 pm


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PostSubject: Re: Bowser Jr.'s (flying) Fort   Tue Dec 28, 2010 4:01 pm

That looks awesome I should probably TT this, (and maybe sub 3:00.000)

and maybe glitch hunting while I'm at it Wink
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PostSubject: Re: Bowser Jr.'s (flying) Fort   Tue Dec 28, 2010 5:07 pm

I've already subbed the 3 minutes, 2:53.xxx with wheel and kart.
With bike I always screw up the last lap.

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Tue Dec 28, 2010 5:07 pm

Edit, stupid internet connection made me double post. (please delete this)

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Wed Dec 29, 2010 12:07 pm

How about sub 2:30.000 Wink

I will test that out.
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PostSubject: Re: Bowser Jr.'s (flying) Fort   Wed Dec 29, 2010 1:26 pm

good luck :p (think it's not possible)

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PostSubject: Re: Bowser Jr.'s (flying) Fort   Fri Dec 31, 2010 2:48 pm

Excellent looking course.

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