Difference between revisions of "Talk:N64 Rainbow Road (Torran)"

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:I'm not sure if you understand why they appear this way. The textures are taken directly from an N64 emulator. They are then alpha blended to produce transparency. This alpha blending uses color intensity (or the lack thereof) to calculate alpha values. Therefore, any color that isn't pure white will not be fully opaque and would therefore appear slightly dimmer. The original does not alpha blend the neon signs; they are actually black around their edges, but because the sky is so dark you wouldn't normally notice this. If you tried increasing the brightness of the textures, I already did that, and the resulting colors will begin to wash out as the brightness increases. --[[User:Torran|Torran]] ([[User talk:Torran|talk]]) 14:13, 23 September 2014 (UTC)
 
:I'm not sure if you understand why they appear this way. The textures are taken directly from an N64 emulator. They are then alpha blended to produce transparency. This alpha blending uses color intensity (or the lack thereof) to calculate alpha values. Therefore, any color that isn't pure white will not be fully opaque and would therefore appear slightly dimmer. The original does not alpha blend the neon signs; they are actually black around their edges, but because the sky is so dark you wouldn't normally notice this. If you tried increasing the brightness of the textures, I already did that, and the resulting colors will begin to wash out as the brightness increases. --[[User:Torran|Torran]] ([[User talk:Torran|talk]]) 14:13, 23 September 2014 (UTC)
 
::Nice to know the actual reason of it. In that case, we could use images with actual transparency. Is transparency supported this way? Or perhaps a workaround to avoid this issue (even if it involves remaking the images).--[[User:Enzeru|Enzeru]] ([[User talk:Enzeru|talk]]) 19:03, 25 September 2014 (UTC)
 
::Nice to know the actual reason of it. In that case, we could use images with actual transparency. Is transparency supported this way? Or perhaps a workaround to avoid this issue (even if it involves remaking the images).--[[User:Enzeru|Enzeru]] ([[User talk:Enzeru|talk]]) 19:03, 25 September 2014 (UTC)
 +
:::Images could probably be given alpha by using a mask in something like GIMP. --[[User:Guilmon|'''ZephyrNidorino''' ''(Guilmon35249vr)'']] ([[User Talk:Guilmon|talk]]) 19:08, 25 September 2014 (UTC)

Revision as of 19:08, 25 September 2014

Download

Download link???--Snake 15:25, 26 December 2013 (UTC)

It's more than likely not finished yet. --BulletMKW (talk) 16:58, 26 December 2013 (UTC)

Jump vs Slope

How about putting a jump in the beginning instead of the slope? It would mimic the feel of the original more closely. invis (talk) 20:03, 26 December 2013 (UTC)

Jumping is an indirect result of going very fast along a downward slope. Technically you could make such a jump in Mario Kart Wii as well if you had enough speed. But I have no reason to force you to go fast just to moonjump though. --Torran (talk) 22:42, 20 February 2014 (UTC)

Itemboxes

With Guilmon35249vr's approval, could probably put the N64 Itembox from Retro Raceway onto the track. Wouldn't that be grand? --Michael (talk) 22:37, 20 February 2014 (UTC)

No, those itemboxes are ugly and they look nothing like the itemboxes from Mario Kart 64. Anyone who thinks they bear any resemblance need to get their eyes checked. --Torran (talk) 22:42, 20 February 2014 (UTC)

Textures

Hi Torran. I would like to help you to improve this track a bit. I've noticed the colours of the neon faces look a bit weird in your port. I could resize them properly to avoid awkward colour mixtures, but firstly I need to know if you are still active creating custom tracks. --Enzeru (talk) 06:25, 23 September 2014 (UTC)

I'm not sure if you understand why they appear this way. The textures are taken directly from an N64 emulator. They are then alpha blended to produce transparency. This alpha blending uses color intensity (or the lack thereof) to calculate alpha values. Therefore, any color that isn't pure white will not be fully opaque and would therefore appear slightly dimmer. The original does not alpha blend the neon signs; they are actually black around their edges, but because the sky is so dark you wouldn't normally notice this. If you tried increasing the brightness of the textures, I already did that, and the resulting colors will begin to wash out as the brightness increases. --Torran (talk) 14:13, 23 September 2014 (UTC)
Nice to know the actual reason of it. In that case, we could use images with actual transparency. Is transparency supported this way? Or perhaps a workaround to avoid this issue (even if it involves remaking the images).--Enzeru (talk) 19:03, 25 September 2014 (UTC)
Images could probably be given alpha by using a mask in something like GIMP. --ZephyrNidorino (Guilmon35249vr) (talk) 19:08, 25 September 2014 (UTC)