Difference between revisions of "User talk:Jefe"

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I'd like to put in some hovering billboards that move slightly.  I know how accomplish what I want in UT, but I'm not sure in this game.  Can routes be applied to any object?  I assume if the various settings are copied over from a normal moving object (like the balloon) I could import a billboard model on any existing object to get its texture settings.  What I'd really like to do is have the images on the billboard change every 5-10 seconds.  In UT this would be accomplished with a texture sequence - you could set several textures to display in a particular order, choose how long and whether they fade or just change.  Ideally I'd combine that sequence with another animated texture for a flickering effect.  My idea was change the model of an object that had a sequence, and use your technique to get the texture animation working, but I don't think there are any sequences, just scrolling textures.  I could still do an object that hovers though, and grab a scrolling texture from mdush or something to do a glowing effect on the supports of the sign.  --[[User:Jefe|Jefe]] 16:02, 19 October 2011 (CEST)
 
I'd like to put in some hovering billboards that move slightly.  I know how accomplish what I want in UT, but I'm not sure in this game.  Can routes be applied to any object?  I assume if the various settings are copied over from a normal moving object (like the balloon) I could import a billboard model on any existing object to get its texture settings.  What I'd really like to do is have the images on the billboard change every 5-10 seconds.  In UT this would be accomplished with a texture sequence - you could set several textures to display in a particular order, choose how long and whether they fade or just change.  Ideally I'd combine that sequence with another animated texture for a flickering effect.  My idea was change the model of an object that had a sequence, and use your technique to get the texture animation working, but I don't think there are any sequences, just scrolling textures.  I could still do an object that hovers though, and grab a scrolling texture from mdush or something to do a glowing effect on the supports of the sign.  --[[User:Jefe|Jefe]] 16:02, 19 October 2011 (CEST)
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You can add the Video by MKWCTs in Rooster Island if you want :)
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[[User:LuigiCTGPMaster|LuigiM]] 17:15, 19 October 2011 (CEST)

Revision as of 15:15, 19 October 2011

Wow, it's very scary how fast you're making these. It seems like you just started Rooster Island, and now White Land is almost done! How much time do you you truely dedicate to each CT?

-SuperMario64DS

I have some experience in creating levels, so the modeling part doesn't take as long for me. Part of that is knowing what I'm capable of doing, and what is difficult in general to accomplish. There are a bunch of mapping projects for UT2004 that I never finished and are still sitting on my hard drive because I was too ambitious.

RI took about 3 weeks of off-and-on work, mostly on afternoons. The most time consuming part of modeling was aligning textures, and then realigning textures when they turned out to not export correctly. What took most of my time was learning how to get the level into MKwhee, and figuring out what I could/should do with CTools, SZS Modifier, and KMP Modifier. It took a long time to get the hang of editing KMPs, especially figuring out cameras. The minimap was a pain in the butt too, but oddly enough, the minimap on White Land was perfect on the first try. Go figure.

I've spent about 4 days on White Land, what I'm finding challenging is how to decorate the level and how best to modify gameplay so the level is fun. It's not quite fun enough yet in my opinion. In F-Zero, you could run each lap in about 20-30 seconds. It's a bit longer than one minute per lap in mario kart on 150 ccs. That's what happens when you don't have rocket-powered machines. I'm debating adding a few boost pads on the track, but I want to keep the level as close to the original as possible. Maybe I'll make the entire road boosts so the sense of speed is closer to F-Zero. I'll probably put out a beta here in a day or so with just the basics in place, get some feedback, and then make it nicer later.

I'd like to put in some hovering billboards that move slightly. I know how accomplish what I want in UT, but I'm not sure in this game. Can routes be applied to any object? I assume if the various settings are copied over from a normal moving object (like the balloon) I could import a billboard model on any existing object to get its texture settings. What I'd really like to do is have the images on the billboard change every 5-10 seconds. In UT this would be accomplished with a texture sequence - you could set several textures to display in a particular order, choose how long and whether they fade or just change. Ideally I'd combine that sequence with another animated texture for a flickering effect. My idea was change the model of an object that had a sequence, and use your technique to get the texture animation working, but I don't think there are any sequences, just scrolling textures. I could still do an object that hovers though, and grab a scrolling texture from mdush or something to do a glowing effect on the supports of the sign. --Jefe 16:02, 19 October 2011 (CEST)

You can add the Video by MKWCTs in Rooster Island if you want :) LuigiM 17:15, 19 October 2011 (CEST)