Difference between revisions of "User:Jefe"

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Xfire: jefejefejefe [http://profile.xfire.com/jefejefejefe]
 
Xfire: jefejefejefe [http://profile.xfire.com/jefejefejefe]
  
Youtube channel [http://www.youtube.com/reidevjord]
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YouTube channel [http://www.youtube.com/reidevjord]
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YouTube playlist of my custom tracks: [http://www.youtube.com/playlist?list=PLDF7385B4F4A9AF11]
  
 
====About Me====
 
====About Me====
I just started modding Mario Kart Wii, but I've been modding Unreal Tournament 2004 for years, and run a rpg invasion server [http://www.gametracker.com/server_info/68.232.165.172:7777/].  You can see some of my custom skins here [http://www.gametracker.com/clan/D-E-K/forum.php?thread=45164] and maps here [http://mapraider.com/member/?memberid=7506].
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I just started modding Mario Kart Wii, but I've been modding Unreal Tournament 2004 for years, and run a rpg invasion server [http://www.gametracker.com/server_info/68.232.165.172:7777/].  You can see some of my custom skins here [http://www.gametracker.com/clan/D-E-K/forum.php?thread=45164] and maps here [http://mapraider.com/member/?memberid=7506]. Here is a YouTube playlist of some of my older mods: [http://www.youtube.com/playlist?list=PL356EDD0A1492A5F8&feature=viewall]
  
====Current and Released Mario Kart Projects====
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====Mario Kart Projects====
  
 
My first Custom track is [[Rooster Island]], which took about a week to model.  It took another two weeks to completely finish.  I wasn't sure what from-scratch custom tracks were capable of and what limitations there were in terms of poly count and textures, so I aimed for something simple, with an intentional N64 vibe.  Since there aren't any tools for lighting levels properly, I also picked bright, vibrant colors.  I based my textures and colors on Mario 64, another game that didn't have light sourcing.  I am mostly happy with the results, although I am disappointed in [[SketchUp]]'s lack of texturing options, and had to change some of my texture choices to simple textures that wouldn't show alignment errors prominently.  Otherwise I really like the program.
 
My first Custom track is [[Rooster Island]], which took about a week to model.  It took another two weeks to completely finish.  I wasn't sure what from-scratch custom tracks were capable of and what limitations there were in terms of poly count and textures, so I aimed for something simple, with an intentional N64 vibe.  Since there aren't any tools for lighting levels properly, I also picked bright, vibrant colors.  I based my textures and colors on Mario 64, another game that didn't have light sourcing.  I am mostly happy with the results, although I am disappointed in [[SketchUp]]'s lack of texturing options, and had to change some of my texture choices to simple textures that wouldn't show alignment errors prominently.  Otherwise I really like the program.
  
My second track will be [[F-Zero White Land I]].  Even though I grew up in the era of the SNES, I didn't get into F-Zero until GX came out.  I wanted to pick an easy project and to do something from a MODE 7 SNES game that hadn't been done yet.  I choose this level based on the map images on [http://vgmaps.com/].  The layout looks good for Mario Kart, unlike many of the other tracks, which are dominated by long straightaways.  A cool feature of this track is a series of eight or so jump ramps surrounded by off-road sections, which will translate quite well to MKWhee.  At this point I have the basic track modeled and scaled properly.  Even though I used the map image from vgmaps to do the track outline, I will be completely retexturing the track.  I'd like to use some background elements from F-Zero GX if possible; this depends on whether I can get my hands on any assets from that game.  I might just change the theme completely too.
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My second track is [[F-Zero White Land I]].  Even though I grew up in the era of the SNES, I didn't get into F-Zero until GX came out.  I wanted to pick an easy project and to do something from a MODE 7 SNES game that hadn't been done yet.  I choose this level based on the map images on [http://vgmaps.com/ vgmaps.com].  The layout looked good for Mario Kart, unlike many of the other tracks, which are dominated by long straightaways.  A cool feature of this track is a series of nine jump ramps surrounded by off-road sections, which translate quite well to MKWhee, but are challenging.  
  
 
====Possible Future Tracks====
 
====Possible Future Tracks====
  
A from-scratch remake of a Stunt Race FX level, a game I did play a lot of.
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A from-scratch remake of a Stunt Race FX level, a game I did play a lot.
  
 
{{User-Jefe-link}}
 
{{User-Jefe-link}}

Revision as of 21:13, 21 October 2011

Links

Xfire: jefejefejefe [1]

YouTube channel [2]

YouTube playlist of my custom tracks: [3]

About Me

I just started modding Mario Kart Wii, but I've been modding Unreal Tournament 2004 for years, and run a rpg invasion server [4]. You can see some of my custom skins here [5] and maps here [6]. Here is a YouTube playlist of some of my older mods: [7]

Mario Kart Projects

My first Custom track is Rooster Island, which took about a week to model. It took another two weeks to completely finish. I wasn't sure what from-scratch custom tracks were capable of and what limitations there were in terms of poly count and textures, so I aimed for something simple, with an intentional N64 vibe. Since there aren't any tools for lighting levels properly, I also picked bright, vibrant colors. I based my textures and colors on Mario 64, another game that didn't have light sourcing. I am mostly happy with the results, although I am disappointed in SketchUp's lack of texturing options, and had to change some of my texture choices to simple textures that wouldn't show alignment errors prominently. Otherwise I really like the program.

My second track is F-Zero White Land I. Even though I grew up in the era of the SNES, I didn't get into F-Zero until GX came out. I wanted to pick an easy project and to do something from a MODE 7 SNES game that hadn't been done yet. I choose this level based on the map images on vgmaps.com. The layout looked good for Mario Kart, unlike many of the other tracks, which are dominated by long straightaways. A cool feature of this track is a series of nine jump ramps surrounded by off-road sections, which translate quite well to MKWhee, but are challenging.

Possible Future Tracks

A from-scratch remake of a Stunt Race FX level, a game I did play a lot.

Template:User-Jefe-link