Talk:SNES Ghost Valley 1 (zilly)

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Just some things that may be helpful for you:

  • For proper scale see Scale, this is important when placing those falling blocks, otherwise it wouldn't matter if it wasn't perfect
  • About the falling blocks, you need to place them 161,97 units higher than the actual track and the distance between two of them has to be 323,94 units

-- NiAlBlack 10:03, 23 December 2012 (UTC)

The model is already done and I didn't measure it out. I always scale my tracks to be similar to existing Wii tracks or to the original. If I can't make the falling blocks work, I will simply not include them until later.
Zilla 20:24, 23 December 2012 (UTC)

About the starting gates, you can simply use SZSModifiers .obj exporter to export SNES Ghost Valley 2, then you can just copy the starting gate, you'll have to rescale and retexture it though, but at least you don't have to model it from scratch. -- NiAlBlack 12:43, 12 January 2013 (UTC)

I'm well aware of that. I used it to get the dimensions of the trick ramps and see how the texture mapping of the roads and walls are. I'd rather make my own start gate from scratch. I was hoping for advice on the falling block Objects, rather than the finish gate...
Zilla 18:42, 12 January 2013 (UTC)
Well, I already tried to write some helpful information about falling blocks. Even if your scaling isn't like the original you can just calculate a scaling value for them by dividing your scaling by the original one. You can also multiply this value with the distance and height I told you to get the appropriate values for your track. I wouldn't know what else you'd have to know to place falling blocks, I guess you'd have to be a bit more specific with that if you want more help. -- NiAlBlack 18:57, 12 January 2013 (UTC)
My track is almost perfectly spaced. Scale is good enough. Did you see what I put under progress? Some blocks are not solid and some are.
Zilla 19:45, 12 January 2013 (UTC)
Yeah, I had the same problem with SNES Vanilla Lake 2, I dunno what is wrong with it, but I'm working on a solution, I'll inform you when I found one. Also, I took a look at SNES Ghost Valley 2's kmp and surprisingly all the falling blocks use 1.3 as scale. Maybe this track uses a different scale than SNES Mario Circuit 3, I'll have to check. -- NiAlBlack 00:34, 13 January 2013 (UTC)
So you found a solution? Do you think you could tell me what you did? -- NiAlBlack 10:52, 3 February 2013 (UTC)
I would also like to know how you were able to place your falling blocks and keep their solidity for my tracks SNES Ghost Valley 3 and SNES Vanilla Lake 1 --James (talk) 01:12, 10 April 2013 (UTC)

Sorry, I kinda skimmed over this when making my last reply. You guys really want to know the secret of the Objects: obakeblockSFCc, obakeblock2SFCc, and obakeblock3SFCc? I don't know...

The SNES Vanilla Lakes really don't need this, since I think woodbox is a way better Object.

Now for SNES Ghost Valley 3, I don't think you can use this anyway, since your track is most likely too big. I'm not making this up when I say that even my SNES Ghost Valley 1 is too big to have all the blocks work perfectly.

James, your tracks are better off with what they are already using. NiAlBlack, just use woodbox and call it a day.
ZillaSpaz (talk) 00:07, 11 April 2013 (UTC)

Slot

@Zilla please can you make a version, that are playable without the Snes Ghost valley 2 slot --9Horsti12 (talk) 14:32, 31 March 2013 (UTC)

No.
ZillaSpaz (talk) 15:18, 31 March 2013 (UTC)

Shortcut

Love the track, Zilla, but what about the shortcut near the finish? How about a jump like the ones in the SNES Bowser Castles to make the shortcut usable and take out the falling blocks that are blocking the route? -- MichaelMichael54321 13:47, 25 August 2013 (UTC)

The falling blocks are a clever way of blocking the shortcut for the first lap. In time trials and on Wi-Fi they fall at about 25 seconds into the race (I think) meaning that it's a special shortcut only usable in later laps). I think this is good because it makes the track a little more interactive rather than being rigid the whole time, but hey, that's just my opinion :D As for usability, you need to hop and use a mushroom at the same time to make it, so it's more of a skill shortcut. -- WorldsBoss (talk) 19:18, 25 August 2013 (UTC)

V 1.01

It`s a very nice update. The moon and the vertex colours are very nice. But why this bright light?? On a big tv screen ( 106 Zoll ) it is awful for my eyes and resent it. Sorry. --Snake 12:37, 19 July 2014 (UTC)