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N64 Arctus
Posted 2015年01月03日 - 6:34 JST #19346



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635 Posts

MK64 CTs might be something to look at. MKSC would probably be much more work.

Yeah, because I think that MKSC uses tilemaps as well as flat low poly 3D models.


SGC
Posted 2015年01月03日 - 6:42 JST #19347



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185 Posts

Would MKDD CTs be possible?


Gericom
Posted 2015年01月03日 - 18:20 JST #19348

Feature-Length Nut Expansion Pak

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1377 Posts

Would MKDD CTs be possible?


Sure! It would just require a bit more research of the file formats.

Jesse
Posted 2015年01月04日 - 3:09 JST #19358



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41 Posts

Yeah, because I think that MKSC uses tilemaps as well as flat low poly 3D models.

I am pretty sure MKSC doesn't use any polygons.


Hiccup
Posted 2015年01月04日 - 3:24 JST #19359



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37 Posts

The tracks would have to be recreated as a 3D model, either manually or automatically by EFE (or another program).


N64 Arctus
Posted 2015年01月04日 - 3:48 JST #19361



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635 Posts

I am pretty sure MKSC doesn't use any polygons.

 

The tracks would have to be recreated as a 3D model, either manually or automatically by EFE (or another program).

I thought that there were some GBA games that could support a very small number of polygons... :huh:

And if you look closely at Rainbow Road, at least to me, it looks more like a flat 3D model, rather than a tilemap.


Gericom
Posted 2015年01月04日 - 3:50 JST #19362

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1377 Posts

I thought that there were some GBA games that could support a very small number of polygons... :huh:


Yes. There were some games with a software 3d rendering. Not much though.

Yoshimaster
Posted 2015年01月04日 - 5:07 JST #19363



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68 Posts

Once again:

Well sorry, but I didn't know what you meant until I looked it up. Thanks anyway


N64 Arctus
Posted 2015年01月04日 - 22:18 JST #19367



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635 Posts

Is it just me, or does EFE have a slightly bigger nkm editor, as in you can make tracks bigger and stuff like that in the nkm?

 

Edit:

Never mind, it was just me...


MKGirlism
Posted 2015年01月07日 - 7:41 JST #19444

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8388607 Posts
Alright, I've got some new Features I need to have, to make my first MK7 Project:
- Multi Channel Support, for BCSTM.
- Access to BCSAR Files, and the ability, to Edit them.
- KMP Editing (it should be about time!).
- KCL Editing (it's almost the same shit, as in MKDS, so why are we allowed, to customise it for MKDS, but not for MK7?).

Gericom
Posted 2015年01月07日 - 15:19 JST #19449

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1377 Posts

Alright, I've got some new Features I need to have, to make my first MK7 Project:- Multi Channel Support, for BCSTM.- Access to BCSAR Files, and the ability, to Edit them.- KMP Editing (it should be about time!).- KCL Editing (it's almost the same shit, as in MKDS, so why are we allowed, to customise it for MKDS, but not for MK7?).


I will try to finish the first 3 soon. About KCL Editing, that was not even possible for MKDS.

Gericom
Posted 2015年01月10日 - 2:45 JST #19470

Feature-Length Nut Expansion Pak

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1377 Posts
I just uploaded the new weekly build!

* A little bit better lighting for bcmdl.
* Material, Font and Texture treeviews for bclyt
* Support for multiple sections in CGFX files (this also means bctex support)
* Generating BCMDL model. (Mighy be buggy or not working at all; not tested yet)

MKGirlism
Posted 2015年01月10日 - 21:44 JST #19477

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8388607 Posts
I gave this BCMDL Generator a try, and:
1. It removes some Triangles, at some places.
2. For some reason, it resets Position and Rotation to (0,0,0), and Scale to (1,1,1), even though I changed it, in Maya.

Gericom
Posted 2015年01月11日 - 2:08 JST #19481

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1377 Posts

I gave this BCMDL Generator a try, and:
1. It removes some Triangles, at some places.
2. For some reason, it resets Position and Rotation to (0,0,0), and Scale to (1,1,1), even though I changed it, in Maya.

1. Are you sure everything is triangles. Quads and tristrips are not supported.
2. I don't know what you're talking about. OBJ does not support that kind of stuff.

MKGirlism
Posted 2015年01月11日 - 2:36 JST #19482

I'm cutely evil, aren't I?

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8388607 Posts

1. Are you sure everything is triangles. Quads and tristrips are not supported.
2. I don't know what you're talking about. OBJ does not support that kind of stuff.

1. Yes, I'm sure, as the other Tools Export everything, without any problem.
2. Yes, it does, I wouldn't be able to Position/Rotate/Scale my Model, otherwise.

Yoshimaster
Posted 2015年01月11日 - 5:29 JST #19484



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68 Posts

Will it be possible to convert bol to kmp like how MKDSCM converted bol to nkm?


Gericom
Posted 2015年01月11日 - 5:32 JST #19485

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1377 Posts

Will it be possible to convert bol to kmp like how MKDSCM converted bol to nkm?


Yes. Should be possible.

MKGirlism
Posted 2015年01月11日 - 5:46 JST #19486

I'm cutely evil, aren't I?

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8388607 Posts
Ermii accidentally discovered a KMP to NKM Converter, in EFE.
That made his job, to make a KMP for me, a lot easier.

Yoshimaster
Posted 2015年01月11日 - 7:30 JST #19492



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68 Posts

"Discovered"? How can I do it?


MKGirlism
Posted 2015年01月11日 - 7:34 JST #19493

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8388607 Posts
1. Open any SZS File.
2. Double Click the KMP File.
3. File -> Save As...

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