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Homebrew Games and Tools If you've created a trainer, texture editor, or a full-blown fangame we'd like to see it here. Show off your mad programming skills.

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  #541  
Old 7th October 2009, 01:51 AM
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LoMoNoCrAt LoMoNoCrAt is offline
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This is actually very interesting. I hope that when its complete it will be somewhat accessible to coding-noobs like me. That's what tends to happen with software like this, unless you have an intimate knowledge of how all the processes work, the program can be very hard to find your way around.
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  #542  
Old 7th October 2009, 03:44 AM
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Alright, you guys have gotta see this. I modified 7A2148.bkt (Mumbos Mountain B) in hoping that I would get a lower water level. But as a matter of fact it did something unexpected. I somehow changed the characteristics of the water to get this...

http://www.youtube.com/watch?v=-6plgIxDBkY

List of modified offsets (Set to value 0x00C8 (200) signed int16)

Code:
0x00004F4A		
0x00004F6A		
0x00004F8A		
0x00004F9A		
0x00004FAA		
0x00004FBA		
0x00004FCA		
0x00004FDA		
0x00004FEA		
0x00004FFA		
0x0000500A		
0x0000501A		
0x0000502A		
0x0000503A		
0x0000504A		
0x0000505A		
0x0000506A		
0x0000507A		
0x0000508A		
0x0000509A		
0x000050AA		
0x000050BA		
0x000050CA		
0x000050DA		
0x000050EA		
0x000050FA		
0x0000510A		
0x0000511A		
0x0000512A		
0x0000513A		
0x0000514A		
0x0000515A		
0x0000516A		
0x0000517A		
0x0000518A		
0x0000519A		
0x000051AA		
0x000051BA		
0x000051CA		
0x000051DA		
0x000051EA		
0x000051FA		
0x0000520A		
0x0000521A		
0x0000522A		
0x0000523A		
0x0000524A		
0x0000525A		
0x0000526A		
0x0000527A		
0x0000528A		
0x0000529A		
0x000052AA		
0x000052BA		
0x000052CA		
0x000052DA		
0x000052EA		
0x000052FA		
0x0000530A		
0x0000531A


and here is another pic of some geometry modifications I'm testing out.




Here is the modified file.
Attached Files
File Type: zip 7A2148.zip (14.5 KB, 12 views)

Last edited by mojobojo; 8th October 2009 at 03:56 AM.
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  #543  
Old 7th October 2009, 04:57 AM
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HUMANZ HUMANZ is offline
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Quote:
Originally Posted by mojobojo View Post
Alright, you guys have gotta see this. I modified 7A2148.bkt (Mumbos Mountain B) in hoping that I would get a lower water level. But as a matter of fact it did something unexpected. I somehow changed the characteristics of the water to get this...

http://www.youtube.com/watch?v=-6plgIxDBkY

List of modified offsets (Set to value 0x00C8 (200) signed int16)

Code:
0x00004F4A		
0x00004F5A		
0x00004F6A		
0x00004F8A		
0x00004F9A		
0x00004FAA		
0x00004FBA		
0x00004FCA		
0x00004FDA		
0x00004FEA		
0x00004FFA		
0x0000500A		
0x0000501A		
0x0000502A		
0x0000503A		
0x0000504A		
0x0000505A		
0x0000506A		
0x0000507A		
0x0000508A		
0x0000509A		
0x000050AA		
0x000050BA		
0x000050CA		
0x000050DA		
0x000050EA		
0x000050FA		
0x0000510A		
0x0000511A		
0x0000512A		
0x0000513A		
0x0000514A		
0x0000515A		
0x0000516A		
0x0000517A		
0x0000518A		
0x0000519A		
0x000051AA		
0x000051BA		
0x000051CA		
0x000051DA		
0x000051EA		
0x000051FA		
0x0000520A		
0x0000521A		
0x0000522A		
0x0000523A		
0x0000524A		
0x0000525A		
0x0000526A		
0x0000527A		
0x0000528A		
0x0000529A		
0x000052AA		
0x000052BA		
0x000052CA		
0x000052DA		
0x000052EA		
0x000052FA		
0x0000530A		
0x0000531A
and here is another pic of some geometry modifications I'm testing out.




Here is the modified file.
That is awesome!
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  #544  
Old 8th October 2009, 01:29 AM
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It is awsome. See if you can lower the water level while keeping this intact. It would be awsome.
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  #545  
Old 8th October 2009, 04:06 AM
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Quote:
Originally Posted by Breegullbeak View Post
It is awsome. See if you can lower the water level while keeping this intact. It would be awsome.
Like this

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  #546  
Old 8th October 2009, 09:11 PM
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Yes. Like that. Now try moving the fish if you can find out how.
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  #547  
Old 11th October 2009, 03:36 AM
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Ho
ly
Shit!

http://www.youtube.com/watch?v=CEwBEhdCay0

I ask messain(frauber on youtube) for some help getting this large obj. file of spiral mountain into his model importer. He did it.

Virtual High Five to you, him, and VL-tone.
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From where you're kneeling, it must seem like an 18-carat run of bad luck. Truth is... the game was rigged from the start -Benny

Last edited by Breegullbeak; 11th October 2009 at 04:05 AM.
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  #548  
Old 11th October 2009, 01:06 PM
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I guess their obj import doesn't support textures yet?
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  #549  
Old 11th October 2009, 06:09 PM
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Quote:
Originally Posted by SubDrag View Post
I guess their obj import doesn't support textures yet?
It's in the works. I sent him them the textures and I'll keep up with how it's going.
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  #550  
Old 12th October 2009, 03:36 AM
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Whoa, looks like they have some working textures!

http://jul.rustedlogic.net/thread.php?pid=187966#187966
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  #551  
Old 12th October 2009, 10:54 PM
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Yeah. I just saw that. I'm pretty sure a bit of handy work can fix up the flowers at least.
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  #552  
Old 14th October 2009, 09:22 PM
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http://www.youtube.com/watch?v=sNWF3w3jkvM

You guys might like this, I tried editing MM's setup and got this out of it.
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  #553  
Old 14th October 2009, 09:27 PM
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Awsome sauce!
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  #554  
Old 15th October 2009, 03:07 AM
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Quote:
Originally Posted by cooliscool View Post
I theorize that since they seem to be very simple geometry, there's some sort of interpolation algorithm that builds a dlist on the fly.
I think what these are are invisible barriers, I just replaced Conga in MM with 194248.bkm. It was invisible and in an attempt to walk into the area of the tree I was being held back. It seemed to be the same shape as the points too.

EDIT: Here is what I have got as far as the model values in FB42D9.bin

Code:
0x64: Mumbos huts
0x94: Chimpys Stump
0x10C: Conga
0x1AC: Chimpy
0x22C: Grublin
0x284: Ju-Ju

Last edited by mojobojo; 15th October 2009 at 03:55 AM.
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  #555  
Old 15th October 2009, 11:49 PM
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But how i make obj in bkm it becouse i'm making a beta Banjo Kazooie rom

Last edited by Mombi Jombo; 15th October 2009 at 11:56 PM.
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