ROM Hack [WIP] The Fourth Dimension: A Super Mario 3D land level editor

exelix11

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Is there any way to disable the timer, like in the toad houses or in the last flagpole scene with peach?
It should be related to StageInfo1.byml in the stage szs,
Edit: i was using the wrong file, you can convert StageInfo1.byml to xml to edit it without any problem, maybe setting StageTimer property to a big number or to 0 or -1 will make the timer disappear

Also, if you load the level i posted before in the editor you'll get no model for the peach's castle, you must add the model i attached to this thread in the models folder
 

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CuriousTommy

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pretty cool! Super Mario 64 3D anyone?
That would be interesting to remake. The flag pole has replaced the stars for ending the level so doing side missions (like ground pounding the chain chomp to get the star in bomb-omb battlefield) would be hard to recreate. I feel like making Super Mario 3D Land mods require a different thinking when designing or porting a level. With Galaxy, you can get away with making Super Mario 64 courses the same way as the original since the game is based around stars.

But hey, that is just my opinion.
 
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GreenStone99

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That would be interesting to remake. The flag pole has replaced the stars for ending the level so doing side missions (like ground pounding the chain chomp to get the star in bomb-omb battlefield) would be hard to recreate. I feel like making Super Mario 3D Land mods require a different thinking when designing or porting a level. With Galaxy, you can get away with making Super Mario 64 courses the same way as the original since the game is based around stars.

But hey, that is just my opinion.
Well, star coins could be unlocked by doing those missions and since you need star coins to access certain levels
 

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There are goombas in a boo mansion in one of the special worlds (don't remember wich, sorry) that drop star coins when defeated. Could that effect be applied to other ennemies as well? It could be useful when making bosses.
 

mustafag32g

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There are goombas in a boo mansion in one of the special worlds (don't remember wich, sorry) that drop star coins when defeated. Could that effect be applied to other ennemies as well? It could be useful when making bosses.
There are also a few bosses that drop a lot of coins when defeated ! I could try to experiment! I am just waiting for exelix to release his program to convert models :D
 

WarioTails358

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Here it is the custom stage, i'm using NTR cfw with layered FS which is faster than hans to test levels, but for this hans will work the same, i tested only with my eur cart of 3d land.
This will replace stage 1-1 with the custom level.
I tried to load the level on my USA digital copy and when it started to load the level my game froze.
 

exelix11

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Sorry i don't know what could be the problem, try to get an eur copy and check if there works

+Have you made a program for us to to make collission files :-) ?
Yep.
It will be included in the next version, also now i switched from the xml/byml level format to szs, so now levels are directly saved that can be run in the game, and i added an xml editor to edit other bymls inside the szs, like the camera settings and the timer of the stage
 
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WarioTails358

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Sorry i don't know what could be the problem, try to get an eur copy and check if there works


Yep.
It will be included in the next version, also now i switched from the xml/byml level format to szs, so now levels are directly saved that can be run in the game, and i added an xml editor to edit other bymls inside the szs, like the camera settings and the timer of the stage
What's in your layeredfs folder and which ntr version did you use? I think my files (the ones in USA) are different from EUR.
 
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Kourin

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That would be interesting to remake. The flag pole has replaced the stars for ending the level so doing side missions (like ground pounding the chain chomp to get the star in bomb-omb battlefield) would be hard to recreate. I feel like making Super Mario 3D Land mods require a different thinking when designing or porting a level. With Galaxy, you can get away with making Super Mario 64 courses the same way as the original since the game is based around stars.

But hey, that is just my opinion.

Most levels have a 'get to the end' mission. For example, for BoB the flagpole could be where King Bob-omb is, for Whomps Fortress it could be on top of the 'castle', for Jolly Roger Bay it could be in the cave.

The three Star Coins could be placed in 3 places where Stars once were.

It's an interesting idea, no doubt.

EDIT: Is Mario's speed adjustable? He just seems a bit slow.
 
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Choon555

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Most levels have a 'get to the end' mission. For example, for BoB the flagpole could be where King Bob-omb is, for Whomps Fortress it could be on top of the 'castle', for Jolly Roger Bay it could be in the cave.

The three Star Coins could be placed in 3 places where Stars once were.

It's an interesting idea, no doubt.

EDIT: Is Mario's speed adjustable? He just seems a bit slow.
Also, wouldn't it be possible to replace the star coin model with a star model ?
 

exelix11

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What's in your layeredfs folder and which ntr version did you use? I think my files (the ones in USA) are different from EUR.
This is my layeredfs folder:
QVmwGGN.png

I just tested with an usa version of the game and it works, you must be doing something wrong
 

mustafag32g

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I converted a model to bcmdl and have kcl and .pa files. I replaced the bcmdl with another file bcmdl, the model is not showing in the editor. Could you maybe show us, make a video :D, when you have time of course
 

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