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

exelix11

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Does someone know, how the boss Bunbun works?
I'm trying, to make a boss battle with him. But whenever Mario enters the SwitchOnArea, which should activate him, the game crashes. Is there something needed, to get him working. I already looked at 2-5: Bumbum will be activated by an Area (SwitchAppear) and when the battle begins, bunbun kills the PlayerControllOff Area (SwitchA). And when he is defeated, he activates a pipe (SwitchDeadOn). I already made it the same way, but it still crashes..
Pretty strange, maybe it's linked to the room or try using the same PreloadFileList1 from 2-5
 

Louis Miles

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Ok. I've tried it with the PreloadFileList1 from 2-5 and it still crashes. What do you mean with linked to the room?
 

Louis Miles

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Still crashes! I've taken the room to bunbun, but the result is the same. In 2-5 there's also a StickSnapOffArea, is this required? Or does bunbun need an viewID or something?
 
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Skelux

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I've noticed that in the free-roam camera type, the camera can pass through walls. Is there any known way to fix this?
 

Skelux

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I think the only reason It works fine in 3-1 is because the camera mode changes before you can get to any walls.
The problem I'm talking about happens when you walk backwards toward the camera, the camera will move backward through any walls in its path.
Another thing I was wondering, has anyone found a parameter to give you infinite time? This is less important, but It might come in handy.
I'll probably have a video to show in the next couple of weeks.

Here are my settings:
<C0Name="CameraParams">
<C1>
<A0Name="Category" StringValue="Map" />
<A0Name="Class" StringValue="Follow" />
<C1Name="DashAngleTuner">
<D2Name="AddAngleMax" StringValue="15" />
<D2Name="ZoomOutOffsetMax" StringValue="200" />
</C1>
<D2Name="HighAngle" StringValue="25" />
<D1Name="InterpoleFrame" StringValue="-1" />
<C1Name="LimitBoxMax">
<D2Name="X" StringValue="3.402823E+38" />
<D2Name="Y" StringValue="3.402823E+38" />
<D2Name="Z" StringValue="3.402823E+38" />
</C1>
<C1Name="LimitBoxMin">
<D2Name="X" StringValue="-3.402823E+38" />
<D2Name="Y" StringValue="-3.402823E+38" />
<D2Name="Z" StringValue="-3.402823E+38" />
</C1>
<D2Name="LowAngle" StringValue="25" />
<D2Name="PullDistance" StringValue="800" />
<D2Name="PushDistance" StringValue="750" />
<C1Name="Rotator">
<D2Name="AngleMax" StringValue="30" />
</C1>
<D2Name="UpOffset" StringValue="100" />
<D1Name="UserGroupId" StringValue="1" />
<A0Name="UserName" StringValue="CameraArea" />
<C1Name="VerticalAbsorber">
<D0Name="IsInvalidate" StringValue="False" />
</C1>
<C1Name="VisionParam">
<D2Name="FovyDegree" StringValue="45" />
<D2Name="StereovisionDepth" StringValue="0.4" />
<D2Name="StereovisionDistance" StringValue="350" />
</C1>
</C1>
</C0>
 
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SunakazeKun

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This is a port of Flip-Swap Galaxy from Super Mario Galaxy 2 in Super Mario 3D Land. You can download it here.
Here are some screenshots:
FlipSwapFinal-02.png
FlipSwapFinal-03.png

FlipSwapFinal-04.png
FlipSwapFinal-07.png
 

Skelux

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Been playing around with custom objects while working on a level, should have something pretty impressive to show off by Sunday. Still no solution to the camera issues though - I'm thinking I might wind up having to manually alter the camera routines like I did with SM64 and SM64DS. I've also been documenting a bunch off stuff which I'll post.
 
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Louis Miles

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I also found some useful camera types with little instructions, how to set them up in the editor ;)
Maybe they could be implemented as camera generators in the next version :D


Fixed Camera:
A camera, that is fixed (like in w5-2).
Pretty easy to understand. There are coordinates for 2 objects. The camera (CameraPos) and the point, the camera looks at (LookAtPos).

Code:
        <C1 Name="CameraPos">
          <D2 Name="X" StringValue="XXXX" />
          <D2 Name="Y" StringValue="YYYY" />
          <D2 Name="Z" StringValue="ZZZZ" />
        </C1>
        <A0 Name="Category" StringValue="Map" />
        <A0 Name="Class" StringValue="FixAll" />
        <C1 Name="LookAtPos">
          <D2 Name="X" StringValue="XXXX" />
          <D2 Name="Y" StringValue="YYYY" />
          <D2 Name="Z" StringValue="ZZZZ" />
        </C1>
        <D1 Name="UserGroupId" StringValue="XY" />
        <A0 Name="UserName" StringValue="CameraArea" />

CameraPos: Camera position with coordinates
LookAtPos: The position the camera looks at
UserGroupId: The camera ID


Here a little tutorial, how to place this camera in the editor at it's best:
Use Inspect as camera mode.
First go to the place, where the camera should look at. Then add an object (doesn't matter which object). Then select it and press Space, to make the camera look at it.
UL1cXCb.png

Now ONLY use the zoom and the right mousebutton, to zoom away from the object, and positioning the look in the editor so, how you want like to look it ingame.
kQkNcWN.png

Now add an object again. Now you can easily copy the position of the two objects into the Camera-code.
2dvikDr.png

This is, how it will looks, compared to editor and ingame:
kQkNcWN.png
RoF2gTC.png


Tower:
Used at towers or outside of toad houses.
Again, it's an easy procedure. The camera looks at an specific point (Position) and rotates around it.

Code:
        <A0 Name="Category" StringValue="Map" />
        <A0 Name="Class" StringValue="Tower" />
        <D2 Name="Distance" StringValue="XYZ" />
        <C1 Name="Position">
          <D2 Name="X" StringValue="XXXX" />
          <D2 Name="Y" StringValue="YYYY" />
          <D2 Name="Z" StringValue="ZZZZ" />
        </C1>
        <D1 Name="UserGroupId" StringValue="XY" />
        <A0 Name="UserName" StringValue="CameraArea" />

Distance: The distance between the camera and Mario
Position: The point's position, where the camera looks at
UserGroupId: The camera ID
 
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Louis Miles

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Yay. Here is my remake of Shifting Sand Land from Mario 64 :D

RNWp54p.png
qgOvF7Y.png


It's not 100% finished yet, the models need some vertex collours and the quicksand needs to be animated, and i don't know, how to make that o.O
Also i'm searching for an idea, how to get the quicksand working, that it can push Mario to the middle. Oh and i want to add a boss, but it crashes everytime, and i don't know why :/
 

mustafag32g

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Been playing around with custom objects while working on a level, should have something pretty impressive to show off by Sunday. Still no solution to the camera issues though - I'm thinking I might wind up having to manually alter the camera routines like I did with SM64 and SM64DS. I've also been documenting a bunch off stuff which I'll post.
Show us what you have :D
 

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