1. SKJmin

    SKJmin Loved by few, hated by many, respected by all...
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    I really would like to see some trailers :) Keep it up!
     
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  2. Fiachra

    OP Fiachra Advanced Member
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    The following is the list of SMS levels that'll be included:

    Delfino Plaza, replacing Castle Grounds
    Bianco Hills
    Ricco Harbour
    Ricco Harbour Underground Sewers (Secret/Castle Secret Stars)
    Noki Bay
    Noki Bay Underwater City (Secret/Castle Secret Stars)
    Noki Bay Red Coin Bottle (Secret/Castle Secret Stars)
    Gelato Beach
    Hotel Delfino
    Sirena Beach (entrance to Hotel Delfino) (Secret/Castle Secret Stars)
    Hotel Delfino Casino (Secret/Castle Secret Stars)
    Pianta Village Day
    Pianta Village Night
    Pinna Park
    Super Slide (Secret/Castle Secret Stars)
    Lily Pad Ride (Secret/Castle Secret Stars)
    Pachinko Machine (modified to use cannon) (Secret/Castle Secret Stars)
    Delfino Airstrip (Secret/Castle Secret Stars)
     
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  3. Gaming4Ever

    Gaming4Ever Banned
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    Wow simply amazing Budd much props :nds:
     
  4. Dann Woolf

    Dann Woolf Deadpan Snarker
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    AW HELL NAW.
     
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  5. Fiachra

    OP Fiachra Advanced Member
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    Making progress with the secret/bonus levels:

    [​IMG]

    I'm currently working on Ricco Harbour Sewers.

    Also, while not related to this hack, I also made a very demo to show off the editor's features for SMWCentral's C3 2014:


    The thread can be found here.
     
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  6. Gaming4Ever

    Gaming4Ever Banned
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    Progress is looking nice and that Demo Video is FTW!!!

    Deku 4 Life!

    Cant wait on this one.......
     
  7. GHANMI

    GHANMI GBAtemp Advanced Fan
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    That's fantastic, almost a new game getting released...
    The title screen getting modified is all what's missing.

    And the Zelda hack is really nice imho. Just some sound effects and models being swapped and maybe even Zelda II could be recreated using it (along with some assets from Brawl Kid Icarus stage and maybe OoT 3D?). But don't you think the textures are being stretched too much?
     
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  8. jfelipe27

    jfelipe27 Newbie
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    hi fiachra, i have a question, you are still working in the proyect? i hope that, when you will put the new progres, i hope for this game, thanks
     
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  9. Fiachra

    OP Fiachra Advanced Member
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    Yes, I'm still working on this project. Practically all of the level models are done, I now need to add all the stars, enemies etc.

    Screenshots_20140922.png

    The above screenshots show:
    Completed Ricco Harbour Sewers, Casino Upper with Pianta, Updated and completed 'Hillside Cave' level by GBAtemp user '†Nømura', Almost complete Delfino Airstrip, Practically completed Pachinko Game, Updated and completed 'Rainbow Tunnel' by '†Nømura', Practically complete Casino Lower, Updated model for Gelato Beach, Updated model for Noki Bay

    All the level models previously shown have been updated and now look much better, though only two are shown above.

    I've made a tutorial that shows how I replaced the Pianta model:

    The latest version of SM64DSe is always available here.
     
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  10. AsPika2219

    AsPika2219 Pikachu going beach!
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    Nice hacking! Keep moving forward! :yaynds:
     
  11. jfelipe27

    jfelipe27 Newbie
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    wow, great, thanks
     
  12. Purple_Shyguy

    Purple_Shyguy GBAtemp Maniac
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    This is the first I have heard of this project.

    My jaw is on. the. floor. This is amazing!
     
  13. cvskid

    cvskid GBAtemp Addict
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    It must be really hard making mods of super mario 64 ds compared to new super mario bros. :blink:
     
  14. MarioFanatic64

    MarioFanatic64 The guy who does things
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    Yes it is. 3D is just inherently harder to do than 2D, which is why I don't tackle the 3D Mario's. Not only do you have to design coherent 3D environments but they must also look good and play good, and you have to start over fresh with every new level you make. In the 2D Mario games you just have to make some tilesets and they can be used to your heart's content.
     
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  15. Fiachra

    OP Fiachra Advanced Member
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    It's also much more difficult from a technical point of view. With a game like NSMB there aren't many file formats that you need to deal with and most custom graphics are going to be 2D images, whereas with a 3D game you have to deal with reading and importing the game's 3D model format, its collision map format and its animation format.

    SM64DS is also one of the more difficult in this second regard for DS games; almost every DS game uses the 'NSBMD' and 'NSBCA' formats for 3D models and animation for which the official Nitro SDK tools are available and which is well supported. SM64DS however uses its own unique (but thankfully simpler) format for which no official tools or other documentation is available (probably due to it being such an early game), which meant having to write its importers from scratch. Thankfully though, its collision format was fairly standard within Nintendo games.

    It means there's a lot more work that needs to go into a 3D level editor like SM64DSe than a 2D one as well as into the actual creation of the levels.
     
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  16. guedesbrawl

    guedesbrawl GBAtemp Regular
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    um, why exactly can't you do the corona mountain level?
     
  17. LightyKD

    LightyKD Future CEO of OUYA Inc.
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    Get rid of the castle central hub, add in some new music and make a quick intro/ story and this could be a AWESOME new game,
     
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  18. Tiffani

    Tiffani GBAtemp Regular
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    This sums up my feelings exactly. Holy wow, that looks fun.
     
  19. yodamerlin

    yodamerlin Bok bok.
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    Looks very good!
     
  20. Fiachra

    OP Fiachra Advanced Member
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    I'm trying to import a custom boss but am stuck with trying to get the model extracted and converted properly from SMS. Is there anyone with experience of 3D Studio Max (version 6) who would be willing to help me get a model exported in a certain format? I've been able to import models from SMS using MaxBMD and have the Nitro SDK plugins for exporting, however the MaxBMD plugin creates a "character" which, when exported with the Nitro SDK plugins is treated as one bone (the same also happens with the OpenCOLLADA exporter) - is it possible to convert this "character" into a skeleton that can be exported as separate bones? I've tried exporting to 3DS and importing again which does give me individual bones - however they're no longer attached to the mesh.
     
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