(18-06-2016, 06:20 AM)pieordie1 Wrote: "Maps can be exported to OBJ and loaded into 3ds Max / Blender / etc or imported into Star Rod from OBJ. (Of course, there is no need for an external modeling program. Fully featured maps can be created in Star Rod alone.)"
I wonder, how similar would Star Rod's built in modeler be to Google Sketchup? I use it for SM64 hacks and wonder if Star Rod has a set scale of model so you get a precise scaling in reference to mario. Also, how well would the scale of an obj file match up with mario (You can very easily make a model way too big in sketchup when SM64 hacking.)
I haven't tried Sketchup, but you can arbitrarily rescale the map after you import it. For most purposes, you might have an easier time just using Star Rod exclusively since you'll have to set up UVs and collision anyway. There are many options for generating different types of primitives with correct UVs and normals already set up.
(18-06-2016, 06:52 AM)RobiNERD Wrote: About texture editing... Can you add textures and compress them or you can only edit the already existing ones?
You can add completely new textures sets, or modify the existing ones to add extra textures. You can also modify the existing textures. If I was more artistically inclined, I would show that off in the video. The only tricky part is to make sure that your images are color-index PNG files. I plan to create a quick converter at some point. Yay0 compression is done automatically. In fact, my compression ratio is better than the originals
(18-06-2016, 02:01 PM)Skeletons Wrote: Looks amazing! You'll definitely be seeing a hack from me once you've released this.
Would you be able to share whatever information you have on the music so far, the table addresses maybe?
I'll probably be able to figure something out.
Keep an eye on the music thread.
(18-06-2016, 06:11 PM)ughwire Wrote: You stated that adding custom partners isn't possible. Would it theoretically be possible to edit existing partners (sprite animation, attack scripts) to the point of "creating" a new partner? Or are existing partner assets set up so that wouldn't be doable?
I don't know how the overworld partner abilities work, which is problematic. It would not be difficult to completely revamp a partner. Give them a new sprite, new animations, or just new battle attacks. I haven't tried it though, so I'm sure there are unforeseen speedbumps in the way.
(18-06-2016, 06:40 PM)oats Wrote: Will it be possible to change the effects of badges? Obviously you can change the sprites, but it would be cool to have custom badges.. Things like speedy spin with custom effects, imagine a badge that let you jump higher.
Can you change equipment? E.g. Custom hammers and boots? Could you do something like remake the hammer spin from ttyd?
This looks amazing though, imagine an area where it's raining and there are random lightning strikes, would be so cool.
I have custom badges working and have made the debug badges available. Jumping higher is an interesting idea. I know that increasing the player's base movement speed is doable. I plan to add a third tier for equipment, but we'll see how that goes. Special abilities in the overworld are a mystery. Rain and lightning can be done. The scripting system is quite flexible and powerful, so I'm interested to see what people do with it.
(18-06-2016, 06:46 PM)Crashing Thunder Wrote: My mind is rapidly racing through all the possibilities, and that idea sounds amazing to me. I'm super excited to start making my own hack for this game. Maybe we should all team together to make something really good! I'm sure everyone is going to want to make their own games, but just imagine what we could do if we split up the work and had a proper direction to go in.
I would like to see a team come together, maybe make a Paper Mario 1.5 set a few months after the ending. That way we can reuse alot of assets/partners/maps. This would greatly increase the likelihood of completion. Otherwise, it isn't hard to imagine six people all making a few hours worth of content and fizzling out.