Pages: « 123
Posted on 09-04-17, 03:45 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 737/854
Since: 10-08-14

Last post: 47 days
Last view: 16 hours
The scale is made up of floating point numbers.
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[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 09-05-17, 05:26 pm

Ninji
Banned permanently: Acts like a derp; spreads misinformation; we have told you a few times.


Posts: 22/241
Since: 08-31-17

Last post: 104 days
Last view: 12 days
I love hacking Galaxy
Yeah, but then I have to add my model to ObjectData and then change the Object Database and stuff just to resize it. If Whitehole already supports resising, then it should be quite simple for it to support float numbers (unless SMG2 doesn't support it)
_________________________
Some stuff i'm working on:
% 19 % Starship Mario Galaxy: All-in-one fun zone right on your starship! Thread Link!
% 34 % SMG Hacks: The things you need to fully customise your SMG1/2 experience! Thread Link!
Posted on 09-05-17, 06:06 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 738/854
Since: 10-08-14

Last post: 47 days
Last view: 16 hours
Again, you can scale your model in Whitehole. The scale parameters are floats...
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 09-05-17, 06:10 pm, deleted by Aurum: wat
  • #2988
Posted on 09-06-17, 06:39 am

Ninji
Banned permanently: Acts like a derp; spreads misinformation; we have told you a few times.


Posts: 27/241
Since: 08-31-17

Last post: 104 days
Last view: 12 days
I love hacking Galaxy
There are no 'scale parameters' in the latest Whitehole (1.4.3) I will still be making custom models anyway
_________________________
Some stuff i'm working on:
% 19 % Starship Mario Galaxy: All-in-one fun zone right on your starship! Thread Link!
% 34 % SMG Hacks: The things you need to fully customise your SMG1/2 experience! Thread Link!
Posted on 09-06-17, 02:16 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 742/854
Since: 10-08-14

Last post: 47 days
Last view: 16 hours
There are. Look closely...
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 09-06-17, 03:56 pm, deleted by Aurum: stop it...
  • #3019
Posted on 11-21-17, 02:13 am

Paragoomba
maybe here


Posts: 76/77
Since: 07-02-16

Last post: 180 days
Last view: 13 days
is it possible that you could make deleting objects easier by letting the delete button on the keyboard delete them?

would speed up level making process
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-fiverpost™
Posted on 11-21-17, 01:20 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 803/854
Since: 10-08-14

Last post: 47 days
Last view: 16 hours
You can hold shift while deleting.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 11-21-17, 03:04 pm

Shyguy
SMG2 Modder and Programmer

Posts: 69/88
Since: 09-03-17

Last post: 55 days
Last view: 7 days
is it possible that you could make deleting objects easier by letting the delete button on the keyboard delete them?

would speed up level making process

Whitehole 1.5 (Hackio's and my version, not others) have a lot of features that make managing objects in general easier. There's copy-paste, keybindings, box selection, middle click functionality, and a few unrelated things, like a path checker (checks if objects that require paths HAVE paths), an unfinished camera generator (point Whitehole's camera towards a point to set how it will follow the point. Then you can manually change the height, rotation, etc), autosave, it doesn't freeze when a model is corupted, and much more.

But development has stopped since 1.4.3 came out. If requested, we can resume work, but I think I'll be the only one working on it.
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If I made an SMO level editor, would you use it?
Posted on 11-21-17, 04:47 pm

Red Paragoomba
SMG2 Hacker: Who's ready To ROCK!


Posts: 53/60
Since: 09-05-17

Last post: 58 days
Last view: 26 days



well, our 1.5 kinda turned into Whitehole for SMG RUN...

So It wasn't a waste to me.
(I actually wanted to ask ya something about that, I'll DM ya later...)
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SMG2 Kaizo Editions Progress: 150%
SMG RUN Progress: 15%
GC: 100% DOWNLOAD
SMG2 LightData Translation: 100%
Posted on 11-21-17, 07:21 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 805/854
Since: 10-08-14

Last post: 47 days
Last view: 16 hours
If everything is so super-secret, then your post is pointless. Think of it next time. Thanks.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Pages: « 123