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Posted on 07-17-16, 10:21 pm

Cheep-cheep
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Please how do i fix the argparse error then I can't import models if this can't be fixed
Posted on 07-21-16, 02:41 am
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is it possible for me to import a mario kart wii track over Good Egg galaxy from SMG2?
and if so, how?
another question :b
is it possible for me to add more galaxies? i dont mean like replacing the other galaxies, btw.
Posted on 07-21-16, 02:58 am (rev. 1 by MK7tester on 07-21-16, 02:59 am)

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1. Good Egg Galaxy isn't in SMG2

2. Yeah, you can add more galaxies. There's a thread for it in the tutorials section
Posted on 07-21-16, 04:28 am
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1. oops, well what ever. can i import a track into a level/world? and if so, how?
Posted on 07-21-16, 04:31 pm
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Well yeah, you can import it like any other model. Just rip it from mkwii and edit it to get it the right size and have correct textures. Just follow one of the tutorials in the Kuribo64 archive, there's plenty.
Posted on 07-27-16, 11:10 am
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So, is it possible to add rotation to custom models? Like Twisty Trial logs have?
Posted on 07-27-16, 01:38 pm

Super Koopa
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Yes, you can. Just look here:
http://neomariogalaxy.bplaced.net/supermariogalaxy/documentations/ProductMapObjDataTable.html
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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
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Posted on 07-27-16, 06:25 pm (rev. 1 by ottokas on 07-27-16, 06:27 pm)
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Sadly i get no results. I added ClassName entry RotateMoveObj with Whitehole BCSV editor, MapPart settings: RotateSpeed 40 and RotateAxis 2, testing in Flip-Swap Galaxy. Yet my RotateTest objec is standing still.
Posted on 07-27-16, 06:49 pm (rev. 1 by Aurum on 07-27-16, 07:17 pm)

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Can you send me the files for your galaxy please? I'll take a look at it
EDIT: Just remove the entry for the object from PlanetMapDataTable.
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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 08-25-16, 04:33 pm
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Ookay, another one: can you change the speed of objects running on a path?
Posted on 08-25-16, 04:35 pm

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Depends on the object. Platforms, yes, enemies, no. There's a specific point_arg setting which defines the speed. Don't know which one, though.
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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 08-25-16, 05:16 pm
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Depends on the object. Platforms, yes, enemies, no. There's a specific point_arg setting which defines the speed. Don't know which one, though.

Thanks for quick reply! The object is Flomp/Foomin, i'm not sure if he's platform or enemy. Gonna experiment with those arg's.
Posted on 08-25-16, 05:23 pm

Super Koopa
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Yeah, it's an enemy. Good luck.
_________________________
[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 08-26-16, 12:49 am (rev. 1 by MTMM on 08-26-16, 12:49 am)
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Point_arg 0: Speed
Point_arg 2: Acceleration???
Point_arg 5: Stop time (it stops for this amount of time when it reaches a point)
Posted on 08-26-16, 12:54 am

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Yup, you're right about arg0 and arg5. Didn't knew that arg2 was functional. I think there also was something that makes it return to the starting position, when it runs off the path. Actually, all the path settings have yet to be documented. Only a few are known...
_________________________
[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 08-27-16, 09:43 am (rev. 3 by ottokas on 08-27-16, 11:39 am)
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Yup, dosen't work with Flomp, tried arg0 values 100 and 1000, maybe because he's an enemy. But lets talk about switches. I want a switch to destroy an object - SpinDriver. I know how to make it appear (SW_A = SW_APPEAR = 70) but when i try this combination with other switch and driver (SW_A = SW_DEAD = 80), it won't get destroyed. Where did i go wrong?

Edit: now i see that SW_DEAD is used differently: if objec gets destroyed by Mario and has SW_DEAD set, another object appears. SW_B destroys only special objects, like octopus barrels. Hm, and it has ProductMapDataTable.arc entry SimpleBreakableObj. Gonna experiment with that. What i wanna do is get custom destroyable objects.

Edit2: It works!
Posted on 08-29-16, 02:39 pm
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OMG i f*ked up my files - i opened map.arc with Anarchy for the first time to add some path points. After saving with Anarchy, Whitehole wont open the level! Then i deleted that path with Anarchy, no help. Is it still possible to fix that map.arc?
Posted on 08-29-16, 02:45 pm

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Yeah, decode and recode it again with the yaz0 / szs tools. Whitehole doesn't like Anarchy's yaz0 compression. Also, you can use v1.1.3 to add and edit paths.
_________________________
[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 11-10-16, 09:47 pm

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Does anyone have a mario/luigi model that I could use in sketch-up or directions on how to get one?
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Posted on 11-10-16, 10:06 pm

Super Koopa
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You can extract the model from the game. Extract the BDL file from Mario.arc and open it with BMDView2. From there, you can export the model as a 3DS file.
_________________________
[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
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