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Posted on 04-27-17, 10:49 pm
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I'm a little confused about cameras. How would i make the camera follow mario when he is shot out of a launch star?
Posted on 04-28-17, 12:46 am
Newcomer
Supreme Dictator of all Yoshis


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How does one make moving platforms?
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Posted on 04-28-17, 12:27 pm

Bob-Omb
Careful with that axe, Eugene!


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How does one make moving platforms?
If you don't have configured the object already, you'll have to add an entry to the ProductMapObjDataTable. There are a bunch of different classes available that you can choose from (see-saws, moving platforms, rotating platforms, ...). Then you can use the object as a MapParts object. To make it move, you'll have to assign a path to it. The speed and other useful stuff can be changed by editing the path points.

I'm a little confused about cameras. How would i make the camera follow mario when he is shot out of a launch star?
Default camera: e:スーパースピンドライバー:XXX:YY番目
This is the camera id name for generic launch star cameras, where XXX is the camera id (decimal integer, you'll use this number to link the object to this camera) and YY is some-kind of subcamera thing (a launch star usually has three).

Spawning camera: e:スーパースピンドライバー固有出現イベント用XXX
This is optional, but this can be used to show a little "cutscene" when the object appears, however, I do not know how this works.
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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 04-28-17, 02:54 pm
Newcomer
Supreme Dictator of all Yoshis


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Why was path support removed? Will you consider adding it back in a future version of Whitehole?

I plan on using more advanced TEV stages, and I need Whitehole to render them properly, to see if they work, as well as edit their paths, without having to switch between tools. As it is, it's very cumbersome. Additionally, paths are essential to get numerous objects to work. It seems like a poor design choice to me.
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Posted on 04-28-17, 03:52 pm

Bob-Omb
Careful with that axe, Eugene!


Posts: 581/603
Since: 10-08-14

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I'm not working on Whitehole anymore. I think it was removed because of the property panel change, but I'm not sure myself.
It really is inconvenient, but I can't do anything about it now.
_________________________
[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 04-28-17, 03:58 pm
Newcomer
Supreme Dictator of all Yoshis


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I'm not working on Whitehole anymore. I think it was removed because of the property panel change, but I'm not sure myself.
It really is inconvenient, but I can't do anything about it now.
Who is working on it now?
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Posted on 04-28-17, 04:17 pm

Bob-Omb
Careful with that axe, Eugene!


Posts: 582/603
Since: 10-08-14

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Nobody is doing that. But AFAIK MrRean is (or was) working on a new editor. Don't know what is happening to this thing. Maybe I will take a look at Whitehole again whenever I find the time and motivation.
_________________________
[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 06-18-17, 11:43 pm
Normal user

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Since: 03-28-16

Last post: 7 days
Last view: 3 hours
I have this model with textures that look like this in the model editor and whitehole:


But in game, some textures are fine, while others become darker. Here you can see the grass is just fine, but the soil and wood textures are darker than they should be. Know why this happens?
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