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Messages - Trop

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811
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: March 30, 2010, 08:25:47 am »
Ha, and yeah, what were the chances.  My timing was perfect.

812
Map Requests / Re: REGGIE!
« on: March 24, 2010, 05:33:14 pm »
That is nuts.  Already pro hacking stuff for the Wii.  Well I guess the Wii isn't really that young.

813
Mapping Tips/Guides / Re: Request: Tutorial for extreme beginners
« on: March 24, 2010, 05:29:23 pm »
Didn't I already post this somewhere?

http://www.vgmapper.com/Lab/RawMapGuide.png

And you're doing Day Dreamin' Davey too?  Somebody already requested a level from me.  Easy game to map.

814
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: March 20, 2010, 07:01:47 pm »
Cute.  I still can't believe I made even one 3D map, I don't know where I'll go from here.  Working with C4D tempts you to forget mapping and just screwing around making art.  It's hard to resist.

815
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: March 19, 2010, 06:34:05 pm »
Well I finished my first 3D map set.  38 maps total for Ogre Battle 64.  I learned a lot while fixing different kinds of errors.  Thanks again Peardian for opening up this whole new realm of mapping.  Things will never be the same.

816
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: February 27, 2010, 05:40:20 pm »
I've got the next one up.  It's a little better then the last and I went with the softer light on the mountains.  I'm still having a few weird problems though.  The water is supposed to have a transparency and even with your techniques I can't get it to look the way it does in the game.  Also I don't quite know what to do about the little trees in the towns.  In the game they're black but I think that's an error of both PJ64 and 1964.  In C4D they're white.  I can't find a screen shot that has the little tree that wasn't made in an emu so I don't know who their supposed to really look.

817
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: February 25, 2010, 06:16:25 pm »
Thanks, and sorry for being such a pain.  Peardian, you must give yourself more credit.  Being able to manipulate these things at the level you do IS an artistic skill.  Just because some people can draw, or click, realistic looking things from scratch doesn't make them great artists.  In fact it doesn't make them artists at all, a computer could draw 100 perfect photo quality still life's.  It's your take on it that gives it its artistic merit and your renditions more then prove your artistic ability.  Huh, didn't mean to go off on a rant there.

818
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: February 25, 2010, 01:03:53 pm »
Ha! 64th.  And yes but I might go back and change them.  Something I'm curious about now; when I use the texture dumper in PJ64 it only starts dumping when I start moving.  Or when I change something on screen.  If I turn on the dumper it just sits there and does nothing until I make a change in game.  Is there a way around this?  And you're no 3D artist?!  Are you kidding?  You're every bit a 3D artist!  Don't sell yourself short.

819
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: February 24, 2010, 09:26:36 am »
All finished!  Town colors, and missing roads, oops, all fixed.  Yes I left the over green border around the entire map.  But if you look at my Secret of Mana maps you'll see my thing is showing the viewer the map as it truly is rather then a pretty picture.  I posted a gallery for comparison and you can see just how much the designers cut off.  Overall 3D mapping has as about as many quirks and bugs as 2D mapping.  I'm glad I invested the energy to get over the initial road blocks.  Thanks Peardian, energy well spent.

820
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: February 22, 2010, 08:32:55 am »
Yep, it turns out N~C creates identical shading to what the game does, although I would've liked a softer effect.  There's also way more map shown then you ever see in the game and I was originally going to make it even bigger at 4000x4000 but I think this will do.  Bugs include missing or discolored towns and there's supposed to be a cloud bank casting a shadow but I decided to leave that out permanently.  The marked version will come later, include all of the games maps, and I have no idea how I'm going to make it since I'm having the same problem with my Wizardry 8 map.

822
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: February 14, 2010, 09:40:25 pm »
The bugs are too intense, I'm going to have reinstall 1964.  Fortunately that's no progress lost, my saves weren't 15 minutes into OB64.

823
Maps In Progress / Re: Lufia & The Fortress of Doom (SNES)
« on: February 14, 2010, 09:37:07 pm »
Well I'll keep trying anyway.  I'll post it if I find it.  In the mean time great maps!  You shredded this game, I'd say you're only a few steps from raw map master.

824
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: February 07, 2010, 04:31:48 pm »
*sigh* humiliation.  Everything was going fine until a few days ago I decided to screw with the ucode in Lemmy's plugin.  Now I can't get Ogre Battle 64 to work at all.  Other games work fine, but no matter how I try to change or save the ucode OB64 always crashes either on start up or as soon as I try to dump any VRML.

825
Gaming / Re: What Games Are We Playing
« on: February 07, 2010, 04:24:07 pm »
Peardian, you like Pokémon Mystery Dungeon?  Have you ever played any of the Shiren Mysterious Dungeon games?  They're some of my favorite and a new one is coming out in a couple of days.

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