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Arcaith

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Everything posted by Arcaith

  1. That's not official material, it's fan-made.
  2. I would buy this even if I didn't have a 3DS XD
  3. Unfortunately no. I've been too busy with Ura and life commitments to make much progress on Fidello. I've nearly completed the level planning, though I'm not going to release any details on that yet since I'd like it to be a surprise
  4. I like what I'm seeing here, can't wait to see it in action :3
  5. This is looking really great so far
  6. When you're resizing textures for hires, you generally just need to keep them in proportion to the originals. There's an option in most image editors under resize called 'constrain proportions' or something similar. Make sure that's ticked and change one size. The other should change proportionally to the one you've altered.
  7. Yeah, we have them here in Australia too. I own an Xplorer64. It's fairly similar to a GS, though I've never really used it that much.
  8. It's like a Gameshark, more or less.
  9. This thread is nearly a year old. Please don't gravedig threads.
  10. I'm now the owner of a functional SNES and N64, both PAL. Picked both consoles up for free, the N64 needed a new power supply and an expansion pack, but otherwise both cost me nothing :3 Pics later on when I can be bothered
  11. I think he probably just forgot the 't'. Could also be subconscious from his accident
  12. Hey man, I heard you like making maps. That's awesome. Here's a thread for you :3 Your map looks nice
  13. How are you injecting the map and scene?
  14. Welcome on board, Few. Awesome to have you here
  15. It's not just people who don't understand hierarchy, a GUI also makes work a lot quicker. I'll write up some outlines.
  16. I think what we need is a collaborative effort from the community's programmers to produce a set of tools that are easy to use. spinout, the main thing that hampers your programs is a lack of GUI. You kind of need it when working with 3D. But xdan has that down, and on multiplatform. He's also a very competent programmer in his own right. Another thing we need is support for per-vertex editing. Once a model is complete, it'd be nice to be able to manually set vertex properties, perhaps save the additional data into an array or something. Or start using plaintext .x files instead of .obj, since .x supports vertex colour and alpha. Both would be even better. Collaboration is my main point here, though.
  17. I'd say most of his following are the kind of people who hate things just because everyone else does. In other words, the same kind of person that he clearly is.
  18. I find it interesting that there are actually some good YTPMVs out there. Here are couple. Maybe you know of some? (Takes a while to pick up and get a beat going, still a favourite, though.) And finally, just for Nyan Pony: Post your favourites?
  19. I'm planning something, and I'm not telling what it is
  20. ^-- That. Also, 64drive, Luigi Gamecube controller and some kind of adaptoid for GC and N64 controllers.
  21. Glad you decided to reminisce, welcome to the forums and thanks for your support
  22. When you export the obj, it should export an mtl file with the same name (except for the file type) and should put the textures in the folder with the obj and mtl. Then you just need to load it up in SO.
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