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Question: What would you like me to release next?
Melee Mute City - 73 (41.7%)
Gerudo Valley - 31 (17.7%)
Bowser In The Sky - 17 (9.7%)
Inside Peach's Castle - 14 (8%)
Fire Temple - 13 (7.4%)
Windmill Hut - 3 (1.7%)
Dodongo's Cavern - 3 (1.7%)
Venom - 4 (2.3%)
Pac-Man - 17 (9.7%)
Total Voters: 175

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Author Topic: Mewtwo2000's Stage Thread - [Mute City released] - (20/06/19)  (Read 1602643 times)
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WHAT IN TARNATION?!

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    « Reply #3000 on: February 10, 2011, 11:22:47 AM »


    Late congratz on 200 pages Mewtwo2k!!  I only just realised XD (as you can probably see, I don't pop by this section very often @.@)
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    « Reply #3001 on: February 10, 2011, 12:40:04 PM »


    1) My original thought was not including the bridge, just the top, so you can see the lair in the background. Anyway, I may be doing an on-bridge version, in which you wouldn't be able to die where grunty's face is...

    Don't know yet, I've not started it

    2) Even if I got them (something I really doubt), my experience with the stage I'm doing now tells me that a stage with so many polygons and textures for each polygon, would need a big ammount of memory, and they may need a quality reduction. So I don't think so, but don't discard it anyway.


    Would these help at all?

    http://www.therwp.com/downloads/banjo-kazooie-xbla-texture-pack
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    Mewtwo2000
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    « Reply #3002 on: February 10, 2011, 02:15:06 PM »


    oye, aceptas un mini-request?
    me gustaria tener el puente de eldin, pero a lo ancho del puente en vez de a lo largo ^^
    seria genial Cheesy


    Bueno, si el background me lo permite, lo hare, claro ^^U

    Late congratz on 200 pages Mewtwo2k!!  I only just realised XD (as you can probably see, I don't pop by this section very often @.@)


    Thanks Tongue

    1) My original thought was not including the bridge, just the top, so you can see the lair in the background. Anyway, I may be doing an on-bridge version, in which you wouldn't be able to die where grunty's face is...

    Don't know yet, I've not started it

    2) Even if I got them (something I really doubt), my experience with the stage I'm doing now tells me that a stage with so many polygons and textures for each polygon, would need a big ammount of memory, and they may need a quality reduction. So I don't think so, but don't discard it anyway.


    Would these help at all?

    http://www.therwp.com/downloads/banjo-kazooie-xbla-texture-pack


    Sure they would, thanks Smiley

    ------------------

    By the way, I've been working in some stage today... I had some idea this morning, and I'm going to post it in the blog tomorrow... Unless nobody wants it to happen, of course...

    I'm going to show you what it is, and I would appreciate 2 answers to these questions:

    1- Do I post it tomorrow?
    2- If I do, do I make a new vault entry, or I just add it to the original stage as a new 'version'?

    Well... Inside this spoiler, you will find it... Once you've seen it, please answer.

    Of course, THIS IS NOT the secret stage, but an idea I had this morning.

    What if this image...



    Turned into this other image?




    You would show him your moves!  AWESOME 2.0!



    Now go answer xD
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    « Reply #3003 on: February 10, 2011, 02:43:19 PM »


    lmao

    Yeah, if you don't have something else to release instead, go ahead.

    New entry or not, I'd let you decide.
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    « Reply #3004 on: February 10, 2011, 02:46:21 PM »


    Heh, Falcon's tower. Indeed post it in the Blog, and as a new vault entry as well.
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    « Reply #3005 on: February 10, 2011, 02:50:03 PM »


    Oh I forgot to say, there is a way to port animations without lookin' stretchy.

    At least from that pic, Falcon looks stretched.
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    « Reply #3006 on: February 10, 2011, 02:51:24 PM »


    That's hilarious! I'd say release it as a separate entry to the vault... Tomorrow.
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    Mewtwo2000
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    « Reply #3007 on: February 10, 2011, 02:52:53 PM »


    Oh I forgot to say, there is a way to port animations without lookin' stretchy.

    At least from that pic, Falcon looks stretched.

    What's the way? If it isn't a manual way I mean ^^U

    I've edited them a little, they looked more stretched before. But, of course, I'm not editing every bone in a playable character in a 6000 frames animation -_-U
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    « Reply #3008 on: February 10, 2011, 03:16:47 PM »


    1- Do I post it tomorrow?
    2- If I do, do I make a new vault entry, or I just add it to the original stage as a new 'version'?

    I think you should post it tomarrow and make a New Vault entry with those pictures and here is a suggestion a floting Ganon Puppet Zelda verison
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    « Reply #3009 on: February 10, 2011, 03:26:41 PM »


    New entry with a blog post. I got Ganon's tower, i want this 1 as well xD
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    « Reply #3010 on: February 10, 2011, 04:20:34 PM »


    - Open the animation with the model you want to do that animation.
    - Go to frame zero and copy that frame.
    - Paste on frame 1 of the animation.
    - The animation should now look okay. You can copy frame 2 to frame 1 then.
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    « Reply #3011 on: February 10, 2011, 04:31:04 PM »


    Oh, that would have worked if it was a character, but it's an animation inside a stage, and I copied many times many frames... So, there are some translation values that, even being corrected in frame 1, they're still wrong in the rest of the animation. And not only that, since the rest of the frames with 'key' values have a different value to that corrected one, a transition would occur between the first corrected frame to the next corrupted one...

    So, because of the way I made ganon's animation, I can't fix Falcon in a easy/fast way...

    Thanks anyway, help attempts are appreciated Smiley
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    « Reply #3012 on: February 10, 2011, 04:33:19 PM »


    Oh, too bad then. It should work, though. Maybe I'm just not that used to animation hacks...
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    « Reply #3013 on: February 10, 2011, 04:37:53 PM »


    The case is, if you have only a initial value for the animation in a certain bone, copying the value from the new character to the frame 1 would do it. But when that bone has that value many, many times (in my animation, at least 120 times), then you can't do it. What you can do, is going bone by bone in each affected frame. But that's much time, and this stage is just for fun, not pretending to be a good stage like the original was.

    So, if Falcon is a little distorted, that's fine... I'm not gonna spend all the weekend fixing it to make the same stage twice with 2 different characters... ^^U
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    « Reply #3014 on: February 10, 2011, 04:39:33 PM »


    lol yeah
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