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 Mushroom Cape

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Vulcanus2

Vulcanus2

Posts : 182
Join date : 2010-09-04
Age : 24
Location : The Netherlands

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PostSubject: Re: Mushroom Cape   Mushroom Cape - Page 2 I_icon_minitimeSun Dec 05, 2010 5:35 pm

I failed with installing dolphin. btw my graphics card is not good enough.

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4TLPati
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4TLPati

Posts : 650
Join date : 2010-07-08
Age : 22
Location : Germany, Baden W├╝rttemberg

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PostSubject: Re: Mushroom Cape   Mushroom Cape - Page 2 I_icon_minitimeSun Dec 05, 2010 5:44 pm

igorseabra4 wrote:
Answers:
- You were expecting me to UV map the track. I don't know how to do so. I can only UV map simple stuff or things that are already mapped (ported tracks).
- The models are low-poly enough to fit Mushroom Gorge. But it seems that you were ignoring the culling and deactivating it.
- The round thing before the mushrooms before the cannon is the boost pad O_o.

Now, I've re-made everything over Mushroom Gorge, here's how the track currenly looks:
Mushroom Cape - Page 2 Fotodapista
Not all mushrooms are appearing, only the ones that Mario is facing (see those two small black dots on the top-left of the black square? They're Mario (facing the mushrooms) and Lakitu telling him to go the other way. in a higher-resolution picture you'd see the HUD floating over Mario =P). I'll fix then when I get home.

wow it looks really good O_O

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igorseabra4

igorseabra4

Posts : 273
Join date : 2010-09-24

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PostSubject: Re: Mushroom Cape   Mushroom Cape - Page 2 I_icon_minitimeSun Dec 05, 2010 5:47 pm

For me it's also not full speed.
Also, I forgot to tell. Those two squares using the Cave Road texture are the two cannon triggers. I'll delete then once I'm 100% sure that I'll not need to generate the KCL anymore.
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PostSubject: Re: Mushroom Cape   Mushroom Cape - Page 2 I_icon_minitime

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