(shouting)

A Super ASMT 64

A 3D collab? Sure, why not?
Demolition
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A Super ASMT 64

Post by Demolition »

Just thought i'd leave this here


Demo's missing her legs
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Re: A Super ASMT 64

Post by raekuul »

"A Super A Super Mario Thing 64"

Is this a tech demo, or just a demo of what can be done graphically?

Also, 3d Furba yay
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Re: A Super ASMT 64

Post by Cloaytonem2 »

She punches using her PSYCHOKINETIC POWERS!

Seriously, that's pretty cool. It's been about five years since I've looked into SM64 hacking, so now I wonder how far it's gotten in that time.
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Re: A Super ASMT 64

Post by Demolition »

raekuul wrote:"A Super A Super Mario Thing 64"

Is this a tech demo, or just a demo of what can be done graphically?

Also, 3d Furba yay
Its ASA64 for short

I'm not quite sure what's the diffrence between those two things
I guess its a tech demo though
I made this over the course of the last few days
I posted this under the collaberation extravaganza mainly with the goal of collaborating on an extravagant Mario 64 Hack with the other Talkhausites
Cloaytonem2 wrote:She punches using her PSYCHOKINETIC POWERS!

Seriously, that's pretty cool. It's been about five years since I've looked into SM64 hacking, so now I wonder how far it's gotten in that time.
There have been revolutions, kings have risen and fallen. you can now import models with up to 20,000 polygons, more than triple the amount used for the airstrip in mario sunshine
so,ya
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Re: A Super ASMT 64

Post by yogui »

That's pretty cool.
But is it possible to export/import levels with ToadTool or other tools for Super Mario 64? Because if not making a collab will be difficult.
I don't know how Mario 64 hacks work I only used Toadtool once just to change graphics for a contest that had 3 participants (got 3rd) but if it become a thing I can try to make a level.
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Re: A Super ASMT 64

Post by Demolition »

yogui wrote:That's pretty cool.
But is it possible to export/import levels with ToadTool or other tools for Super Mario 64? Because if not making a collab will be difficult.
I don't know how Mario 64 hacks work I only used Toadtool once just to change graphics for a contest that had 3 participants (got 3rd) but if it become a thing I can try to make a level.
Of course you can import levels (not with TT though), here are a couple i've made:
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Re: A Super ASMT 64

Post by darkychao »

yogui wrote:That's pretty cool.
But is it possible to export/import levels with ToadTool or other tools for Super Mario 64? Because if not making a collab will be difficult.
I don't know how Mario 64 hacks work I only used Toadtool once just to change graphics for a contest that had 3 participants (got 3rd) but if it become a thing I can try to make a level.
Levels themselves are not made with Toad'sTool they're made with google sketchup and imported with frauber's level importer, and then npcs placed in with Toad'sTool.
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Re: A Super ASMT 64

Post by aterraformer »

Ah yes, the natural progression of things (besides maybe ASM3 or ASMY). How difficult is it to get into this sort of hacking?
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: A Super ASMT 64

Post by Demolition »

aterraformer wrote:Ah yes, the natural progression of things (besides maybe ASM3 or ASMY). How difficult is it to get into this sort of hacking?
I've never been able to get into SMW hacking but that may just be my preference for 3-d Modeling.
I doubt anyone will have too much trouble, If so I am totally willing to help.

On an unrelated note this thread ->viewtopic.php?f=34&t=13247<- Mentions a "What should our next engine be" thread wich I am unable to find.
Has the idea of a Super Mario 64 Thing ever been discussed before?
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Re: A Super ASMT 64

Post by Cloaytonem2 »

Demolition wrote:
aterraformer wrote:On an unrelated not this thread ->viewtopic.php?f=34&t=13247<- Mnetions a "What should our next engine be" thread wich I am unable to find.
This might be what you're looking for.
viewtopic.php?f=6&t=12945
I don't think SM64 hacking was discussed at all.
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Re: A Super ASMT 64

Post by Demolition »

Cloaytonem2 wrote: This might be what you're looking for.
viewtopic.php?f=6&t=12945
I don't think SM64 hacking was discussed at all.
That's swell, it means i wont have any catching up to do
I'm not exactly sure how a colab gets started in this forum thing
I'm geussing i should just wait for more people to show interest?
I think I should note that it probably takes the same amount of effort to make a Super Mario 64 Level as it does to make a SMW one.<--(Just a wild guess at best.)

Anyway, I guess i'll elaborate on what i've got so far.
So for starters demo now has legs, big accomplishment, very proud of myself
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Her crawl looks extremely messed up however (its really creepy when in motion)
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she also looks a little emo when running sideways
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I guess i should elaborate on the furba here
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I set this up so that you can change the furba's texture to match the theme of your world
so if you make a fire world you can texture a fire furba to match

so,ya
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Re: A Super ASMT 64

Post by Tsurugi »

A Super A Super Mario Thing 64?

If this here thing does get off the ground, though, I can help with making 3-D assets, e.g. models, animations, textures(even though that's 2-D technically), just as long as someone teaches me how you'd go about importing it into the engine (or does it for me, I suppose).
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Re: A Super ASMT 64

Post by HarmfulGravemind »

I am very intrigued by this. I have one question though about the levels in general, can you only replace existing levels or can you also add completely new levels? I think tons of different small levels would be more fun than the old, a billion stars per level route of the original sm64.
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Re: A Super ASMT 64

Post by Demolition »

Tsurugi wrote:A Super A Super Mario Thing 64?

If this here thing does get off the ground, though, I can help with making 3-D assets, e.g. models, animations, textures(even though that's 2-D technically), just as long as someone teaches me how you'd go about importing it into the engine (or does it for me, I suppose).
Thats very swell. I think i should note here that If you wish to make a level but dont want to learn toadstool or something you can just make a 3d model and specify wich enemies you want where and I will do the rest.
HarmfulGravemind wrote:I am very intrigued by this. I have one question though about the levels in general, can you only replace existing levels or can you also add completely new levels? I think tons of different small levels would be more fun than the old, a billion stars per level route of the original sm64.
With the current importer you can only replace the existing level things, there are, however, quite alot of them
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The levels you import can also be gargantuanly big and detailed. Several time larger than the ones in the vanilla game.
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Re: A Super ASMT 64

Post by KobaBeach »

Shouldn't it be ASM64T (A Super Mario 64 Thing)?

I didn't see this coming for a few years!

The 3d Black Plague is only a shade of green away from being perfect, nice job!
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Re: A Super ASMT 64

Post by DishSoapBunny »

KobaBeach wrote:Shouldn't it be ASM64T (A Super Mario 64 Thing)?

I didn't see this coming for a few years!

The 3d Black Plague is only a shade of green away from being perfect, nice job!
That doesn't roll off the tongue easy, though.
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Re: A Super ASMT 64

Post by darkychao »

KobaBeach wrote:Shouldn't it be ASM64T (A Super Mario 64 Thing)?

I didn't see this coming for a few years!

The 3d Black Plague is only a shade of green away from being perfect, nice job!
that's blanc plague
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Re: A Super ASMT 64

Post by KobaBeach »

darkychao wrote:
KobaBeach wrote:The 3d Black Plague is only a shade of green away from being perfect, nice job!
that's blanc plague
i love you
platonically
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Re: A Super ASMT 64

Post by Demolition »

KobaBeach wrote:
darkychao wrote:
KobaBeach wrote:The 3d Black Plague is only a shade of green away from being perfect, nice job!
that's blanc plague
i love you
platonically
Banc Plague is the ghost of Black Plague after he was killed at the end of ASMT.
Currently I think he will be the main antagonist of this hack.
Does anyone know what role he played in A2mt?
I dont whant to mess with any important canon.
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Re: A Super ASMT 64

Post by darkychao »

Demolition wrote:Banc Plague is the ghost of Black Plague after he was killed at the end of ASMT.
Currently I think he will be the main antagonist of this hack.
Does anyone know what role he played in A2mt?
I dont whant to mess with any important canon.
>important canon
HAH
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Re: A Super ASMT 64

Post by raekuul »

Considering our canon now includes Kood and Sheath, I think it's safe to say that we have a bunch of...

loose canon cops.
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Re: A Super ASMT 64

Post by swirlybomb »

YYYYEEEEEEEAAAAAAAAAHHHHHHHHHH



...Anyway, it looks fairly nice. I'm wondering if it's possible to alter Mario's animations at all? So she can kick instead of punching perhaps? I don't know if that's a possible thing, but it would really add some nice polish if it is.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: A Super ASMT 64

Post by darkychao »

raekuul wrote:Kood and Sheath
Kood should totally replace Koopa the Quick
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Re: A Super ASMT 64

Post by Demolition »

darkychao wrote:
raekuul wrote:Kood and Sheath
Kood should totally replace Koopa the Quick
Did kood even talk to Demo or Iris?
If i recall he only stared at them creepily from across a room.
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Re: A Super ASMT 64

Post by darkychao »

Demolition wrote:
darkychao wrote:
raekuul wrote:Kood and Sheath
Kood should totally replace Koopa the Quick
Did kood even talk to Demo or Iris?
If i recall he only stared at them creepily from across a room.
Since I wrote the story, I'll say that, yes, they did talk between the levels.
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