file MadMarioSkill's Graphics

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18 Mar 2010 03:13 - 13 Aug 2014 18:43 #1
Here's a thread for all the graphics I make.

In order from newest to oldest, just click on the names.

Marbles

Marble Pack 1


Shapes

Stuffs - Textures and Env_Maps


SuperJump V2


Water Pack

Super Jump


Gyrocopter

Super Bounce

HD Shock Absorber/ Super Bounce


Bowl

River Terrains

Video of the terrians:


Loops


The DTS shown in my tut on Transparent DTS in MilkShape
localhostr.com/file/KXW0dJe/MMStut.zip

Stunt Pack
Textures

Diamonds
Last edit: 13 Aug 2014 18:43 by MadMarioSkills.

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18 Mar 2010 03:27 #2
Maky, I'll get that done later. Rigth now I'm working on a ufo, got the idea from Rokoshu. Here it is so far, it just looks kinda bland, any other details I can add to it?

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23 Mar 2010 03:01 #3
Eww

Anybody wanna try drawing something on to the previous pics to help, like with ms paint, and put places like where I should put lights, patterns, etc. I have ideas, but there just hovering around and kinda complicated.

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23 Mar 2010 03:05 #4
What's that little protrusion on the right side of the dome? That, imho, shouldn't be there.

Also, the lights seem to be a bit misaligned, you might wanna check that

--

Back on topic, the dome should probably be black/reflective. That would look awesome. Then maybe more smaller lights around the outside on the sides?

Or possibly a couple antennae?

I'm not criticizing it, because I could never do something like that. I'm just trying to give you a couple suggestions

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23 Mar 2010 03:19 #5
Awesome ideas The protrusion on the dome is just crappy jpeg quality, and I kinda just but on the lights really quick, so thats why they're misaligned.

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23 Mar 2010 04:00 #6
Pic you could model yours off of:


Yours looks really good! Do DTS's support particle emitters or lights?

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23 Mar 2010 21:33 #7
They should.

If the default player marble can, then I'm positive you can find a way to map it to any .dts file. ;]

~Aayrl

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20 May 2010 01:46 #8
wheee!!

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20 May 2010 01:51 #9
Awesome! If that has colmeshes, it's the most impressive dts I've ever seen.

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20 May 2010 02:18 #10
No reason why it wouldn't, collision is really easy w/ milkshape...


@Madmarioskills:

How do you make the tubes have thickness? when I make a tube in milkshape I just delete the center vertex and it makes it hollow, but the walls are really thin... (infinitely so, technically speaking)

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20 May 2010 02:21 #11
That looks amazing.

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20 May 2010 02:27 #12
@FrySauce

I make a cylinder with no closings on the ends, duplicate it, make it smaller, reverse the vertexes, re-size it so it fits right, then close up the holes with faces.

And yes, it has collision.

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20 May 2010 02:43 #13
Oh wow that looks great!

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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20 May 2010 02:56 #14
I had the double tubes thing w/ reversed vertexes right, but I didn't know how to fill the ole between the two tubes...

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20 May 2010 03:03 #15
That looks amazing mario!

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20 May 2010 03:20 #16
Can you release that?

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20 May 2010 04:13 #17
Check teh first post to download the loops

@FrySauce

You need to select the one that says faces, then select three verts at a time. If the face is the wrong direction, you need to go to select the face, then go to face, reverse vertex order You could also look at some MS3D tuts for more help.

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24 May 2010 04:49 #18
I got it thanks...

Sorry to hijack your thread, but could you tell me how to make something a specific size? Like if I wanted to make a marble. I know they are supposed to be 0.4 x 0.4 x 0.4, but where do I specify the size in MS3d?

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24 May 2010 04:59 #19
How did I not see them 'till now? Amazing!

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24 May 2010 07:27 #20
that HD loop makes my pc to go realy slow when i roll on it
can you tell me why

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)

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25 May 2010 03:15 #21
Holy cow that's amazing!

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25 May 2010 03:36 #22
@RDs.empire

It's probably caused by going over a bunch of collision meshes at the same time.

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29 May 2010 21:39 #23
I tried to make a M15 mine, I think I turned out kinda well. The texturing still needs work.


Sorry for the double post, but I need people to know I put something new here.

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30 May 2010 00:58 #24
Seriously dude, ur too good. I mean, go back to the Uni, I think you skipped your doctorate.

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30 May 2010 01:27 #25
haha that's freaking cool stuff

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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30 May 2010 01:35 #26
Amazing! The texturing looks great.

Try making a rocket launcher next, for the SuperSpeed PowerUp. Default shape is a rocket so a rocket launcher makes sense.

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30 May 2010 01:42 #27
Great work!

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30 May 2010 04:49 #28
You're doing great so far!

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01 Jun 2010 20:14 #29
You can download the river terrains now. What I want to do is make somethings that's x10 or more larger than what terrains I have now. The problem is that I think the engine can't render high poly models very well, because it always crashes when I reach a certain limit (around 12000). I could also just be my computer.

Edit: Glimpse of something that's over 12k...it was a sphere... I was running in OpenGL. Direct3D crashes before I see it, and running in software stalls for a few seconds, then crashes.

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01 Jun 2010 21:13 #30
that looks like a porcupine

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