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#sc64
n64retro · 5 months
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StarCraft 64 Mass Media, Inc. / Blizzard Nintendo 64 2000
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gbgamebun · 1 year
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Had some extra space now in the Mission Street level and dammit I wanted to do something about it. And I've been in a real Pizza Tower mood sooooooooooo...
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I split the place into two different stores. The first one is based on the most recent (as of this post) story pic by Sonic Channel, with Tikal and Chaos opening up a pizza place in Mystic Ruins. It's real cute and you can read it here. The pizza tower inspired Tikal and Chaos pic on the bottom left is by GadgetTR (sauce here).
The second is good boy, Peppino, checking out one of his licensed pizza joints and uhhh....just being Peppino.
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I really gotta stop putting more things into this level cause man it's a lot. Don't even want to say that's it cause I feel at some point, there will be another thing and don't wanna jinx it lol.
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degournay · 1 month
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An "SC64" colorway refers to a specific color scheme or combination of colors used in beautiful wallpaper that adds depth and character to the overall design. This particular color scheme can evoke a sense of calm or enliven a vibrant landscape, depending on the hue and tone you choose. By embedding Colorway SC64 into beautiful paper, you can transform any room into an enchanting environment that seamlessly combines artistry and atmosphere.
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dinucekar · 2 years
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Kd-3809 instruction manual
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It's been a long time coming but it's finally ready. The mechanics of Sonic Edition mixed with the visual overhaul of Cream 64. Think of this as a sequel to SC64, cause boy it sure references that a lot.
[– Gamebun, April 18th 2021]
Very glad to see these mods combined like this....now you can race Metal Sonic The Quick, but as Sonic instead of as Cream
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paperdade · 6 years
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sc64 #nosyupon Yeea is getting rid of Qarda the evil administrator 
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gbgamebun · 2 years
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Road to Cream64 v1 Part 2: All in the Family
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With the main player model ready to go, it was finally time to get to everything else. Starting with Peach herself, it was time to get Vanilla into the game.
To start, I had to get an idea on how Peach was rigged and this was something I had to mostly do on my own. Fast64 has an import tool to grab models and their rigs straight from the game itself, so you can (kind of) easily swap models out without having to change anything else, so long as everything was put back that is.
Mario 64's T-Poses are not traditional ones but rather they come imported as a crumpled mess, like so.
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Here's Peach's for example. Mario is just about the same, as well as a bunch of other enemies and stuff. Don't get me started on Bowser, we'll get to him much later. But generally once you have it imported, most people would uncrumple the T-Pose to get an idea on where everything else. This is very intimidating at first, so you make a save where it's already uncrumpled. There's another method that you can use to guide you but, again, I'll get to that later.
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So here we are, after going back and adding her proper "Princess" textures. Stuff like the crown and the jewel on her chest are taken straight from Peach's model, but everything else was remade from scratch. Get it as close as her original outfit but still keep it very princess-y. Now to get her back in that crumpled state we saw earlier.
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And there we go, she's ready to be imported in-game. The Fast64 tool has a little button that lets you keep a model's default rest position to however you like, which makes editing the more complicated models easier since going back to edit mode shifts the bones back to rest position.
And you can do the same method to get it back to its normal position. Just be careful on how you rotate things cause you can accidently rotate two bones on the wrong axis and it'll mess up everything. Lost too many good Mario rigs that way...
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Some code given to me by the simpleflips' romhack discord, I can easily warp to the ending to see my results. Took a few tries actually but once it was all done, everything looked great! However, there was still one last thing left: the blinking.
Most models have blinking, which uses a switch bone usually where it would happen, so the head in this case. The Mario rig that comes with fast64 already has it set, so it's just a matter of swapping textures. For anything you import, it doesn't come with textures so you have to fill in the blanks (it does come with its UVs so it's not super hard if you know what you're doing).
For the blinking, you have to find the specific bone that does it and then manually add the textures that way. Peach is somehow unique in that she has seven states, all but one are a repeat of another. Here's the first three from the most recent version I got of her as an example.
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So a lot of the early importing was a lot of trial and error till just figuring out which bone does it and in which order, using the Mario switch states as an idea. You could prolly dig around the code and see how its laid out but I sure didn't know how at the time! Anyway, Princess Vanilla was done. She showed up properly in all the spot Peach usually does and that means I'm ready to continue.
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Next is the unappreciated boi, Gemerl. Former Eggman goon turned protector of small and large bunnies. The plan for him was simple: he's the new Koopa the Quick. Sounds easy enough, and honestly it was mostly (after some help) but man just trying to get him rigged was uhh...something.
The original idea was to rig him to the existing Koopa model and go from there but as you can see, it was not the greatest looking thing. Koopa the Quick's model and animations are obviously shared with the normal Koopa model so I had to be careful when modifying the animations, if I did. In the end, I scrapped this idea and went with a suggestion: using Mario's rig.
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Huge feet aside, it did work out though actually using the Mario rig was a bit of a hassle cause when importing the Mario rig, it also includes the bones that are handle by the game's code such as telling which hand holds things or scaling certain limbs when attacking, etc etc. And since Cream also shared that same rig now, whatever Cream did, so did Gemerl. The solution was to go through the rig and delete all those bones so that nothing gets mirrored to whatever the player was doing.
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Look at him go! The added benefit of using Mario's rig was that I could reuse his animations for Gemerl. The next thing was to import certain animations and export them in a certain order so that it lined up with Koopa's animations, so that once I edited some code, it would just know which animations to pick from without much effort.
Also for why he looked so big is cause I forgot Koopa the Quick has a unique scale of 4 (vs the normal Koopa being a scale of .8) so just had to adjust that as well as shrinking the trigger to talk to him and Gemerl was set! Two down, a couple more to go.
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Last but not least were Cheese and Chocola. These would be the first model I just took from an existing source, in this case it's from Shadow the Hedgehog. Bunch of chao in a single room...
Normal chao would replace all the toads in the castle, while chocola would be replacing a single chao in the main lobby and cheese would follow you around as the cameraman lakitu.
Starting with the toads, their rig was mostly simple if needlessly full of extra bones, which is a common issue with most of the rigs. Would be nice to get of them if I had an idea on which one didn't completely break animations. Oh well.
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Same rules applies to this rig and any future rigs but one thing that did help was the ability to import animations and use them as a reference while placing the new model in the same slot. Course, you could still use the model that came with the rig but you get an idea on how it'll move before it's fully in-game.
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Best part is since Chocola will also be sharing the same model and rig, I just had to swap out some textures and add his cute lil' bowtie. This also meant I had to make a new actor just for him and then tell the game to pull his unique model id to replace one of the normal chao in the castle. Now onto Cheese.
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Before following you around like normal, Cheese was meant to be the Camera. While not shown, he does have his own little cloud to sit on. Thankfully, Lakitu doesn't have many animations so he was easier to swap out compared to Toad. The Space Channel 5 logo was a suggestion and just having a little fun with the model. You'll rarely see it but hey it's there!
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Slow and steady but the entire bun family is now fully in-game. There's still a few other NPCs I would add to v1 but I'll get to them later, this blog post is dragging on. Next one should focus on stuff like the UI changes and finally the enemy choices, ooooo.
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gbgamebun · 1 year
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Current batch of Cream Outfits from the last set.
Not quite done yet but I got most of the new outfits done from this final set.
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In order: Sena (from Xenoblade Chronicles 3) with Lanz, Megaman X and Zero, a traditional Mexican forklorico dress with the design by CaptainQuack64, a design based on vtubers Dot_Lvl and Voxandra and the last one being Nezuko (from Demon Slayer) with Tanjiro.
There's still three left to finish for this set, alongside from smaller stuff that I'll eventually on this blog at some point. Enjoy the buns!
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hermancainecalamity · 10 years
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Yo Alexis is the shit
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gbgamebun · 1 year
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Last of the Cream Outfits
Went ahead and got the last couple left done.
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in order: Maria Renard with Ritcher from Castlevania: Rondo of Blood, The Engineer and The Demoman from Team Fortress 2 and finally Roll (her Megaman 8 design) with Megaman Cheese.
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And that's all 64 different outfits for the hack (least in the PC build). Some mild frustrations with some alts and also some points of me gettin' real lazy but overall, really happy with how they all came out. Hope there's something for everyone who they try the final build!
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gbgamebun · 1 year
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YO LOOK AT HER MOVE, SHE SCHMOOVIN'
After a hectic holiday season, I finally have time to get back to my usual romhackin' stuff. Still need to finish the interior of this movie theater but I've made some good progress in the past few days.
Added several props to the lobby, like the claw machines filled with various plushies of friiiiiends and a sonic one cause the owner's playing favorites. Next is some extra arcade games such as the three DDR cabs, which if everything hopefully works out, will each play a track when the player stands on them.
Still a lot to get done but I'm happy these last few days have been extremely progressive.
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gbgamebun · 1 year
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Super Cream 64 v5 Release Trailer & Patch Notes:
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N64: https://romhacking.com/hack/super-cream-64 PC: https://github.com/Gamebunn/Cream64_PC Will also be available on sm64pcbuilder2 for easier compiling at some point. Will update when it's available.
Patch notes:
New Levels
Added two new levels, The Mountain of Sir Percival and Melancholy Mines, replacing Tower of the Wing Cap and Cavern of the Metal Cap in that order.
Changed up the collect star/death warps in Melancholy Mines to boot you back to the Castle Lobby rather than outside Hazy Maze Cave, unless you fall into the waterfall which just dumps you outside like before.
Updated the collision in Mission Street to make certain things easier to interact with.
Replaced textures in Big's patio to indicate boxes are not breakable.
Gigaboot's Pokemon Adoption Center has now expanded! Several other NPCs have arrived in the city, some additional art in places and two new stores have sprung up as well. Take a look when you can!
(PC Only) Added optional interior area to Pocky's Emerald Theater. Someone seems to be in there.
Charmy and Espio can be seen hanging around the two new levels! What are they up to?
Old Levels/Gameplay
(PC Only) Current outfit when grabbing a new star will be saved to the save file. Kind of a coin flip if it saves or not when grabbing a transparent star. Cause of this, old save files are not compatible with the latest version.
Adjusted the speed on the Tails race in Tiny Huge Island to be more fair.
Added secondary starting warps to Dire Dire Docks for Stars 3, 4 and 6 to make getting to the second area much easier. Note you must select the Star in the Act select.
(PC Only) Opening the pyramid top activates an unused cutscene. Didn't program it myself, just apart of the repo. In here to let people know that it'll happen.
There's these things in certain levels. They don't look dangerous but they sure are freaky lookin'.
Princess Secret Slide has the same layout and collision but is now given a visual makeover.
You can now fly off from pole vaulting.
Cream Outfits
Moved switching outfits to the DPad. For the PC version, you may have to rebind it in Pause > [R] Options > Controls.
Added several new Cream outfits, totally up to 64.
Removed: Cinnia Cream and Bean Cream
Newest added since v4.3: Cheese the Chao, TF2 Engineer, Demon Slayer Nezuko, MM8 Roll, Megaman X, Castlevania: RoB Maria Renard, Xenoblade Chronicles 3 Sena, a Mexican Forklorico Dress for CaptainQuack64, Kate the Wolf for MainMemory_ and Dot_Lvl and Voxandra for Dot_Lvl. You can view the whole set of them here.
Reshuffled the Cream outfits in the N64 version. It's now: Normal, Riders, Winter, Spring, Unicorn, Halloween, Yukata, Swimsuit, Young Vanilla, Amy Rose, Mario, Klonoa and Creamocchia.
The "We did it!" soundclip when grabbing a star is now replaced when wearing certain outfits. Those being: Klonoa, Sena, Kitten, Layla and Katalina.
The Collect Star theme will now change with certain costumes. Those being: Tails, Mario, Klonoa, Ichiban, Travis, Jack, Austin, Dudley, Engineer, Goku, Pan, Roll, Megaman X, Lan, Vergil, Maria, Sora, Dawn, Serena, DQ3 Mage, Wonder-Bun, Sena and every outfit past that.
To follow up on that, the Austin outfit has a unique jingle that'll play when actually grabbing a star or key.
The Mario, Klonoa and Creamocchia outfits in the N64 version also have these themes with the Klonoa outfit keeping the Wahoo!
Music and Sounds
Castle Interior now has a new track: Apotos - Day from Sonic Unleashed.
The following stages and actions also have new tracks since v4: Bob-Omb Battlefield, Whomp's Fortress, Big Boo's Haunt (main and merry-go-round), White Park Carnival, Tiny-Huge Island, Eggman 3 Phase 1 and riding the shell.
Landing the final hit on Eggman 3 will play a proper finale track.
Credits track has also been replaced with its regular version. Midi version still on N64 due to space.
Added new soundbytes for the following NPCs: Layla, Kitten and Katalina
Since v4: The results screen will now play a random clip from 5 different voice samples. All from SF3 Third Strike.
The End track has been replaced with a new one.
And the Rest!
(PC Only) Rings have been replaced with 3D models. Big thanks to Alonwoof for implementing them!
Giant Mario head has now been replaced with a proper Cream head, as seen in the video. Big thank you to BWGLite for implementing it!
Added an extra animation for Amy's third encounter in BBH to indicate new dialog.
Updated some models and animations for certain NPCs.
Game Credits sign at start of game has been updated to reflect the additional changes added as well as a new "Cream and Vanilla design" credits section.
Dialog has been updated for certain NPCs and actions.
Karaoke Bar has some brand new karaoke champs!
Credits have also been updated to reflect new changes.
There are now two ending pictures instead of just the one.
Man I sure hope I got everything.
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gbgamebun · 2 years
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Road to Cream64 v1 Part 1: The Cream Herself
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It's crazy to think this model is about 2 years old now. Course, it wasn't this way in the beginning.
When learning how to use blender, the only tool at the time for sm64 export was for v2.69, which was the last version before Blender updated its UI to the more user friendly one we know today. And so trying to fiddle with that, I did actually manage to make a Cream model for SM64, using her Heroes model as my base.
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While yeah it did work (and this is after I had decimated most of the polygons to fit inside a normal sm64 rom, it didn't look right and I would just shelve the model for a few months, where I would be working on a small commission for someone. This would be around the time someone pointed the SM64 Decomp to me, which would end up making these future models go through much easier.
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Fast64, the tool for importing and exporting SM64 (and OoT) assets through Blender finally got an update for v2.70, which helped me tremendously. With that said, I got to work on making a brand new Cream model from scratch, using a reference pic I found at some point. I always like to point it out that her head mesh is just a redone version from her Sonic Chronicles head model, with a new texture applied to it of course.
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This would eventually be THE model from this point onward, with small changes to it made from time to time. And when finally exported:
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She came out pretty much perfect, though I still had some work to be done. Eventually learning of "skinning" or attaching meshes from different bones to create a seamless bend and a few other things like the blinking also making the eyelash move.
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Slowly but surely everything was coming into place, and this was just for the player model. There's still a whole lot to this hack than just Cream herself but in due time. I also messed around with the decomp a bit and made a version for my friend, @fudgernutter, with her character Kitten. Also around this time I just kind of messed around with the Source engine and TF2, importing my own models into the game, which would eventually be the same Cream model replacing the Demoman parrot misc.
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Around summer 2020 is when I would get back into the groove of things for Cream 64, finally getting to the rest of the main cast and then eventually the small little things like Star Rings and stuff. But another post for that~
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gbgamebun · 1 year
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Hard to believe I got this all done in a single day. I did skimp out on some details like the Time Crisis 2 cab but still pretty happy with the progress. I go back to work tomorrow but the hours don't look too crazy so I can still prolly get a lot done these next few days.
Also the Sonic grafitti was done by @funkys0da and here is a direct link to the post~
Currently hoping to finish all these by the end of the weekend!
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gbgamebun · 1 year
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Road to Cream64 v1 Part 3: So many friends and an egg.
I was hoping to do two of these a week but man this has been a crazy week. Anyway, we back to wrapping up the rest of the NPCs. Actually had to grab
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Star Toads were next and I wanted to make each one unique. The thought process for who got chosen was a mix of who was connected to Cream and just who I liked. The obvious answers were Amy and Blaze and I ended up choosing Blaze for the second toad. Doesn't mean I would leave Amy hanging, as she got a little side story in v2, but when we get there of course.
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In Blaze's dialog, she mentions that Marine was also with her and that she's somewhere. So go help her find this mangy raccoon! I wanted to do something special and stick Marine in a level where you'd just run into her. Though with very limited code knowledge, even if you find Marine, Blaze's dialog stays the same. Mostly just a cute little event that would eventually fuel my desire to add more stuff like this in later versions. So much more...
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The first star toad as you can see here ended up being a leftover from a small edit I did when just figuring out dialog edits and stuff. Eventually just ran with the idea of a single stubborn toad who refused to leave when Peach gave the order for every toad to go on vacation for this party.
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Even after all the latest versions and dialog rewrites, his has been the only one that's stayed the same since v1. People really have come to love this little asshole.
For the last toad, I ended up choosing a little blue bunny for reason that should be clear: she be my bun bun.
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Around early 2020 is when I finally had gotten out of my weird funk about my drawing ability and stuff and finally started getting back into Sonic stuff. Bare with me for a bit for I must go into a tangent into what I've been doing for the past few years before all this.
Near the end of 2019 I started slowly getting back into Sonic AUs and OCs again, a bit of that can be attributed to the Sonic movie and my friend's revigorated interest into that part of the fandom. One of my oldest characters, Mark, was stuck in a weird limbo of being in a Sonic AU and being in an original story for a few years. It reached a point where I just tired of it and shelved him to focus on an entirely new story and characters unrelated to anything I've done before.
Now back to the start of 2020, I actually go out of my way to try and update his design and do some stuff with him.
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And we have our new design. I swear one day I'll go into his backstory but I'm dragging on. So where does this rabbit fit in? One of the new story bits I had in mind was that he would find a little rabbit named Katalina and adopt her. Then while he does his adventurin', he would leave her with Vanilla and that's how she would form a bond with Cream and the rest of her family. It's also why she calls Cream "Lil' Sis" in her dialog since she's like slightly older than Cream.
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So yeah this hack is based off my AU, which is still mostly just told through these hacks. Don't blame people for getting real confused as to who the heck she is and eventually her adopted pappy. Sorry for the long bit, I rarely get a chance to speak about them as much like this. Speaking of, let's go back to him since that we're now done with the toads.
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Changing Yoshi was just like changing the other model though this is the first time changing someone's model who was bigger than the model swapped (in this case it's using Mario's rig on a model that's taller). The best way to describe it is that the root position is off so he's kind of sticking a bit on one side, even if his shadow looks fine. His collision is kind of wonky as a result.
I would end up leaving this for v1 but it is something I would fix down the line. It was just a matter of changing the root point or even moving the rig a bit before exporting. Also noting, Mark here has changed again, with Blaze like fur sticking out instead of the weird white hair flowing from the back. Saved me a lot of effort down the line, lemmie tell ya!
Ya know I guess I should at least show what they're latest designs are. From the ref sheets I got, made by my friend @fudgernutter.
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And now time for the big boy. That's right, it's time for Eggman and his Egg Koopa Mk 2!
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God, this monster was one of the hardest thing to put together, if only just to uncrumple him so I can apply his textures and fix up the head mesh.
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WHY IS YOUR JAW SO FAR APART?! It was one of those that was so bad I had to write down which bone was moved and how much so I don't accidently mess up the whole thing. Gah, it was a mess but as the years have shown me, it was 100% worth the effort.
It wouldn't be the first time messing with Bowser's model and rig, as I did an edit for Super Suwako 64 by turning him into a Cirno cosplayer. Don't mind the missing jaw, had messed up rotating on of the bones. This is what can happen.
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The actual design of the EggBowz basically just comes down to "I wanted the robot to look as close as I can with him". So changed the hair to brown, the horn and spikes to gold to match Eggman's buckles, the upper torso is red to match his coat and the lower half is black for his pants and shoes. The mustache model is just his SA1's stache slapped on the front of the nose cause it seemed like something he would do.
Carving a hole into Bowser's head mesh wasn't too hard thankfully and then just repositioning Eggy to look like he's sitting and we're good! Still weird to think that it was initially just a random thought to actually do this but hey that's how half the ideas in his hack have worked out. Shoutouts to Cream nerds on twitter.
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And with that, we got every major character swapped out! I suppose the last reoccurring character not mentioned here would be Mips so I'll just stick him at the end here.
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Sonic is full of small animal critters so grabbing one of them was perfect for Mips. Ended up grabbing a model of Pocky from I forget either Smash 4 or a mobile game where the animal friends are there (and low poly). Everything here is still the Mips model except for the head obviously. Then just applying Pocky's textures and even connecting his ears so that they're a single mesh.
Whew that's a lot but there's not much else left. Just enemy models, UI stuff and the soundtrack and that's gonna be fun to discuss. Gotta see if I still have spreadsheets of the songs I chose before adding them.
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gbgamebun · 1 year
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So the last few days have been interesting.
Last week, I went ahead and started working on a cream head model to replace goddard (the interactable mario head at the start of SM64). Replacing that model has been proven to be one of the worst thing to do for a casual hacker, so nobody really messes with it or just outright removes it.
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Still, I guess it's something I wanted to do anyway. It's been a long time since doing this kind of modeling from scratch so I was really happy with how the model was coming out.
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Smoothing out the model, adding a mouth, etc etc and it was starting to shape up! There was still the one problem of ...getting it in-game. There does exist an exporter but it's extremely limited and might as well be abandonware. Some people have had better luck with it but I'm sadly not one of those people. Still, I persisted with it.
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Still hoping to achieve this, I kept fiddling with the exporter with no luck, except for a single build of SM64, which thankfully has some compatibility with one of the builds I'm using. Either way, I just kept running into a wall so I went to someone whose done it before.
@bwglite, whose done several mods at this point such as Super Spamton 64, has managed to replace the goddard model with the spamton head as seen here.
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They did try helping before but I just had no luck and just blamed the plugin but it ended up being much more to it than I thought. Some DMs later, not only were they able to get it in-game but also get it fully paint weighted so match Mario's animations.
And the final product is the video at the very top. It's a crazy ride but it's all thing and I cannot thank BWGlite enough for helping me with this mess. Check out their hacks, they're all great!
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