![]() firePoleGrad.tex0 is present alongside the lava pillars textures.Given how the final texture is based on the regular ground texture found in the course, it is possible that the early texture represents an early rendition of the ground texture as well. It seems to have been rotated 90 degrees to the right in comparison. It comes from Double Dash!!, where it was used as the road texture for Bowser's Castle. Present in the model for the lava pillars ( FlamePole_v.brres) is an unused texture (named FlamePole.tex0) for the dirt part of the geyser's models, those seen near the finish line. NOTE: The lava pillars themselves are also present in the following tracks: GBA Bowser Castle 3 and N64 Bowser's Castle. Judging by their location, point number and shape, they may have been either early paths for the first two Pokeys that appear in the track, or perhaps additional Pokeys were meant to be present here at some point.īowser's Castle Textures Geysers and Lava Pillars Koopa Cape Parameters Disabled Flag Objects The design of the clouds is less cartoon-ish as well. They both have similar design, but the final version uses vertex colors to paint the skybox, instead of the colors being in the texture itself. In comparison, the early texture, aside of being much darker, has very slightly longer fingertips.ĭaisy Circuit Textures Skybox Unused Skybox Texture EarlyĪn unused skybox texture, named senior_VR.tex0 (the final version is called senior_VR2.tex0). This graphic, however, is actually loaded from a separate object file (MiiSignWario.brres), so the one in the aforementioned texture goes unused. TR_kanbanALL.tex0 contains many of the billboards and signs used in the course, one of which is a banner of Wario looking down. Normally this image is completely transparent, due to it being encoded in the IA4 format (the preview above was converted to the I4 format so that it could be seen). Time in 1/60s to pause at the lowest point in the cycleĪ dummy faceless Mii icon, named MiiDummy.tex0. settings) are described below:Ĭycle shift (controls where in the cycle to start) ![]() These behaviours explain the names of these objects: "bend" in kinoko_bend refers to its ability to rotate, while "ud" in kinoko_ud could stand for "up-down". Kinoko_ud (the two mushrooms that make the shortcut at the beginning of the course) is able to move up and down, while kinoko_bend (the rest of the bouncy mushrooms) can rotate left and right. 4.1.2 Unused Bouncy Mushrooms Parametersįound in itembox.brres Textures Unused Item Box Color PatternĮach of the two variants of the bouncy mushrooms used in the track (named kinoko_bend and kinoko_ud) have a set of parameters that can manipulate their position and rotation in several ways, but in the final game, these values are always set to 0, so their effects aren't seen and thus both kinds of mushrooms will behave identically to each other.Certain objects have this value set to 0x00, which disables the object, preventing it to appear in-game and thus going unused. ![]() In the same way, if a resource is shared along a few tracks (like the Geissers and Lava Pillars from the Bowser's Castle tracks for example), it will be documented once in one of the tracks in which said resource appears, with an indication on which other tracks it is also present.Ībout the Disabled Objects: The course.kmp file (which stores many of the course's specific parameters, such as object placement) has a presence value defined for every object to determine in which instances it should load (for example, should it load in every mode, only on single player and not multiplayer, etc). General Resources refers to the elements found across most (if not all) courses in the game, while any track specific resource will be documented in its own section. This page documents early versions of the elements (models, textures, parameters, etc.) found within the final version of the courses. Explain the unused routes in more detail, and maybe get footage of them. ![]()
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