Steps for installing and building the game
-diff --git a/Game_8cpp.html b/Game_8cpp.html index 587276492..59a7f431a 100644 --- a/Game_8cpp.html +++ b/Game_8cpp.html @@ -2696,7 +2696,7 @@ Here is the caller graph for this function:
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-Essential skills and concepts to help you get started with mk64 decomp.
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Become familiar with technical and low-level concepts.
-compiling concepts controlflow terminology buildwindows
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In object mode, select View -> Cameras -> Active Camera
Set your render resolution and path as shown in the image below
Then render your animation by selecting View -> Viewport Render Animation
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+Reimplemented from OObject.
Make shadow size bigger if thwomp is scaled up
+Make shadow size bigger if thwomp is scaled up
make adjustable properties for squishSize and boundingBoxSize
Thwomp OObject
diff --git a/code__80281780_8c.html b/code__80281780_8c.html index 99fe9891a..65723a9fa 100644 --- a/code__80281780_8c.html +++ b/code__80281780_8c.html @@ -194,7 +194,7 @@ Variables|
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Custom characters can only replace existing characters for now.
-mario_kart/mario_kart_frame###
-luigi_kart/luigi_kart_frame###
-peach_kart/peach_kart_frame###
-wario_kart/wario_kart_frame###
-toad_kart/toad_kart_frame###
-donkeykong_kart/donkeykong_kart_frame###
-bowser_kart/bowser_kart_frame###
-yoshi_kart/yoshi_kart_frame###
-Some other files to look out for(still using toad as a example)
-placement icon = common_data/common_texture_portrait_toad.png Original frame is 32x32
-player selection frames = player_selection/toad_face_00.png ~ toad_face_16.png Original frames is 64x64 (note that Donkeykong uses donkey_kong here instead)
-player select nameplate = texture_tkmk00/gTextureNameToad.png Original frame is 64x12 (note that Donkeykong uses DK here instead)
-Assuming your using the overkart setup kart.
-In object mode, select View -> Cameras -> Active Camera
-Set your render resolution and path as shown in the image below
-Then render your animation by selecting View -> Viewport Render Animation
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yoshi_valley vs yoshis_valley)When using the migration script (migrations.py), a mods.toml file can be automatically generated for your migrated mod. See Migration Guide for details.
To extract textures from the game you can use convert-texture-o2r. Just place the convert-texture-o2r executable in the same folder as mk64.o2r and drag and drop the mk64.o2r file on it or run it through command line:
This will create a textures folder with all the textures extracted from the game.
texture_69B140). You can suggest name or make a PR to help rename them/organise them.is it possible to remove them somehow?
-is it possible to remove them somehow?
+Make shadow size bigger if thwomp is scaled up
+Make shadow size bigger if thwomp is scaled up
make adjustable properties for squishSize and boundingBoxSize