I want to use Seq64 to port my midis into the sm64 soundfont for music. You may be wondering why when you can just use .ogg's with a little bit of scripting and use of hooks on warp. However, you don't get the seamless transition between music tracks like you do in the normal audio tracks. I...
the koopa model is different than the player character one, mainly proportions and stance. I could edit it, but whats the point if someone already did?
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oooh you gave me the idea of diddy kong. Thanks!
yeah, if I can just get the blend file or the file folder that contains the c and h scripts of the Koopa model from lua example mod, it would make this a LOTT Easier.
I've been wanting to make a character select mod, but IDK what character to make bc every character I want to make is too complex for a beginner modeler to model.
You guys got any simple character ideas?
hey can you make it so that it replaces the main audio? Because you can hear it, but you can also the hear still hear the slider theme in Peaches Secret Slide along with it, for example.
are you using the character template by chance?:GitHub - coop-deluxe/character-template: A character Template of Mario that allows more possibilities of what's possible. Created for Super Mario 64 PC Port, specifically for Coop Deluxe! This template also works for sm64ex-coop.
this is really cool, Idk how to do custom movesets and am not the best at 3d modeling (yet) so I couldn't do but its still amazing nonetheless. also the custom faces COULD be possible via mesh states (basically you switch out one face model for one expression for another for example).
First of all follow this: Qualifications for being a Modder
Second of all I don't think you'll get modder status bc one of the qualfications says you can't post a skin swap which I think this counts.
if you make a mod folder and then make an actors folders and then put your exported geo folder in the actors folder it will work. I had the same problem and this fixed it.
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