Could I have a guide on level building?
by Nick · in Marble Blast · 06/12/2005 (4:38 pm) · 13 replies
Hi! i'm a newbie here and I really like Marble Blast Gold and u guy's custom tracks are really creative! I already know from older posts how to get to the custom track editor (F11), but haven't a clue about what to do. Could someone who's done this before please email me a guide or post it here? Thanks for ur time!
Frogger
Frogger
#2
Welcome to Marble Blast editing! Warning: it's a quirky editor, but once you get the hang of it, it's not all that bad. I'm working on a G4 as well.
I don't think there's a complete guide, but just browse around this forum and you'll get lots of tips. Here are some places to start:
www.garagegames.com/mg/forums/result.thread.php?qt=24998
www.garagegames.com/mg/forums/result.thread.php?qt=17756
www.garagegames.com/mg/forums/result.thread.php?qt=30826
www.garagegames.com/mg/forums/result.thread.php?qt=30521
Have fun, and welcome! -RJ
06/13/2005 (2:19 pm)
Nick,Welcome to Marble Blast editing! Warning: it's a quirky editor, but once you get the hang of it, it's not all that bad. I'm working on a G4 as well.
I don't think there's a complete guide, but just browse around this forum and you'll get lots of tips. Here are some places to start:
www.garagegames.com/mg/forums/result.thread.php?qt=24998
www.garagegames.com/mg/forums/result.thread.php?qt=17756
www.garagegames.com/mg/forums/result.thread.php?qt=30826
www.garagegames.com/mg/forums/result.thread.php?qt=30521
Have fun, and welcome! -RJ
#3
06/13/2005 (4:47 pm)
Thanx RJ! :)
#4
06/14/2005 (12:18 pm)
Post your e-mail and i'll send you all the cusom level's i've made. If you have any questions, post them here and somebody will be sure to answer them. Enjoy!
#6
06/15/2005 (10:45 am)
Midiman@mchsi.com
#7
Use the Inspector (F3) and then rotate the using the scaler numbers
[x y z angle of tilt]
The default is
[1 0 0 0]
I believe for most object as seen in the inspector. The 1 in the x position mean that the tilt is along the x axis, where as if you put a 1 in the y(or second slot) that axis would be affected by the angle of tilt. Since the angle of tilt is zero in this case, there is no adjustment.
ince you can only have one value of rotation (=angle) the game has to
split this rotation over the two axes that you have selected.
Simply double the value of rotation, and the rotation is shared between!
0 1 1 180
x y z angle
This works for:
1) All combinations of 2 axes, ie
0 1 1 90
1 0 1 90
1 1 0 90
2) All combinations of 3 axes, ie
1 1 1 90
To work with 3 axes, set value of rotation to multiples of 60 (60/120/240).
3) Positive and negative numbers, eg
1-1 1 90
-1 1 -1 90
But you can do this with any object. Start by working out how many axes
need to be rotated, and play around with some of the combinations.
You cannot have more than one value of rotation, eg
0 1 1 90 90, because the game only recognises the first 4 slots for values.
06/15/2005 (5:17 pm)
Nick, here are some previous posts on rotationUse the Inspector (F3) and then rotate the using the scaler numbers
[x y z angle of tilt]
The default is
[1 0 0 0]
I believe for most object as seen in the inspector. The 1 in the x position mean that the tilt is along the x axis, where as if you put a 1 in the y(or second slot) that axis would be affected by the angle of tilt. Since the angle of tilt is zero in this case, there is no adjustment.
ince you can only have one value of rotation (=angle) the game has to
split this rotation over the two axes that you have selected.
Simply double the value of rotation, and the rotation is shared between!
0 1 1 180
x y z angle
This works for:
1) All combinations of 2 axes, ie
0 1 1 90
1 0 1 90
1 1 0 90
2) All combinations of 3 axes, ie
1 1 1 90
To work with 3 axes, set value of rotation to multiples of 60 (60/120/240).
3) Positive and negative numbers, eg
1-1 1 90
-1 1 -1 90
But you can do this with any object. Start by working out how many axes
need to be rotated, and play around with some of the combinations.
You cannot have more than one value of rotation, eg
0 1 1 90 90, because the game only recognises the first 4 slots for values.
#10
07/09/2005 (1:09 pm)
I have a Mac too. You have to girst go into a level, any level, and press the ~ key (No shift) then type in "$testcheats = 1;" exactly as shown w spaces but no quotes. then before u touch anything hit F11. then u can switch in and out of editor mode for ANY level by hitting F11. You must redo this process if you start up MB again.
#11
thnx
Frogger
07/09/2005 (1:43 pm)
Hey, on a mac how do u increase or decrease the size of an object? Like a mine, for example?thnx
Frogger
#12
[1 1 1]
this represents the stretch of the X Y Z. To make the mine twice as big change to [2 2 2] and hit apply (then move it a bit). of to make it twice as high do [1 1 2].
WARNING!!!! you might get stuck in streched or rotated objects if you run in to them going fast.
Mark
07/10/2005 (1:10 pm)
In edit mode, select an object. then hit F3 (i think, or F4) you should gets boxes w numbers. Under scale it should say [1 1 1]
this represents the stretch of the X Y Z. To make the mine twice as big change to [2 2 2] and hit apply (then move it a bit). of to make it twice as high do [1 1 2].
WARNING!!!! you might get stuck in streched or rotated objects if you run in to them going fast.
Mark
#13
07/10/2005 (1:31 pm)
Thanks that was very helpfull!
Nick