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Super Mario 64 Tech Demo 1.3

Posted: Fri Oct 04, 2024 5:32 pm
by SPZ1
Super Mario 64 Tech Demo is a small side project I put together. It uses assets that I would not normally use on a more typical project. It is mainly meant to be a small sandbox where the player can check out some of what GZDoom can do.

Download Location 1
Download Location 2

Here is an earlier video of MAP01:


Re: Super Mario 64 Castle Exterior

Posted: Mon Oct 07, 2024 10:44 am
by supremebiovizier
SWEET

Re: Super Mario 64 Castle Exterior

Posted: Tue Oct 22, 2024 2:14 pm
by SPZ1
I just got this Koopa Copter model up and running!


Re: Super Mario 64 Castle Exterior

Posted: Thu Oct 31, 2024 2:05 pm
by rostuhan
Wow, I really like this. (Nintendo is coming for you)

Re: Super Mario 64 Tech Demo

Posted: Sat Nov 09, 2024 2:15 pm
by SPZ1
The project is released today!

Links removed. See below:

Re: Super Mario 64 Tech Demo

Posted: Wed Nov 20, 2024 7:27 pm
by supremebiovizier
from waluigi being drunk and dead to yoshi throwing up this is brilliant stuff? i nocliped into the castle and im guessing this doesn't go any further at the moment but its amazing... what do you use to make those models? it makes no sense to me and id like to learn how to go about it

Re: Super Mario 64 Tech Demo

Posted: Sat Nov 23, 2024 5:20 pm
by SPZ1
I do all my 3D modelling with Blender and mostly in the MD3 format. Source models are from various games and consoles. I think the ones in this demo are mostly from Wii games that use the mdl0 format. You'll need BrresViewer for most mdl0 games and BrawlBox for Super Smash Bros Brawl.

Re: Super Mario 64 Tech Demo

Posted: Sun May 25, 2025 2:38 pm
by SPZ1
The new version (1.3) of SM64TD is out now.
MAP01 has some minor sector stuff fixed
MAP02 has some new status bar scripting
MAP03 is completely new. It features karts/bikes, portals, and some characters to interact with

Download Location 1
Download Location 2


Re: Super Mario 64 Tech Demo 1.3

Posted: Tue May 27, 2025 8:03 am
by JPC
Is it compatible with the GZDoom fork that allows to play it with libsm64?

Re: Super Mario 64 Tech Demo 1.3

Posted: Thu May 29, 2025 9:48 am
by SPZ1
libsm64 is completely unnecessary

Re: Super Mario 64 Tech Demo 1.3

Posted: Fri May 30, 2025 3:51 pm
by Kappes Buur
I dragged SM64TD v1.3.ipk3 onto the shortcut for GZDoom 4.14.2
and I get this error ---> (Execution could not continue)
Spoiler:
So I deleted ANIMDEFS, which loaded the pwad but without textures and actors
Spoiler:
Since you showed some videos of a functional pwad, how do I load SM64TD v1.3.ipk properly.
I have no problem loading SPZ1 v2.1.1.ipk3

Re: Super Mario 64 Tech Demo 1.3

Posted: Fri May 30, 2025 6:36 pm
by SPZ1
Sorry guys, this one was my fault. :oops:

Due to an oversight in how I had TLS configured, I unknowingly tested the .IPK3 without the critical "Graphics.wad" in the archive. Links above have been updated.

Also I must point out that GZDoom itself has a bug where drag/dropping this .IPK3 onto the GZDoom.exe causes a whole slew of errors to appear. Any other launching method should work though. Copying the .IPK3 into the GZDoom folder and selecting it in the IWAD selection menu works with no problem. TLS works and typing a command line works too. :thumb:

Re: Super Mario 64 Tech Demo 1.3

Posted: Sat May 31, 2025 1:13 am
by Kappes Buur
Excellent!
Thank you.