Super Mario 64 Tech Demo 1.3

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SPZ1
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Super Mario 64 Tech Demo 1.3

Post 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:

Last edited by SPZ1 on Fri May 30, 2025 6:21 pm, edited 4 times in total.
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supremebiovizier
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Re: Super Mario 64 Castle Exterior

Post by supremebiovizier »

SWEET
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SPZ1
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Re: Super Mario 64 Castle Exterior

Post by SPZ1 »

I just got this Koopa Copter model up and running!

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rostuhan
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Re: Super Mario 64 Castle Exterior

Post by rostuhan »

Wow, I really like this. (Nintendo is coming for you)
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SPZ1
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Re: Super Mario 64 Tech Demo

Post by SPZ1 »

The project is released today!

Links removed. See below:
Last edited by SPZ1 on Wed Dec 25, 2024 9:07 pm, edited 1 time in total.
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supremebiovizier
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Re: Super Mario 64 Tech Demo

Post 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
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SPZ1
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Re: Super Mario 64 Tech Demo

Post 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.
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SPZ1
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Re: Super Mario 64 Tech Demo

Post 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

Last edited by SPZ1 on Fri May 30, 2025 6:30 pm, edited 1 time in total.
JPC
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Re: Super Mario 64 Tech Demo 1.3

Post by JPC »

Is it compatible with the GZDoom fork that allows to play it with libsm64?
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SPZ1
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Re: Super Mario 64 Tech Demo 1.3

Post by SPZ1 »

libsm64 is completely unnecessary
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Kappes Buur
 
 
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Re: Super Mario 64 Tech Demo 1.3

Post 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
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SPZ1
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Re: Super Mario 64 Tech Demo 1.3

Post 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:
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Kappes Buur
 
 
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Re: Super Mario 64 Tech Demo 1.3

Post by Kappes Buur »

Excellent!
Thank you.
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