Comments (2)
this isn't particularly a tool bug. it happens because character model must contain 4 anims: turn, reverse, bump, jump, but we're using static model instead. the game gets confused if it has no bump anim and just freezes the model in the last frame before bump occured until another event will reset current char state (some hazard, or uka mask).
255 limit is hardcoded, you can't go beyond that on vanilla game. Actually you can, 256 is stack size, if you ignore the stack, there is virtually no limit, but it's slower to copy from ram hence the lower limit before the visual artifacts start to appear (missing lev quads). there is lod system to partially fight that, yet you can actually catch that glitch in vanilla game racing against oxide and your ghost as you can have 3 1P hi lod models at the same time, and original models barely hit 250 faces.
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ok thanks for the answer 🗡️
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Related Issues (20)
- [lev] Figure out conditions for "large" instance scale
- [viewer] Implement gui message queue
- [viewer] Add gamepad connection messages HOT 1
- [viewer] Implement gamepad deadzone
- [viewer] Add animated models support HOT 2
- [viewer] Add helper text to menus
- [viewer] Implement waving flag
- [framework] Add Helpers.Panic wrappers
- [viewer] Implement interpolated animations
- [viewer] Implement billboard rendering
- [viewer] Implement BSP/PVS assisted rendering
- [viewer] Add cheat processing
- [cseq/gui] Detach instrument logic from cseq to allow custom user instruments
- [cseq] Use custom drumfill midi for original rendered samples
- [cseq] Detect Aku/Uka mask tracks and only export it once from canyon cseq (comes first)
- [cseq] Add better hub names for midis
- [gui] Add basic XNF editing
- [framework] Attempt to implement mesh to quadblocks conversion
- [framework] Match level and kart scale in Blender
- editing track textures in track select menu keeps original colors HOT 3
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