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Everything posted by sairugoth
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These tips are not going to tell you how to make a map. I'm only addressing the requirements for Zelda mapping and a few other tips I've learn. I'm going to try to make this "Beginner Friendly" as possible, so pay attention. For people who happen to stumble upon this thread and want to learn 3D mapping, but don't have a clue what SketchUp is. Here's the download page: http://www.sketchup.com/download/all First of all, Templates! You want to go with your Simple Template - Feet and Inches. Its easier on you in the end. If you start with Meters, well, lets just say, you start big, you end big. And you'll have to do a lot of rescaling. Measurements! Adult Link stands at 5 feet and 7 inches while Child Link stands around 4 foot Your common door stands at 5 foot by 8 foot high and 1 foot and 6 inches wide. Boss doors are 10 foot by 13 foot by 1' 6" feet Push Block Slots are 5 foot wide. It don't really matter how deep it is, just as long as Link can push it. But if you want to go technical on it, i would go about 6 inches deep. Collisions with doors! When it comes to collision the white side of the squares are solid, and gray sides are not. this is also kinda the same for rooms. If you texture something on the gray side it will not show up in-game. It has to be textured on the white side for the textures to show up in-game. If you want a better understanding of this check out Giadrosish's video: As you can see in pic1, I have a collision where my door is going to be. You have to have that. If you don't, Link will be-able to walk though the door. If that happens it will look something like this... Proper Triangling! There are 2 methods of Triangling your map. Method 1 - by hand Now I know what your thinking. "How is this wrong? Everything looks to be triangled?" Well, its wrong. There can not be any open end points. Just look at the next pic, it will explain everything. Method 2 - Exporting - Importing For this method to work you must have a licensed SketchUp. I will not be releasing any info on how to get it for free. *cough*cough* "just google" *cough*cough* "sketchup crack" *cough*cough* "download" *cough*... Man, I think I might be coming down with a cold. It is that time of the year WANING: THIS METHOD IS FASTER, BUT YOU'LL MOST LIKELY HAVE MORE TEXTURE BUGS THAN METHOD 1! After your done making your map (NOT triangled) Export it as a "3DS". When you do this it automatically triangles the whole map for you, and it even tells you how many triangle are in it. After that, select your whole map with the "Select Tool" in SketchUp, then press the "delete" button. After that Import your "3DS" you just Exported. It should look something like this... When you Import it put your mouse directly on the axis, then drop it. This method is really good for those mega maps you might be making later on.(who knows) This method will also group things for you too. Textures! When putting textures in a Zelda map they must be one of the following "pixels by pixels" sizes. 64x64 62x32 64x16 32x64 32x32 32x16 16x32 16x16 16x8 8x16 8x8 Independent Objects! (I didn't know what else to call it) This is some what of a trick to having less triangles in your map. It looks like its part of the ground, but its not. As you can see its all independent to its self. Independent Objects also work very well with "Method 2" of "Proper Triangling", because when you import your "3DS" the independent object is automatically triangled and grouped to its self. Here's the Test map I used for this demonstration:http://www.mediafire.com/download/6g67gjgj6z5a13l/TESTING.skp
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This sounds really promising If you want to see more here's there web sight:http://www.oculusvr.com And here's some guys testing some demo games for it.
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But they were not talking about the Hover Boots, The boots they were referring to were the Pagasus Boots from "A Link to the Past" and a bunch of other LOZ's See more here: http://zelda.wikia.com/wiki/Pegasus_Boots
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Do you guys know what this means? this means that Link could... EDIT: Also... I don't think a trains going to do much. They just said Cloud could cut through skyscrapers, I don't think a trains much different, And on top of that Link can withstand 1000 tons, and if that's not enough he could just run from the train with his Pagasus Boots.
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I really like the math and statistics they put into it than the battle its self.
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Merry Christmas!
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The Sheikah's Apprentice [UPDATE:7/18/15]
sairugoth replied to sairugoth's topic in Community Projects
The teleporter was going to be in my last story, but since I changed the story the teleporter map was scrapped. -
The Sheikah's Apprentice [UPDATE:7/18/15]
sairugoth replied to sairugoth's topic in Community Projects
To be honest, I don't think that my Hyrule Field cuts it. I know I can make a better Hyrule Field. So I'm scrapping it. So here's a download of the (old) Hyrule field map and a few other scrapped maps I have: http://www.mediafire.com/download/hsrrl1ldw4qz334/Scrapped+Maps_SA.zip -
The Sheikah's Apprentice [UPDATE:7/18/15]
sairugoth replied to sairugoth's topic in Community Projects
I tried to keep the story less detailed on the hero and more story on his surroundings this time. That way I don't spoil it for you guys. Also, if I had to put my mod on the timeline it would probably look something like this... -
The Sheikah's Apprentice [UPDATE:7/18/15]
sairugoth replied to sairugoth's topic in Community Projects
UPDATE:12/19/13 Hyrule Field EDIT: I was also able to make all the textures work in-game as well. (which took very many trials and errors to do)- 225 replies
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Damn, He's like a one man army.
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The Sheikah's Apprentice [UPDATE:7/18/15]
sairugoth replied to sairugoth's topic in Community Projects
I finally got around to posting the new story. (see first post for more) -
Just finished "The world only god knows" and it was funny as fuck. If you want to watch a anime you can laugh at, I would recommend it.
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N64/Zelda hacking tools (DList conversion etc)
sairugoth replied to xdaniel's topic in Community Projects
HELL YAH! You guys did it!!! -
I think this is something every modder would like to know, because to make a great mod you must have things in it that everybody would like. So, what would you like to see in a Zelda Mod?
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I know we've never talked or anything, but I just want to say. I've always thought it was nice having you around the GCN. You always seem to brake the silence around hear with ether a new and interesting post or even just some random post. But you always had people talking. I liked that about you man. So whatever reason you have to leave, I just hope you can resolve it, and if you cant, well then goodbye man.
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The Sheikah's Apprentice [UPDATE:7/18/15]
sairugoth replied to sairugoth's topic in Community Projects
Nothing in my mod is going to be a free hand out. Its going to be a hell of a challenge just for you to get the first sword. -
The Sheikah's Apprentice [UPDATE:7/18/15]
sairugoth replied to sairugoth's topic in Community Projects
UPDATE:12/1/13 The story has been changed. (see first post for more) I'm getting rid of Limbo and the dimensional travel idea. Insted there will be a new Hyrule field with all of its different regions. Also... -
Just got a new bad-ass game to play. Hellzz Yahh! KH 2 Final Mix was hard as hell to beat all the way. So I wonder how KH1 Re MIX will fare.
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Holy crap! Just finished "Sword Art Online". It had to be simply one of the best anime I've seen so far.
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So is this thing still being made?
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SanguinettiMods' ASM Hacks / RAM Findings / Etc.
sairugoth replied to
SanguinettiMods's topic in ModificationsSo how dose one join the "ASM Hacking part of this community" Because I'm willing to learn. -
Would you like some Skittles with those fries?
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So will your editor also be able to edit the "Title Screen" title textures too? I'm asking because every modder know how much of a pain it is to inject their mod title in to the game.