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JeDDyD

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Everything posted by JeDDyD

  1. Unfortunately I too am unable to get results using TIG's exporter. When loading an .obj file exported from TIG's exporter into SharpOcarina I get the following message: Where as if I use Sketchup's .obj exporter, the map displays fine in SharpOcarina and in-game (although sometimes one or two textures get stretched out of proportion which is annoying/strange, but I'm finding ways around these little problems).
  2. I don't know an awful lot about custom maps as I've only recently started messing with them myself, but I encountered this same problem when I first started trying to import maps. Here are two tips I hope will help remedy this problem for you. 1. Make sure you have the latest version of Sharp Ocarina (Version 1.6) as apparently V1.5 has some trouble displaying maps properly (at least this is what I've read). 2. When exporting from SketchUp, adjust your OBJ Export Options to match the Options below: Hopefully these tips will help fix your problem.
  3. Personally prefer Gameplay over both. But if I were to choose, I would easily go with Story over Graphics.
  4. My take on Hyrule Field (Child Link Version). Includes minor landscape changes and a fair few other changes (Dodongo/Deku Baba added to map, enemy locations changed, waterfall added, etc.) Still a W.I.P at the moment and some stuff is likely to change. Sorry the video isn't all that interesting, just wanted to showcase some progress.
  5. I've seen your work on Voyager of Time and I gotta say it's looking very awesome, (Zelda's Birthday, URA Project & Voyager of Time were a big part of what inspired me to get into modding) and thanks for the kind words. I'll try to slap together a tutorial for UoT, but I might go the text and image example route. No real idea on a story yet, I'm just changing stuff as it comes to me. Same thing for the mod duration, no real clue as of yet... Thanks. Thank you. I plan on reworking at least a few of the more visited places (don't think I'll mess with the Temples/some dungeons...). I've actually been doing a bit of messing around with Hyrule Field, we'll see what happens. Thanks.
  6. Sorry for the bad quality video (fraps and the video editing software is all still new to me)... So I started modding (got interested after viewing footage of various mods online) last week, currently using UoT (for actor/group and landscape editing) and Deathbaskets OoT Text Tool. Took a lot of trial and error to get to learn the programs (and I'm slowly coming to grips with the plethora of information regarding modding) but I'm starting to feel a little bit more comfortable with everything and have started my own little mod. Just a small preview of what's been done so far. Few of the changes include: - Various changes to the landscape - Kokiri Sword has been moved to a new location - Beansprout Skulltulla has been moved (now on top of Mido's house) - Deku Shield can now be found via exploration (didn't include its location in the video, can still be purchased from Kokiri Shop as well) - Deku Sticks and Torches (one unlit, one lit) added to the map to solve the new puzzles - Character dialogue has been changed - Other little bits and peices... Finishing up the last little bits of Kokiri Forest and then I'm making my way on to the Great Deku Tree. Might make another video to showcase some more stuff later on. Thanks for watching.
  7. Thanks for the link, that's very useful information.
  8. Simple question, kinda hoping that there's a simple solution. Just wondering how to remove a cutscene (or stop it from playing)? I've seen that in the mod Zelda's Birthday, the beginning cutscene with the Great Deku Tree speaking to Navi no longer plays, how can this be achieved? Thanks to anyone that can help me out (I did a quick search but couldn't find this info, but if I've missed it somewhere my apologies).
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