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Everything posted by Jason777
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http://glitchkill.pr...lay&thread=5006 ^^ That was for making exits in custom maps back when obj2area was the only OBJ importer but I assume that you're using SharpOcarina. SharpOcarina assigns different polygon collision types to different groups. So, assign the polygon(s) you wish to act as exits to one group (in SketchUp) for each and every different exit (not sure if that was confusing or not...). From there, edit the polygon type of those different groups in the Collision tab of SharpOcarina. Yes, that is what you would have to do. I believe exit collision can only be on horizontal polygons (or any polygon you can stand on) and not on vertical polygons. You can, however, make a vertical polygon "climable" (of course).
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SharpOcarina - Zelda OoT Scene Development System
Jason777 replied to xdaniel's topic in Community Projects
I have the same problem. It's not that big of a deal to me though -
I've always told myself not to post in a thread where I didn't know what I was talking about but.. today may be an exception? Let me get this straight: you're creating a new file table?? Wouldn't that help alot with custom maps and make it easier to ADD even more files to the ROM?
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It seems this epic hack isn't as public as it should be so I've decided to help spread the word a little!! SM74 is hack by Lugmillord that started in November 2010 and was completed in July 2011! Anyways, I just wanted to spread the word more information can be found here and here Have fun!
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That is pretty awesome http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif Will you be releasing the project source when completed?
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Damn 0.o It's amazing what a texture change can do for an area. Nice work!
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Pretty awesome http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif I notice how she chose to make the Wii version of Link --> Left-Handed sword haha
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AWESOME. If only I had $180 + Shipping and Handling :/
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How Ocarina of Time almost became the worst game ever
Jason777 replied to Zeth Ryder's topic in News
I never quite knew the origins of Epona's name... now that I know, I feel a lot more respect for her. I yell at her to go faster when I fight Ganondorf on horseback in Twilight Princess and call her many insulting names -
Yes, messian/frauber made a tool called MML2M64 that does the exact thing you wish to do. Also, DeathBasket made a program called MIDItoZSMDtoZSEQ which allows for much greater customization of the sequence file when converting MIDI to ZSEQ. MML2M64 and Add-ons MIDItoZSMDtoZSEQ There are a few more add-ons such as GUI for the sequence inserter, MM sequence rippers, MM sequence inserters, etc. but I doubt you really care for those.
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The first game I ever played that I actually cared about was (I think) Sonic 2 for the Sega Game Gear. The first console I ever cared about was my Dreamcast (which still works) where I played many great games like PSO v2, Sonic Adventure 1 & 2, Dead or Alive 2, and my favorite game of all time... Virtual ON: Oratorio Tangram. All my games are burned copies Speaking of PSO v2, does anyone here happen to know how to connect to the SCHTHACK servers? So, yes, I am a Sega Man The only things that keep me around Nintendo are the Legend of the Zelda, Metroid, and Super Smash Bros.
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Well now.... there are two Okami members: you and Okami Amaterasu/Snake (as he is sometimes called). Welcome!
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It could be because the map is too large or small. All vertices XYZ coordinates or signed (I think) and go only up to 4 hexidecimal digit places. Example: Vertice 0x00: XXXX YYYY ZZZZ But then again, you said you've imported the map before so I'm a bit puzzled. What units is it in and what are the coordinates of the farthest point from the origin on your map?
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Awesome! I grow tiredsome of display list ports
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That's odd. Have you tried replacing a different scene?
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The display list recoloring part is quite useful
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Mad props to you and Flotonic on that editor. It'll prove to be extremely useful if ever released
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If there is any game/series I would modify besides Zelda OoT it would be Kingdom Hearts. This is great news
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Hmm... It all started when I played Twilight Princess in 2006. I loved the game so much that I began a playthrough of all the zelda games I could get my hands on. Finally, I came to OoT and MM... It frustrated me so much that I could not play them because I did not own an N64 or a Wii so for the longest time I did not play any zelda game at all. Then, I realized the godliness that was emulators In the summer of 2009 I downloaded PJ64, played OoT inside-out, and then tried the "Secret Colored Gauntlets" glitch: Exact Video I Watched So Long Ago After successfully performing the glitch, I wanted to know how it worked. So clicked the link the description and it brought me to this page that talked of (what seemed at the time) to be going on about complex memory routines and checks. I had absolutely NO idea what it all meant. (and I still don't) But that did not stop me, from there I googled "LoZ: OoT Hacking" and found cooliscool's website which talked about Utility of Time. After downloading and reading up on it some more, I ended up downloading the Debug ROM and experiementing a little with UoT (actor placement, vertex editting, object swapping). This continued for about 3 days in the summer before I got bored and thought that was all there really was to zelda hacking. So I continued with my life but continued to play on the Debug ROM with GS codes and glitches- no real hacking. Finally, I got into the beta content that was supposedly still the ROM and began a quest to discover the Triforce. I quickly realized how foolish my quest was and immediately stopped. But, I still continued to look up info on beta content. Finally, in late December of 2009 I came across a YouTube comment on a video on a Beta Quest runthrough of the Ice Caverns that talked of Team Beta Triforce. I decided to google them and came across a familiar name: "cooliscool" and "Utility of Time". This caught my interest because at the time I was thinking "what more can you possibly do with UoT that I don't already know of?" So I decided to browse around the (DEAD) forums of spinout's and came to realize the wonders of hacking. That's where I came to know all of your names. I quickly became a fan of the project only to hear that the team split up a few days later. I read a post by DeathBasket that talked of Glitchkill so I decided to join those forums... But I lost interest in a day so I deleted my account and didn't make another one until half a year later in June 2010. I didn't pay too much attention to the scene and was mainly a lurker with no account for awhile until I saw a page on custom music over at Gekinzuku. I decided to take a shot at it ended up making at least SOME noise. I made my first post & topic: Here. Damn, could I type any more annoying? From that small experiment I gained newfound interest and decided to see what else I could do... So I asked spinout for a password to his site and forums which was for authorized personel only at the time. Haha.. I still have my login crap After a few weeks, I heard of Forbidden Legends and was motivated even further to get into hacking. I attempted to port a display list and succeeded (but had no idea what the hell I was doing) but still felt like a badass and became "cocky" enough to begin posting on forums. From there, I heard of the URA project (from its first trailer) and came here in June 2010 (a day after I joined glitchkill). I attempted and succeeded at making my first custom map a little while later. ... And I don't really need to tell you the exact times I learned how to do specific things anymore Anyways, I increased in hacking knowledge greatly over the summer of 2010 and by August I joined Maco. After a few months of becoming good friends with Vex and a "fair acquiantance" of Flotonic's I became moderator. Shortly after, I became an Admin. Finally, in February Maco64/Maco died and I went back to Glitchkill. I've learned alot since then and I continue to learn even more... And we come to where I am now
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I found the 1st podcast quite entertaining and amusing I'll be sure to listen to the next one
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I'm guessing you used Flotonic's C Conversion of KDDLE as a reference? Anyways, looks nice
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Soo how is this project coming?