Okami Amaterasu
Member-
Posts
90 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
Calendar
Bug Tracker
Everything posted by Okami Amaterasu
-
Happy birthday, Zeth.
-
That seems to have fixed it, thanks. I'll see if I can find any bugs, do some testing, and make feedback on what I find.
-
It gives me an error on opening the program and on trying to open the .xml file. It also seems to not show anything in the viewer.
-
I'll see if I can do anything with the program and I'll update this (or post something new) if I can get it working and such. Thank you. ^ ^
-
The Adventures of Lolo Series
Okami Amaterasu replied to Shadow Fire's topic in Community Challenges
I didn't say i would participate, I said I might. I looked into it and since I couldn't figure out how I was meant to record time, I decided that I wouldn't. Sorry for the confusion. -
The Adventures of Lolo Series
Okami Amaterasu replied to Shadow Fire's topic in Community Challenges
I might try this. -
A big issue all hackers for Zelda OOT/MM are facing
Okami Amaterasu replied to Zeth Ryder's question in Q & A
I could make a list of general things that would likely be useful to add, and list some bugs I've come across if it would be of help to anyone. -
It's one of the test rooms in the game.
-
SharpOcarina - Zelda OoT Scene Development System
Okami Amaterasu replied to xdaniel's topic in Community Projects
If I were able to code, I'd offer to help, but since I can't code... Sorry. -
Need some help with SharpOcarina and Google Sketchup Pro.
Okami Amaterasu replied to Armos's question in Q & A
I'm glad I could be of some help. ^^ -
Need some help with SharpOcarina and Google Sketchup Pro.
Okami Amaterasu replied to Armos's question in Q & A
Using the OBJ exporter that comes with Sketchup Pro, click to export (3D model), use OBJ, the click the Options button in the lower right of the export window. A small menu box type thing will appear, which gives you options for exporting. In the Geometry tab, you want "Triangulate all faces" to be the only one checked, in Materials, you'd want to check "Export texture maps," and finally for the Scale tab, you want "Swap YZ coordinates (Y is up)" to be checked and set the units to model units (if you made the model on scale with OoT). -
Need help with using waterboxes and sharpocarina..
Okami Amaterasu replied to Griduser64's question in Q & A
You can also use an actror to make the water visible, just put it on the same level as the top of the waterbox. -
SharpOcarina - Zelda OoT Scene Development System
Okami Amaterasu replied to xdaniel's topic in Community Projects
I do have a couple suggestions on some things that I thought could work a little better for time saving. Maybe have a way to select a number of groups and have the same settings applied to them all at once, so you don't have to go through a huge number of them to make the same change, and maybe a ay to collapse said groups into folder type things in the program to save space and stuff. I had some others too, but I can't remember them right at this moment, if I do I'll edit this. -
!IMPORTANT! Prevent mods from freezing on some emulators.
Okami Amaterasu replied to john_smith_account's question in Q & A
I found it in one of my folders. http://www.mediafire.com/download.php?6b9fk7xp3kdjzho -
I find the text to be too small and too dark, but otherwise I like the new look. I haven't gotten to look at everythign yet, but so far I like it.
-
I had similar things from people when my computer died last year.
-
Problem on my end or Shoutbox not shouting?
Okami Amaterasu replied to xdaniel's topic in The Central Hub
I just tested the shoutbox, and it didn't work for me either. -
Problem on my end or Shoutbox not shouting?
Okami Amaterasu replied to xdaniel's topic in The Central Hub
I haven't really tried the shoutbox, but it sems the "I'm Back!" button doesn't work, so I have to reload the page via the URL bar. It's a tad annoying. -
SharpOcarina - Zelda OoT Scene Development System
Okami Amaterasu replied to xdaniel's topic in Community Projects
Is there a way you could have something like being able to manually edit the lighting? Currently SharpOcarina generates the lighting in maps, but I think being able to manually do it would be useful sometimes. -
You're welcome! I'm glad I can help.
-
Here are a few codes I've come across. I don't remember where I got them from, or who made them. Room Fixes Room 119 fix (allows the missing room to load) 803CA08A 0000 803CA098 0003 Room 121 fix 1 (adds single Stalfos and removes the warp) 812AC6B0 0032 812AC6B4 0002 812AC6B8 0000 812AC6BA 0180 812AC6C2 0001 812AC68C 00FF 8115FA6E 0018 D01665C1 0020 8023286F 0020 81232812 4258 81232816 4268 8123281A 4258 Room 121 fix 2 (adds Dark link and removes warp) 812AC6B0 0020 812AC6B4 0033 812AC6B8 0010 812AC6BA 0180 812AC68C 00FF 8115FA6E 0018 Animations Rolling is replaced with Jumping D1224780 3FA0 81224610 40FF Misc. Enable Collision Data 81211882 0001 50000202 0000 81211894 0001 81211898 0002 Use the Biggoron's Sword model in place of the Master Sword model 81125E3A 38C8 81125E42 86B8 Remove the HUD 81222756 0000 81222758 0000 8122275A 0000 8122275C 0000 8122275E 0000 81222760 0000 81222762 0000 81222764 0000 Always raining 81222B32 00FF 80222B36 00FF Walk on Water 8102E308 0C06 8102E30A 8080 811A0200 3C1B 811A0202 801A 811A0204 C76A 811A0206 0300 811A0208 460A 811A020A 003E 811A0210 4500 811A0212 0005 811A0218 837B 811A021A 0304 811A021C 1360 811A021E 0002 811A0224 4600 811A0226 5006 811A0228 03E0 811A022A 0008 811A022C 4602 811A022E 003E 81042234 0806 81042236 8090 81042238 0000 8104223A 0000 811A0240 3C1B 811A0242 801A 811A0244 E76A 811A0246 0300 811A0248 A362 811A024A 0304 811A024C 8FBF 811A024E 001C 811A0250 0801 811A0252 088F 811A0254 27BD 811A0256 0020
-
UV Texture mapping errors in custom maps
Okami Amaterasu replied to john_smith_account's question in Q & A
Sometimes rebuilding the affected triangles/faces seems to help when I have this problem. -
To get your map into SharpOcarina, export it as an OBJ file then start SharpOcarina and go to "file," then press "New Scene." From there add the OBJ file you intended to be for the map's collision to "Collsion Model." Finally, go tot eh "rooms" tab and add the room(s) you intend to be the mesh (textured map with all the details and stuff) and you're done. You can also add all the actors and set collision types.
-
That's good. Is everything sized correctly? If the model isn't built to-scale (or a variant) it may cause a lot of problems when resizing things (if needed).
-
The map looks fine design wise, one of the main problems I can see is that most of the faces need to be reversed. If you were to import this map now, a lot of the faces wouldn't be visible from the inside. The "white" faces in SketchUp are the ones you want to be facing inwards (towards the inside of the map, or "playable areas" that you want to have seen) and the "blue" faces would be facing outwards. I trust you are using SketchUp's "group" function to group geometry together? Doing this will have the model look better and will cut off quite a few polygons in the map. For adding actors and other things, why not use "SharpOcarina" by XDaniel? It works very well for most things, and if you know what you're doing you can get quite a lot done.