Okami Amaterasu
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Everything posted by Okami Amaterasu
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Hm... I don't think it has.
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Editing animations is possible and has been done.
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SharpOcarina - Zelda OoT Scene Development System
Okami Amaterasu replied to xdaniel's topic in Community Projects
Oh. Well, I guess that's too bad. I'll have to learn about the .x format sometime then. Thank you for the reply. -
SharpOcarina - Zelda OoT Scene Development System
Okami Amaterasu replied to xdaniel's topic in Community Projects
Does the OBJ file format have support for vertex colours? I was playing with them in UoT, and I decided they are really cool and that they would be useful. -
If you didn't do anything to the Link models, they are correctly sized. I don't know of any file like that, but I could probably make one. I don't really see how it's needed, though.
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The doors really are properly sized. Go in-game yourself and see. By the way, try positioning that door texture. Drag the red point to the bottom left corner. Credit to Flotonic for this model, I just did a quick texture of it. The "Collision" file is the original one he made. http://www.filedropper.com/test_9
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Done. In the RAR file you can find the room in Sketchup (Pro 8) format and OBJ format. The textures used are included. http://www.filedropper.com/testroom
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I'll make a model to show you. Also, for doors, you shouldn't be texturing them. For the most part, you use actors for doors. That document is talking about what you put in the collision file for doors, as the door actor has no collision of its own.
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I usually use a cube to texture things, it seems to work out, if you're willing to spend a little extra time. For lights, you'd do the same thing as I said with water. For me, Sharp Ocarina seems to dislike all of the light textures in OoT though, so you may want to use an actor from the Temple of Time.
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You should have two models, one for collision, and one for mesh. In the mesh model, you'd put all the extra details, like water, high poly rocks, trees, ect., then in the collision one, you'd put say, a box around them, or a low poly version of the model to cover it. For water, you would not put anything in the collision file, as you want it to have no collision. If you'd like to know the sizes for doors, ladders, or other things, look at the link provided here: http://sites.google....oc/modelpresets As for texture sizes and such, what I usually do is simple: use the texture positioning function, or use projected textures. How you use them is simple, after putting a texture on a face, you right-click on it, then go to "Texture" and "Position." From here on, it's simply editing it to fit the face you want. Sometimes, you may come to having a curved surface, or something such a a rock face, and you'll notice that texturing it normally will not work, and the textures won't line up properly. What you do here is simple, use a projected texture! To use a projected texture, put the texture you want onto a square face, right-click, then go to "Texture" and select "Projected." You now have a projected texture, but what do you do with it? Now, assuming you have a face that is vertically alighted on the blue axis, and the thing you want to add the projected texture to is on the same axis, you can put the texture on the face, it it will be perfectly aligned on all parts of the textured face. The way the projected texture function works is, it projects a texture onto another face like a projector onto a wall. The face you are putting the original texture on, and projecting from, needs to be parallel to the face you are texturing, otherwise it won't work correctly. I'm pretty sure this isn't all that easy to understand with the way I'm explaning it, but I'm kinda hoping someone will come in and explain it better. I hope this will help you in some way, though.
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SharpOcarina - Zelda OoT Scene Development System
Okami Amaterasu replied to xdaniel's topic in Community Projects
How do you tell which way a face is facing? -
SharpOcarina - Zelda OoT Scene Development System
Okami Amaterasu replied to xdaniel's topic in Community Projects
I triangulate everything myself, does that still mess up the normals? -
I mean by collision type the damage effects, yes. For the others, I mean the sword swipe thingy, and how close you have to be to hit enemies.
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Does anyone know how the weapon collision type, length, and shape is decided in Ocarina of Time? I've been wondering for a while. I think that if we could edit this, then we could have "perfect" custom weapons, and not just custom weapon models.
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I guess this: http://udn.epicgames...edOverview.html (How do you make links into text? I have always wondered.) is a good place for getting started. I have been working with it some, and I managed to get a very simple level to be made and playable (you can walk around and there is no character model). I haven't learned the scripting half yet, but so far it isn't all that impossible, or difficult really. I managed to figure it out by just playing with the program for a while.
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Wow, that looks awesome. I'd like to try this program too. If I figure anything out, I'll be sure to tell you.
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What type of file would it be? If you could get the filenames to be not offsets, I could probably help, or at least try to.
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Hm... I'm not sure how they'd go about that. They probably defined areas they wanted to look a certain way, then the program just went from there.