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SanguinettiMods last won the day on March 15 2017
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It's probably some glitch in the play sound function. When a sound effect is called it looks like this: BXXX where B = "SE HD" and XXX = "SE No." according to my probably faulty documentation. The first X of "XXX" is also usually 8, and one is added on when an "SE No." reaches 100 or more. I don't have any real information on how to answer this. BXXX B = "SE HD" X? = 8 "SE No." XX = "SE No." 0 = Player 1 = Item 2 = Environment 3 = Enemy 4 = System 5 = Ocarina 6 = Voice
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Let me know if you want to release a patch for any of these! - Courtesy of the program "SkyPaint". I made the skybox compatible with OoT and imported it. - I took a few hours and made this in Photoshop--My first custom seamless Skybox.
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2. You can find these in a Hex Editor without much difficulty. 4. The sky is part of the JFIF pre-rendered backgrounds. There are no separate Skybox textures for the market.
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http://forums.maco64.com/topic/830892/1/#new
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It renders just fine for me in the UoT I was using.
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I'm pretty sure UoT won't render anything because the file isn't called "gameplay_keep.zobj" or it doesn't have the string "gameplay_keep" anywhere in the name. Edit: Yeah, that's the case. And if it's identical to 1.0, it's not a surprise that the old drop bomb, heart and arrow textures are in there, as well as the A + C Interface Heart texture. It must've been since 2011 that I've known about it.
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Actually, no, you don't need to re-uv map the model and re-import it. You can easily set each side of the model to use two textures independently by modifying with F9 or D9 commands. I forget which right now.
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It's really simple to port from MM to OoT in my experience using Subdrag's N64 Sound Tool.
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OoT 3D (3DS) - Model Format discussion
SanguinettiModsreplied toSanguinettiMods's topic in ModificationsSomeone please remove the URL from the Topic Title. <.> -
Edit by xdaniel, because this came up several times already, in the thread and in PMs: Do not ask for the OoT 3D files.