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Everything posted by SanguinettiMods
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Were to get started with zelda hacking?
SanguinettiModsreplied to CrazyMartialArtsGuy's question in Q & AEh, I started out with Rice Video textures packs, if you can consider that a mod--but moved on to actor placement via UoT, like Jason said. -
It's a shame Python doesn't work for me anymore. I'll be waiting for the SharpOcarina compatible release! -sealofapproval- (Totally stolen from Naxy)
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I've never actually taken part in any sort of class, but around 2nd to 5th grade (I'm in 8th currently), I lived at a house where my dad kept a whole ton of PVC pipe in the garage. Whenever I was bored outside I would take a couple of them and practice "Sword Fighting" and when I had one of the longer ones, I'd use it like a bow staff. I always thought of it as a game, however, I really did benefit from it because my accuracy is a lot better.
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I PMed you the download link.
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Upon using a MIDI I have, using the same process I did with the other one that worked, I get this when I build the sequence: Upon loading in game I found that it didn't work. I'm only guessing, but I'm assuming it has something to do with "Converting track 0" multiple times, as well as it telling me that "Track 0 contains no usable data" at some point. Any help would be appreciated.
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Just testing out your sequence builder for the first time: It really works great. I'm glad you took the time to make a brand-new tool.
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I mean making it possible to port Instrument Sets at a time.
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What I think would be useful is if you could program an automated way to rip the Raw Sample Data and port it over into the Audiotable. x3
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DeathBasket, could you explain more how "User Definied Instruments" work, please? Please disregard this, my Readme file was missing. <.> However, the section doesn't really cover how to use the instruments rather than it does cover how to fix ones.
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Characters you would like to see in the next Smash Bros.
SanguinettiModsreplied todekupk5's topic in The Central HubI told you to stop breaking my jaw with your images. <.>" -
Characters you would like to see in the next Smash Bros.
SanguinettiModsreplied todekupk5's topic in The Central HubMegaman, and the team of Mother 2, not just ness. -
Born to laugh at chat logs.
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You saying I can't look at this? (@ Topic Title)
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So much yes.
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The Official Post Your Ugly (or Not-so Ugly) Mug Topic
SanguinettiModsreplied to Shadow Fire's topic in The Central HubAbout a year ago: <.>" -
This is absolutely epic. I was waiting for you to get around to this when I saw you said you might make it on your website. Hyrule Field actually sounds really good with Malon singing in the Background. Hehe.
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Weh. Let me fix this: "Keep in mind, you can't save these with Photoshop"
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You'll have to release the source obj and everything, otherwise SharpOcarina will not be able to load it.
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Want to make a bet? Photoshop adds some silly header. However, you can edit in Photoshop and then copy-paste your edit into paint and save it there. :3
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Keep in mind, you can't edit these with Photoshop, as far as I know. Editing them with paint seems to work fine, though.
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You can find that here.
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Every time I cried when I was younger. Wanting things to get better.
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Are you being Silly? This is a Hi-Resoultion texture pack being used via a Graphics Plugin. It's not bounded to the N64's Limitations.
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I couldn't stop staring at the gap in his teeth. I didn't listen to the video.
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A big issue all hackers for Zelda OOT/MM are facing
SanguinettiModsreplied to Zeth Ryder's question in Q & AThere isn't really, in my opinion, a "correct way" to convert OBJ to F3DZEX Display Lists. Certain vertex colors and commands need to be applied to achieve different effects. (i.e the Master Sword "Shinyness") Nintendo, I think, had these programs to make a F3DZEX Display List from a .C file? I don't really think the problems are the converter, but rather the model format we're working with and the limitations of programs are based around that. Say we were working with .DAE files. (For an example) We could have made a program to export NPC files with a bone structure and then re-import new files. This is similar to what Brawl modding has advanced to. Currently, my process, as you know, is to use multiple programs together with SharpOcarina. Sometimes the process is shorter than other times depending on the amount of texture data converted. I can explain the process if you'd like, and you might think it would be really easy.