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Everything posted by SanguinettiMods
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SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community ProjectsSure. -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community ProjectsIt hasn't darkened any textures until I tried using it for converting a Display List. Not only did the colors darken, but One texture had some Red and the other tetxure had some teal. The Red on the texture became teal and the teal on the other one became red. ...Not that is was meant to convert Display Lists... I just can convert it. -
If you texture and then group, it's easier. then you can Right Click> Select> All with Same Material Right Click> Group
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SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community Projectsxdan, I wanted to ask you about something, I think I've said before, going through one room, and going back through the door make some actors disappear. Specifically ones that are there temporarily (That you can destroy). I can make a video if you don't understand my problem, but I'd really like to get that figured out. Also, Let's say I had a treasure Chest in one room (0200) and one in another room (0200), I should be able to keep the Identifier (the last digit, 0) the same, since It's in a different room, right? It doesn't seem to work that way... -
All of that can be found here.
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I know there are different variables that I can use for Door Actors.., But I don't think this problem can be solved by simply changing the variable used. There is a difference between doors, for sake of example, in the Deku Tree, and the Spirit Temple. If I wanted to make the Deku Tree use the Spirit temple doors, what would I have to do? What I've tried > Adding the Object (group) of the spirit temple door > Nothing else...
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SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community ProjectsChest Switches -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community Projects@ Gaz -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community ProjectsI use Google Sketchup 8 Pro, I don't use the Ruby Plugin. -
Replacing Link with a character you designed
SanguinettiModsreplied to Gazpacho146's topic in Modificationshttp://core.the-gcn.com/index.php?/topic/274-importing-custom-dlists-a-sword/unread/ -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community ProjectsAlright, I'm having some trouble with multiple rooms. First, I go through my door, and my second room loads. A waterbox that is supposed to be there isn't, it is only present in the first room. Second, When I go through my door to my second room, and then go back to my first room som actors (Specifically Boulders) Disappear. And Third, Treasure Chest Actors in the second room, register as if they were in the first room, so I need to change the Identifier in the variable... (Unless that's supposed to happen?) -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community ProjectsThanks, xdan! Gaz, You could send the obj to me, although it'd be great to upload it to ifile.it and send me that link. -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community Projects -
Replacing Link with a character you designed
SanguinettiModsreplied to Gazpacho146's topic in ModificationsYou have to convert each individual limb with spinout's wotf.py or model_convert.py and replace either Child Link's or Adult Links. I have a tutorial posted here on how to import custom models. -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community Projects@xdan I used both the Mouse-wheel keyboard arrow buttons, they just won't move. anymore... Edit: Nevermind..It works now with the arrow buttons, but it used to work with the mouse wheel >.> -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community Projectsxdaniel, the program works great! But.. are you planning to add any texture effects (animating, glowing, etc.) ? Or Camera Effects like we would see in Jabu-Jabu's Belly? Edit: I have a problem. This hasn't happened until today... When I'm trying to move the Spawn Point, or Actor Cubes, it doesn't move. I'm not sure if it will in-game or not, I just know that it doesn't move in the preview anymore... -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community Projectsit works! -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community ProjectsUnfortunately, it still doesn't work for me. -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community ProjectsI still get the error after re-downloading the file. -
SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community ProjectsI get the same error DeathBasket does. -
loadrom <ROM Path> loadscene <scene #> extract <will extract all of the rom's files> dumpobj <will dump the scene as an .obj file> help <for more help> Also, xdan, how to I get all rooms to render?
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SharpOcarina - Zelda OoT Scene Development System
SanguinettiModsreplied to xdaniel's topic in Community ProjectsWhat I do, when I export the model, I copy the .obj file and rename it [OriginalName]Collision.obj. That seems to work well. -
That helps immensely, I'll try it right away.
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Do you think you could provide screenshots? I know which tabs you're talking about, but Adding Exits.... It doesn't seem like it does anything to the polygon type...