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SanguinettiMods

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Everything posted by SanguinettiMods

  1. One again. Medli. Medli. Medli. MEDLI AND HER MELODY.
  2. That's just the chest identity. You can see that the item doesn't change.
  3. Well, technically, besides any of the ladies in e market, Malon would br Link's only choice since all of the others are sages.
  4. That simply states that if you want to convert each display list one-by-one, you can export an OBJ of what you're working with out of SketchUp right there. If you don't want to do it one-by-one, however, you can hide the display list you're currently working with so you can place the other ones in SketchUp.
  5. I'm really agreeing with Secant and DeathBasket. I really want to push an accurate preview of how it would look in-game because it really is a hassle to open it in an emulator every single time you change a small thing. Among this, I'd also like to ask if you could look into 64 x 64, 128 x 32, etc RGBA16 Texture Support as those kinds are used in Majora's Mask, specifically in clock town. Because those add up to 4096 bytes, it should be perfectly feasible.
  6. Try using this code. I don't know if I can patch it yet. 81382502 0000
  7. There are three ways to go about doing this. 1. Use Nemu and export a VRML. This doesn't only export the map, but EVERYTHING on screen at 1/1000th scale. This doesn't always work, so I don't suggest doing it. 2. Find and use OZMAV to export the map model. I don't know the scale of these and the textures aren't exactly the same. 3. Use SoulofDeity's Blender Script for Importing Maps and/or ZOBJ files. I don't know the scale of these and the textures aren't exactly the same, but I think it is the easiest.
  8. With Link's animations, I thought I'd written that the only editing capability this has for LInk's animations is to change rotations, unlike LACE, where you can make completely new animations. I'll see what I can do about this. Entering a value for an animation offset has been considered, possibly will be featured in the next release. Tunic coloring of Link's tunic works because of FC commands. If you use a custom Display List, tunic coloring will not work correctly unless you edit some stuff manually in a Hex Editor.
  9. Nope, not yet! Please be patient! Thanks!
  10. About the password thing, that was Vexiant's thing. These forums are hosted by invisionfree again, but I'm not going to get involved wih this topic.
  11. Unfortunately, that stuff doesn't really boil down to animations completely. At this time, Hylian Toolbox couldn't be used to recreate that.
  12. My perspective on it is that he's trying to encourage people to use it, but at the same time, he doesn't want to waste time on developing something people aren't going to use. Nothing was ever said about this happening right away, so of course he's going to allow time for people to see it. If it wasn't aiming to help the community, I'm not sure as much time would've gone into it as it did. That aside, I'd rather not start any kind of argument, and I hope you enjoy using the tool.
  13. Thanks for the feedback, but remember! Development won't continue unless uses post some content on Maco. It doesn't even have to be complicated!
  14. *Warps on top of the GCN Police car* Hallo frends! MAH NAMEz Barry Lincoln! And IMMA LIFE RAFT! *stage dives onto Blinx*
  15. *Stares menacingly into the windows* Nyeh nyeh nyeh nyeh...
  16. With the program Hylian Toolbox, the animation of a Deku Scrub can be edited. Though damage collision and such, I can't help you with that.
  17. This project was put on hold for the URA Project. It's still only ~80% complete.
  18. Nothing is wrong with using PJ64. The main problem is that most edits need to have the CRC recalculated, which makes Nemu effective for testing. That and PJ64 lags terribly.
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