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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 ProjectsHey, xdan; At one point you had shown us a re-write of SharpOcarina. Do you still have plans to continue that? I'm still waiting for proper alpha texture support and maybe a few other things, for example. -
SketchUp can't import object files natively. It could be likely that the plugin you were using has a fault. I'm not sure about Maya. Like I said, please try importing it into blender and exporting it as a .3DS. Then import that back into SketchUp. This problem will likely be fixed in the next release. Please bear with it!
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It isn't exactly an actor that I want to turn invisible, though. I want to turn a pathway in a custom map invisible. If the only way I am able to do that is via an actor, that means I would have to make a partial part of my map an actor and turn it invisible. That's just. eh.
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Is this is a collision type to make something invisible? I thought it might be a flag kind of like the CrawlSpace collision. If so what might that be? Or if it isn't, is there an actor to make something invisible?
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When you have floppy cheeks.
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.OBJ is .OBJ. Try Blender. I'll list it as a potential bug; With that, could you also tell me what you exported and tried to import?
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This is kind of off topic, though, Link's animations aren't actually in his file, just to make it clear.
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Nah, sorry.
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And I could probably import it. :3
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Ocarina Of Time ~ Debug ROM ALL Fixs ~
SanguinettiModsreplied to â–²ChriisTiianâ–²'s topic in ModificationsThese aren't necessarily "fixed" haddockd. They're just mods that were either done by cooliscool's Zelda Edit or Otherwise. For example, the Stalfos aren't even "correct". It just suffices. -
UoT has a tendency to corrupt most files and crashes a lot. I'd stay away from it myself as Actor editing can be done in xdaniel's SayakaGL. I do vertex editing in Blender, myself, if even at all.
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That's right, the bug was fixed! You can download it here!
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Most of those programs aren't worth your time and are very old. LACE is an ancestor of Hylian Toolbox used for creating custom animations for Link.
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Video Tutorials To Get Started and Master Tool List
SanguinettiModsreplied to giadrosich's question in Q & ANote, MMMusic2OoT is Windows Only. My preference is strongly towards InstEd, as this can fix some of the wrong-sounding instruments. -
A MIDI is just a sequence if nites. The instrument definitions couldn't matter less. Just as long as you name each channel as the instrument I should use.
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I don't mind at all. Absolutely add it if you'd like.
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Interface Lift - For making custom interface gameshark codes. Pierre's Ocarina Studio - Making Custom Ocarina songs. Note, not the best piece of software; Probably stick to using a Hex Editor. Scroll of Time / Majora - A GUI Application used for editing text in both Majora's Mask or Ocarina of Time. If you have problems with this, because it lacks support for some things, Try using DeathBasket's Text Tool. Hylian Toolbox - An application in it's infancy state that can currently be used to either create new, or edit old Hierarchies and Animations. This can also rotate or scale display lists. DeathBasket's InstEd - An advanced application for converting Custom MIDIs into zelda sequence files. This can also be used to insert ripped sequences from Majora's Mask. Model2N64 - Used to convert OBJ files into custom F3DZEX Display LIsts for use with either Ocarina of Time or Majora's Mask SorataVSE - Simply a viewer for actors with proper matrix rendering. I hope that can get you started, at least. I look forward to seeing what you come up with.
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Hey! I think these are really great. If you ever wanted to upload a MIDI I'd definitely import these.
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I can't really help you with the name, though.
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A bugfix version may be released soon. Perhaps you're right about the later OpenGL version. I Apologize for this error, everyone!
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Oh, Okay, thanks for clearing that up! I'll edit the tutorial to reflect that information.
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You could try putting glu32.dll and opengl32.dll in the same directory as this program. Please let me know if this resolves your problem.
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I don't know that you're doing it wrong. Is SDL.dll and font.bmp both in the same directory of your program? Are you running a 64-bit OS? I saw this problem in a YouTube comment and I'm unsure if it were resolved.
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Any OBJ importer you find for SketchUp isn't going to be the best. I'd recommend opening it in something like blender first and then exporting it as a .3DS, which is a format that SketchUp can natively import. You told me you tried the horse object; The horse is mainly matrices which this tool doesn't yet support.
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Epona's model will load. Show what you come up with! There may be trouble, however.