Jump to content

Rinku

Member
  • Posts

    117
  • Joined

  • Last visited

Everything posted by Rinku

  1. Strati-> Thank you! SharpOcarina could edit these colors as Lighting A, B, C, D, E but had not information about their meaning (general ambient light, Link's upside or downside etc.). So command 09 would be useless? ChriisTiian-> Nice findings! After some testing of the 02 format, I think I understand what you mean. With Transparent Cape with a Light, you mean a punctual light source, am I right? It can be positioned around like an actor. But the size gets very big very fast. yy = 10 is as big as Kakariko! Are you sure that the positions are only one byte long, not two? I mean, I think it is "02 UUUU VVVV WWWW 00 XX XX XX 00 YY 00" instead of "02 00 UU 00 VV 00 WW 00 XX XX XX 00 YY 00". I have one question left, for the 01 (Ambient Light): 01 00 WW 00 XX YY YY YY 00 00 00 00 00 00 Do you think that the two 00 bytes highlighted in purple are unused? I tried many things for them, it didn't crash, but I didn't see any changes either.
  2. Mallos-> Yes, command 0F is used for environment effects in the game such as ambient light and fog. ChriisTiian-> With some help, I found out more about the 0C command, about WW and YY: Format: 01 VV WW XX YY ZZ ZZ ZZ VV = ? WW = Sets the north-south direction of Color Illumination. 00 = No color, 01-7E = Light from north, 7F-FF = Light from south. XX = ? YY = Sets the west-east direction of Color Illumination. 00 = No color, 01-7E = Light from east, 7F-FF = Light from west. ZZ ZZ ZZ = Color Illumination of Area/Actors. (RR GG BB)
  3. Your english isn't bad at all! Now I understand, thank you very much! Command 0F is used for scenes and command 0C can be used for maps, but their effect "color/ambient illumination" is pretty similar, isn't it? Can I post this information on the wiki?
  4. mzxrules-> Oh, thanks, now I understand the details better. Totally forgot about sunset! So you are still in the day header, but the nighttime SFX already plays. xdaniel-> So you exchanged the scene header offset pointers, and then the nightmare scene header (proven by rain and dark sky) got "connected" to the intro room header (proven by intro actor). In fact, this proves true that scene and room headers are connected just by their index. That's great! I tried to made the changes you made, but I got other results. My intro was normal, only the nightmare was changed. Heavy-> I think xdaniel is planning to add it soon in the "Scene Metadata" tab.
  5. That's wonderful! Strati and ChriisTiian, am I permitted to post this information on commands 05 and 0F on the wiki? Also, Strati, am I permitted to post your information on nighttime SFX on the wiki? I won't post the 0C command now because I don't understand how it works. I don't understand the format of its list; is there only one "01 VV WW XX YY ZZ ZZ ZZ" in the list or are there multiple such entries? This command is not used in game; how did you find out its format? It's incredible!
  6. This sounds interesting. I think the scene and room headers are related to each other by their index , as you say. If this is not proven false, it would in fact be more intuitive, simple (and faster to work with) to group them into "Stages" . Nice idea!
  7. The following may be false, it's only a supposition: OFF TOPIC: Well, I think scenes with day and night cycle (Hyrule Field, Zora River) havethe same scene header for both day and night; at daytime the track plays, atnighttime the SFX. Scenes with both a day and night version but without cycle (Kakariko, Lon LonRanch) have separate scene headers for day and night. The first one is set tostay at daytime and plays the area track, the second one is set to stay atnighttime and plays the nighttime SFX. haddockd, would you like to have music play at nighttime? I don't know if itis possible, as the nighttime SFX seem to play automatically when it "is dark",when the scene time is set at nighttime. Enough offtopic, I'm sorry for this.
  8. I see, thank you for searching this! I will add it to the wiki and credit Strati. I thought day and night were different scene headers (the main header and the first alternate header), but if the music changes because of this command, does that mean that day and night are in fact the same scene header?
  9. xdaniel, I was wondering what this "Nighttime SFX" is? Is it part of the 0x15 sound setting command in the scene header? Because it seems like it isn't documented on the wiki. Anyways, the new version is really nice!
  10. Congratulations, these are some great findings! The 05 command will soon be figured out. But I still wonder what could use the command in Hyrule Field....
  11. Antidote: Yes, it is ATi. xdaniel: It works! Strati: No, the textures work fine for me.
  12. I get this error when I open it: ************** Exception Text **************System.EntryPointNotFoundException: Unable to find an entry point named 'glClearDepthf' in DLL 'opengl32.dll'. at OpenTK.Graphics.OpenGL.GL.Core.ClearDepthf(Single d) at OpenTK.Graphics.OpenGL.GL.ClearDepth(Single d) at SceneNavi.OpenGLHelpers.Initialization.SetDefaults() in C:UsersDanieldocumentsvisual studio 2010ProjectsSceneNaviSceneNaviOpenGLHelpersInitialization.cs:line 41 at SceneNavi.MainForm.glControl1_Load(Object sender, EventArgs e) in C:UsersDanielDocumentsVisual Studio 2010ProjectsSceneNaviSceneNaviMainForm.cs:line 720 at System.Windows.Forms.UserControl.OnLoad(EventArgs e) at System.Windows.Forms.UserControl.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
  13. Hello, Try to move actors around with xdaniel's tools SayakaGL or SceneNavi. Then you could change some actors by reading the actor list on the wiki. If you want to go further, play around with the dungeons and read our guide on switches and triggers on the wiki. If you are interested in making own maps, use xdaniel's SharpOcarina to import them into the game. There are lot of informations and documents on the wiki, and the tool list Netsrac proposed is great. Please say, have you done any hacks before and how new are you exactly to this? Thanks for reading!
  14. Rinku

    Disappearing actors.

    mzxrules: If everyone would make their own notes public, we could easily fill the wiki, I think. Arcaith: Well, the informations about push blocks are in your thread (the same ones that I read on the wiki a while ago, I think), but not the things about the boulders etc.. spinout: Well, I think the informations about the boulders, Megaton statues and fake doors were not on the wiki (excepted the ones I added yesterday, of course); this is why I made a topic. Oh, and don't forget to fix the spam blocking thing on the wiki, please (the problem was addressed in my OpenID thread). Thank you very much! Thank you very much for reading!
  15. Rinku

    Disappearing actors.

    mzxrules: No, that wasn't the problem. Now the solution: I know that blocks are connected to switch flags, so if the block disappeared too, it must be some switch flag that was set. After some testing, I found out that brown boulders, Megaton statues and fake doors are all connected to switch flags. Destroying a boulder would set a switch flag (00) and when I re-entered the room, all these actors would be gone, including the push block, as the flag was still set. The switch flag can be set in the variable, of course. I added information about these on http://wiki.spinout182.com/w/Modification_and_Addition_of_Switches. With this information, you can set the brown boulder, Megaton statue or fake door to be temporary, permanently, or localy destroyed. I plan on adding this on the actor list too, as soon as spinout has fixed the spam blocker. A special note for SanguinettiMods: I found out that you were the one who reported the same problem (with boulders) back in september 2011, in Sharp Ocarina's topic. If you still have the same problem, I think these informations will help you. A great way to make these actors reappear after changing rooms is to attach them all to the same local flag (I used 38) that is not used by any adjacent rooms. So you use only one flag. But if you have a Megaton statue or boulders blocking a door, you will of course prefer using temporary or permanent flags... Thanks for reading!
  16. Rinku

    Disappearing actors.

    Hello, I know this problem has been addressed before but I couldn't find the topic. In my custom map, sometimes, when I go into another room and then go back (using doors as transition actors), some actors disappear. These actors include blocks (most of the time), fake doors, yellow boulders and Fire Temple pillars. Any idea? Thank you for reading and thank you for help. Solved, going to explain tomorrow. OFF TOPIC: By the way, if you see this, spinout, please check the OpenID topic in The Central Hub, as Three_Pendants addressed a problem with the spam blocker on the wiki.
  17. Oh, totally forgot about this! Yes, it works great, althought textures are very buggy in my custom maps in SceneNavi. I'm using version v10 beta 2, by the way. I thought it was a bug that only the first path was being rendered, but I just found out that you have to select a path for it to be rendered. Wouldn't it be better to have all paths being shown by default? Althought it is only my personal preference, so don't worry to much about it. Thank you for reading!
  18. I cannot thank you enough for the live stream, it was really interesting, even if I know nothing about programing. I found you were really fast in adding these features! I don't know if you saw my shout yesterday, but I recognized MAGIA; I really love this song, you have great taste I must say. Will you release a test version with the collision features soon? If SceneNavi could edit custom maps, it could now solve my problem as it is (addressed in "What programs are you in need of"). Thank you for reading!
  19. While SharpOcarina's polygon type editor was nice, it would be useful to add some text at least to the ground type box, like 0 - Earth/dirt, 1 - Sand, 2 - Stone instead of numbers only. I agree with Strati that more predefined options would be nice, but I recommend to keep the option to work with the raw data too (I found it great too), as it can be useful. As for the collision view, an option to toggle between white and (possibly user-assigned) colors would be nice.
  20. I'm aware of this problem and I've pressed enter many times at many boxes. Sharp Ocarina haven't assigned the polygon types to polygons, but DID create the polygon types, as I checked this on my hex editor. The polygon type definition list was okay, but in the polygon array, all polygons had type 00. It's only happening with that map as it's the only map I have for testing collision. So the binary option creates .zscene and .zmap files! Neat! I didn't know this; thank you very much! But I still can't select polygons on Hylian Toolbox, and navigating into my rooms is difficult, even with wireframe... Thank you to both of you!
  21. That's really nice of you, thank you very much!
  22. Yes, I could use Hylian Toolbox, but this would require me to reimport my map and reposition all the actors and things (which seriously took hours). Why I have to reimport my map? Because Hylian Toolbox can open .zobj in ROM, but .zmap only as individual files. And Utility of Time doesn't seem able to extract custom maps made with SharpOcarina. So I don't have my custom map as an invidual .zmap file. I would have to reimport my map and reposition everything, I seem not able to select collision triangles on Hylian Toolbox (I just tried it in spot00) and I don't even know if Hylian Toolbox can move scene/transition actors (but I hope so!). But I don't complain (even if it seems like I complain); I thank both of you for you help! I think I'm simply too lazy...
  23. Hello, I know the topic is a bit old but at the moment I would need a program which works with CUSTOM maps (made with SharpOcarina). The program should be able to give the number/ID of the polygon/vertex you have selected. The reason is that SharpOcarina didn't assign the polygon types to the polygons. I'm fixing that manually with an hex editor but it's terrible guess work as I don't know which polygon in my map is which polygon in the ROM, so I basically have to try out all the polygons... Thank you for reading!
  24. Rinku

    OpenID.

    I'm glad you like them! I hope they will be useful for someone. Seems like spinout hasn't seen this yet. Here are two new changes to the actor list, concerning actors 004B and 0130 (the second one is noted as a "?" in the actor list):
  25. Rinku

    OpenID.

    Oh, I see... Well, I tried to add it myself today but it didn't work, so I suppose spinout hasn't fixed it yet. Are there two mentions of the same word right next to each other somewhere in my post too? Anyway, thanks for the information! If it gets fixed, I will add my changes myself, of course.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.