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Everything posted by john_smith_account
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ZAP2.5 and ZLE3, Need your input.
john_smith_account replied to john_smith_account's topic in Modifications
Good to see ya again, old friend. I've still never got around to telling you what I thought of Utena. Yeah, seeing which vertex is selected is a real problem in a majority of the maps. The system actually works well in any map with vertex coloring(read: most indoor maps such as temples), rather than maps that use normals shading. The out doors use normals for the light source stuff. There's probably a work around to be found. -
No, she'll load fine side by side with epona, she just needs the extra D2 group.
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Brown horse:actor 0014 FFFFgroups 001A 00D2 You were on the right track, but still a little confused. The horse that appears in the Zmap listing at the ranch IS Brownie.( I like that name ) Epona, same actor variable 0000, isn't listed at the ranch, nor at any other loaction you can ride her to. You see she's conditionally loaded, based on if you've won her in the race against Ingo yet, and if you have won her then she is where you left her last. The game remebers where she's at, and loads her if you ever return to that map.
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:( ...
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THIS IS FREAKIN' AWSOME!!! Please, don't close this project.... EVER! I'm telling you a little more organization, and Zelda Modding is about to enter it's Golden age. Tools like this one, Sharp Ocarina, Ocarina Value Editor 1.21, SEVERAL easy to use music tools, multiple text editor, plenty of video tutorials... 2013 will be the year of OOT modding!
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*REMOVED*
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(ZAO-ADD) Z64 Automated Actor and Object Adder
john_smith_account replied to Jason777's topic in Community Projects
First off, great program. We need more tools like this so that it's easy to jump right into modding. Second, the CRC issue. I see you've fixed it now... HOWEVER, for convince I work with a CRC free ROM. Some emulators won't recognize the ROM one it has a new CRC, so you end up having to redo the ROM settings for each CRC fix. It's far easier to work with a CRC free ROM until you're ready to release your patch, and then put the CRC back. http://www.the-gcn.com/topic/723-important-prevent-mods-from-freezing-on-some-emulators/ We really need a topic explaining to new comers the benefits of working with the CRC free ROM. Third, concerning ZAP2. The current release of ZAP2 has an error that only allows it to read actors so far down. So actors added further down(or toward the end) of a zmap aren't found by ZAP2. I fixed the error in my personal copy a long time ago, but never released it. If you'll wait just a little longer, I'm working on a ZAP2.5 release with a slew of bug fixes, and new features(hopefully doors). Please be patient with me. -
I was talking about myself not being a real programmer, hence why I need the help. But you probably knew what I meant.
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Obviously I never should have coded in VB6. I hate VB.NET though. It's not like BASIC at all. I can read C#, or even C++ better than I can VB.NET. To be honest, I'm lost. I'm leaning toward C#, because it looks friendlier than C++. But I'm totally lost on framework. I'll start a seperate topic if ZAP3 becomes viable. But I'm gonna need a real programmer (jason777, xdaniel, spinout, ect) to guide me into the 21st century.
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I' I'm open to suggestions. Whatever language is chosen will obviously have to be able to access other processes memory space. But changing languages, we might as well start over. This time, merge ZLE2's funtions with ZAP2's funtions... ZAP3 anyone?
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Hey nice! I've always thought beginners needed a better introduction to the tools that are available. I'm seriously considering ZAP 2.5 now. I've always wanted to add door placement... and compatibility for different ROMS. Sky box and music support would be good... The ability to enter values, rather than just increasing/decreasing them using the key board interface... What do you think?
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No response?
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Yeah... I pretty much made a dick out of myself, didn't I? :( :(Point taken. Sorry XDaniel. Forgive me?SO uses:11 00 00 00 00 00 01 00A common sky box is:11 00 00 00 01 00 00 00 Personally as far as a new scene development program goes, I'm not ready to see Sharp Ocarina go just yet. I've been sick(er), and haven't been around. Last release I knew was v6? I can work around the other issues I've listed, other than the need to disable texture conversion. So if you could find it in your heart to forgive me, and turn out a new release of Sharp Ocarina with the abilty to disable texture conversion on a texture by texture basis, I'd be happy already.
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Getting the obvious bugs out, and getting the basics working would make the most sense. For the love of Trifoce, make a *USEFUL* TWO OBJ SYSTEM!!!1 For collision, 1 for Polys, textures? vertexes??... whatever you call it.For begginers/prototyping maps, you could always choose the same file for both.SO does this already, BUT then goes and matches the collision types to the textures in the poly map.Which is a pain in the ass! I worked around it by building the map twice, once for polys, once for collisions, but what a pain.There in no reason to change the idea of matching collision to the OBJ texures. It's a simple, intuative, beautiful system. If it had been implimented differntly.Other than that, all values entered should be kept in HEX format this time around, even in the XML, or whatever build files you choose to use this time. Converting my custom collsion types to decimal in previous verions of SO was terrible.Collisons in genral in later versions of SO kept going in the wrong direction. You *ALWAYS* need to be able to enter manual values in definding collision strings. I had the proper string for ice, and couldn't use it.Also a *USEFUL* over ride for texture conversion, so you can make fences, gates, windows, ect using the ALPHA channel of the 16-bit RGBA textures. Again, the feature is there in SO, but it dissables conversion for all textures. Which is completely worthtless. It needs to be per texture. I mean why can't I have a map with 20 textures, only 1 of them specifcly 16-bit RGBA? It's impossible to port many maps back from OVMAV dumps whithout this feature. Oh and the sky box string used by SO isn't used anywhere in the game. It's incorrect. It's what messes up the lighting on SO maps. It's a two byte fix that never gets taken care of.
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It starts! Things are gonna really get rolling again now, I can just feel it.
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i guess the carpenters son never managed to keep the family name, huh? HA! Perfect. Love it!
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Well, ole John is going back to the place of his birth. Out where there are no street lights, no stores, and dial up is the only available option for internet. I really don't know if I'm gonna make it back this time either. GCN was fun, I had a good time here. XDaniel, great tools! Sharp Ocarina renewed my interest in modding this game, and I had a blast playing around with it. Peace out everyone.
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What were you thinking just waltzing in and introducing yourself! You've got some nerve!!! *JUST KIDDING* We always say the same things in the intro topic, so I thought I'd mix it up. Anyways welcome to GCN, and hope you enjoy your stay.
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A new guild is formed, the GCN Defenders. We are the only good guys in this battle! The line between good and evil is now drawn... A source of light and justice in a corrupt world... Repenting of my evil ways, I vow now to Defend the GCN, and it's keepers The Chosen. We pledge, The Prophecyâ„¢ will not be fulfilled!
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Everyone loves Tetris! Let's change that!
john_smith_account replied to xdaniel's topic in Randomness
I see what you're going for with that, but it's still not as bad as Tetris 2. -
Topic reminded me of this:
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What, no love for cake?
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I like it! I hope you get to making some of your own maps too, it's really fun. Welcome to GCN.
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Hey look on the bright side, maybe now we can get back to game modding now.
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Zelda OoT: General Item Spawns Found!!!
john_smith_account replied to Airikita's topic in Modifications
Well, regardless the method, it's a good find.