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Everything posted by john_smith_account
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Welcome, we're glad to have you. Hope you have fun.
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SharpOcarina - Zelda OoT Scene Development System
john_smith_account replied to xdaniel's topic in Community Projects
XDaniel, I'll get you some solid data on corrected UV, versus the orginal UV. It will be Monday at the earliest, but it will save you the trouble of finding the sample data yourself. -
SharpOcarina - Zelda OoT Scene Development System
john_smith_account replied to xdaniel's topic in Community Projects
APPLAUDS Looking good XDaniel. -
SanguinettiMods's Released Mods.
john_smith_account replied to
SanguinettiMods's topic in Community ProjectsI wasn't all that impressed until I read the MIDI import part. Very complete. Is the level music not restarting the result of the limits of current music importing, or something else? -
UV Texture mapping errors in custom maps
john_smith_account replied to john_smith_account's question in Q & A
Yeah, most of my test maps were prototyped in Obj2Area Version 12. I had to refix the collision, remove shading errors introduced by the place holders code in the display lists, and it always forgot the setting for normal shading when you "repeat last build" or whatever it was called. Still it was the first of it's kind, and I got my first maps done using it. That said, I got UV errors with Obj2Area too. I have to admit the Obj Exporter I was using at the time was pretty awful. I may give it another try. Again, I plea for the secrets of the URA team. How did you get it done? What am I doing wrong? -
SanguinettiMods's Released Mods.
john_smith_account replied to
SanguinettiMods's topic in Community ProjectsWoah! Am I the only one who sees the face of a demon in the flames? OK, maybe I've spent too many hours in front of the computer this week, and Yes I do need some sleep. So what makes this mod? Song Mod + Song Actor Spawn? Could be useful as part of a larger mod. Cool. But SERIOUSLY does anyone else see it? -
UV Texture mapping errors in custom maps
john_smith_account replied to john_smith_account's question in Q & A
Wow, fast response. Thanks XDaniel. Don't worry about the display on SO, it's fine. There are other parts of SO that need more attention. I'll look into the issue based on what you've told me here. The funny thing is I can fix the errors manually in ZLE2, but it takes so much time and that doesn't let me tweak and rebuild levels easily. That puts a hurting on the creative process, ya know. I still think theres more to it, and I tend to want to blame the exporter or Sketchup. Why do I think that? Example: I model a map, and build it, and it turns out fine. Then I decide to "paint" a room of the map with a differnt texture that has the exact same diminsions. Then on a new build the UV is messed up. I've found some work arounds, but they're not always fool proof. It's really slowed my progress. I've got only one map done(modeled) and three throw aways (ruined UV mapping). Again, I think I'm doing something wrong. The URA team surely encounter this allready. Is there a good work around? HELP! -
I need help. Am I the only one having UV mapping textures errors with my custom maps? I'm currently on my 3rd attempt at a custom dungeon, but I spent THREE TIMES AS MANY HOURS trying to fix the UV mapping errors as I did building the orginal map. I don't give up easy, but quiet frankly I'm ready to quit! Anyhow, I'm using Google Sketchup 7, Sharp Ocarina, and TIG's exporter. I don't think the fault is Sharp Ocarina, since it displays the maps fine. But when insert my maps into the game, the UV mappings get ruined. Sure I could use ZLE2 and manually fix them one by one, but that's just too much work. So my question is what am I doing wrong? Is there a modeling program or exporter that works better than what I'm using? URA team, what's your secret? I can't believe you got so much done if you're having the same issues. Any help I can get is welcome!
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Is it possible to make a translator for MM Debug Rom?
john_smith_account replied to Armos's question in Q & A
You could make a patch. There was a patch like that for a differnt version of MM, but it never proved to be popular. Yes the previous patch can be copied over to the MM Debug ROM, but there is very little intrest in the MM Debug ROM. -
The URA project is probably to thank for that. Anyways, welcome aboard.
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Megaupload Gets Shut Down By Feds
john_smith_account replied to cloud1414's topic in The Central Hub
Yeah but these aren't on the internet, they're in the "real" world. I think I know what you mean, that the people who care about the internet will ralley together against these laws. If that is what you were getting at, I hope you're right. -
Megaupload Gets Shut Down By Feds
john_smith_account replied to cloud1414's topic in The Central Hub
*still crying* -
Megaupload Gets Shut Down By Feds
john_smith_account replied to cloud1414's topic in The Central Hub
MegaUpload down? Gone?! NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!! *Cries himself to sleep* If it is permanent, and it probably is, MegaUpload will be greatly missed. But I knew the day was coming. I'm sad but, I'm not surprised. -
SharpOcarina - Zelda OoT Scene Development System
john_smith_account replied to xdaniel's topic in Community Projects
On an unrelated topic, can I get a fix on OZMAV2 please? The 'won't dump maps' bug on some systems is documented by now, and surly it's an easy fix. Either that or a linux compile would make my life a litter better. (I SWEAR I'll learn to compile libraries under linux later.) -
Oh, the r76 maps didn't just import just like a snap: 1. My TIG's importer is modified. 2. I run the maps through a process I came up with. I could show you the process, but I was told that the OZMAV2 dumps are superior, and that they work by default. So i figured why bother teaching an obsolete process. Is this not the case? [/rant] OZMAV2 doesn't work on any system I try it on. I gave it different ROMS, and 'installed' it in a slew of different sub directories. Nothing. Yeah, it runs fine, but will not dump me anything. So I gave up and moved on. If i ever get the basics of linux down, I'll compile for my spare lot top and get the dumps. Either that or wait for the bug to be fixed on the windows versions. [/end rant] Anyhow, let me know if you need the r76 process.
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Ya, it's a collision type. 100% sure. The same type exists in parts Gerudo Valley to make link 'dive' into the river below.
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Is there a tutorial out there on how to make your own maps and import them?
john_smith_account replied to KevinB834's question in Q & A
I like TIG's Exporter with the modification I listed in this topic: http://core.the-gcn....-tips-and-help/ I would distribute TIG's Exporter with the line change already made, but I'm pretty sure that would go against the author's wishes. By all means, try making some stuff. I need lots of help on the ZB2 project if you've nothing else to do. -
Russian living in Norway huh? Sounds like a spy to me. Welcome to the forums.... I'll be keeping my eyes on you.
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I guess I might as well introduce myself
john_smith_account replied to shadow_sculpter's topic in Introductions
Good introduction, I like your style already. Welcome to the community. -
We're going on the assumption spinout's animation mod will be available as a patch, for those of us who still don't know how to compile and add source code to the game ourselves.
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I've got a process to get the maps working for OZMAV1, it might work with OZMAV2. Dunno. OZMAV2 won't dump maps on any system I've tried.
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That won't be a problem, I guarantee this can be fixed. I've worked extensively with maps originally designed for Obj2Area, a few of which didn't work with SharpOcarina by default. So, I've developed a process for getting anything that works in Obj2Area to work in SharpOcarina.
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Someone hit a Timeshift Stone near me... :o
john_smith_account replied to The Tjalian's topic in Introductions
Teej! I remember you. Coming from another 'ancient relic' as you put it, It's good to see you. -
Welcome to the community. Hope you have fun.