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Everything posted by john_smith_account
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Yeah, I said as much in the shoutbox... but no one ever listens to me.
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still, my gut says it's a pallette issue.
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if you had a video i might be more sure, but did you somehow access the sky's pallette as your heart color? Or some other palette value that keeps changing. There's a few in the game right?
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Nice to meet you. Hope you'll stick around a while.
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Editing OoT Debug ROM levels/maps in Sketchup?
john_smith_account replied to Armos's question in Q & A
Good questions. Alternate headers are not a big deal. For the simpler ones, it's just a matter of recalculating offsets, and tagging the multi-header files on the bottom of the scene. Really that part could be automated, if we ever wanted to. Then, even cutscenes would be no big deal to port that way. As for animated textures, right now I don't have a way. Airikita has been working on those, but they are so fixed in nature, we probably need a more flexible solution. It was once suggested a new actor could be made to animate textures. I find that preferable to hacking something into the game's main code. Still, in truth, it will be near impossible to clone the maps exact. That said, I would like to point out the goal isn't really to just recreate the original maps, but rather to free them up for easy modification. I plan to show case a few modded original OOT maps in ZB2. -
Editing OoT Debug ROM levels/maps in Sketchup?
john_smith_account replied to Armos's question in Q & A
Forest Temple as a Google SketchUp file - Proof of concept (Work in progress.) http://www.sendspace.com/file/5qg5fi And the ruby scripts used to import the OZMAVr76 OBJ files, and export OBJ files ready for use with Sharp Ocarina. http://www.sendspace.com/file/u0pwne Yes, it's a humble start. But armed with the new information about RGBA textures, I aim by the end of the weekend to have a file in Google SketchUp format ready for export to .OBJ file format. The exported .OBJ file will in turn be ready for use with Sharp Ocarina. EDIT: Took a closer look at the material list, it's nothin doin. I still hope to prove once and for all the existing tools, and methods work just fine if you're willing to learn how to use them. -
Editing OoT Debug ROM levels/maps in Sketchup?
john_smith_account replied to Armos's question in Q & A
XDaniel, you need to quit being so hard on yourself. I have always loved Sharp Ocarina since day one. (You're aware it's why I joined aren't you?) Sure, there where parts of it I thought could be improved, but over all it's a very complete map importer. As a matter of fact, I still plan on making support programs for it to add features externally. Cheer up XDaniel! After all, there's nothing scarier than a moody german. Now back to your regularly scheduled forum topic, already in progress. -
I've been meaning to add transition actors to ZAP 2.5, but the ZLE2/ZAP2 series are so often ignored I never feel any motivation to do it. EDIT: Really, the tutorial writers, and tool makers have kinda dropped the ball on some of this stuff. We don't really have a single Tutorial that covers building a simple mutli room map with the existing tools. I would be glad to upgrade ZAP2 with a door routine when I get the time, and see if we can't do some kinda doc with Sharp Ocarina and ZAP2, or Scene Navi.
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Editing OoT Debug ROM levels/maps in Sketchup?
john_smith_account replied to Armos's question in Q & A
Hey hey now, I did say I could be wrong! This is good news, thank you for the corrected information. -
Editing OoT Debug ROM levels/maps in Sketchup?
john_smith_account replied to Armos's question in Q & A
Unfortunately, to my knowledge, Sharp Ocarina lacks the ability to define textures as RGBA so that you can make stuff like ladders, and fences which require alpha. But I could be wrong. Still it's the easiest, and fastest way to get started. Good luck. -
The Sheikah's Apprentice [UPDATE:7/18/15]
john_smith_account replied to sairugoth's topic in Community Projects
*REMOVED* -
The Official Post Your Ugly (or Not-so Ugly) Mug Topic
john_smith_account replied to Shadow Fire's topic in The Central Hub
Longest I ever made it was a little over 2 years. I had to cut it to make a good impression at my first vendors show. Last year I made it to 18 months. Right now I'm at 8 months, and am pretty pleased with it. -
The Official Post Your Ugly (or Not-so Ugly) Mug Topic
john_smith_account replied to Shadow Fire's topic in The Central Hub
Very nice Gump. You look like the friendly sort, I mean that. I always thought Arcaith would have eyes like Raiden from Mortal Kombat... Mallos31 is doing it up right! Wish I could grow mine out like that. How long did it take? -
Hey.... good find! I never noticed that before! Hyrule Field in the intro (cutscene 07) does contain the Child Link bridge. Doesn't that count as beta, since the bridge is intact-ed? At the very least it's an interesting continuity error. EDIT: Tried putting the child bridge in the adult map with no luck, it would not appear. It looks like it checks for age and which cutscene is playing? This explains why the bridge would not go up and down even when we got it to appear by removing the age check.
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004A : 002F : 00C78480-00C796C0 : ovl_Bg_Spot00_Hanebasi 004A:002F:FFFF:Drawbridge(Child) 0194 : 0166 : 00C782E0-00C78480 : ovl_Bg_Spot00_Break 0194:0166:0000:Drawbridge(Adult)/Square Signpost But no one takes my word for anything. It hurts my feelings after a while you know.
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The bridge actor in young Link's map still checks Link's age I think. Kinda redundant, don't you think?
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*TBA*
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Sairugoth's knowledge on Making Zelda Maps [SketchUp]
john_smith_account replied to sairugoth's question in Q & A
Mods didn't say no. Here we GO! http://www.sendspace.com/file/u0pwne Here are the scripts to develop, import, and export OOT maps in perfect scale in sketchup. 0. Open Google SketchUp. Set the temple to Millimeters, and delete that stupid man.... 1. To build maps from the game you'll need to use OZMAV release 76 to dump them as OBJ files. 2. There's a typo in the OZMAV .OBJ dumps. It's either MTL or MLT... you'll need to find it and fix it. 3. Import the .OBJ into Blender3d. This will fix the error of half the faces being reversed. 4. Now use the OBJ import option, select OZMAVr76 scale. 5. There you go! You've got any map in SketchUp now. Use the export option to get .OBJ files to use with Sharp Ocarina. It should be in proper scale. If I did anything wrong, let me know and I'll fix it. -
Hit me up for upgraded tools. I still have you on YIM ya know.
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Sairugoth's knowledge on Making Zelda Maps [SketchUp]
john_smith_account replied to sairugoth's question in Q & A
No, it's not a normal script. I have a pair of modified Ruby Scipts I use. They work fine with Google SketchUp 7, or 8 so when I get the go ahead I'll post them with full instructions on how to use em. Sorry, my hands are kinda tied now. I was warned about my behavior without specifics on which behavior(I've been very active lately), so I'm afraid to post any files for a time. Posting modified scripts without express permission by the original author's permission might violate the TOS agreement, and get me banned from my beloved community. I'll post the scripts after they are approved. If they are approved. EDIT #1: Proof the scripts exist, and work flawlessly. http://www.sendspace.com/file/u2ashq EDIT #2: It's Map #117 on Map select. Note this is a very old build, based on an earlier versions of many tools. Therefore ignore the tint, and other errors that probably won't occur with the current versions. In the mean time, you may contact me by Skype if you need anything. -
Sairugoth's knowledge on Making Zelda Maps [SketchUp]
john_smith_account replied to sairugoth's question in Q & A
Sorry. I'll post the scripts tomorrow. -
Just got a new playlist together for long trips. The highlight is probably: Paranoid - Megadeth You read that right, Megadeth. It's a great cover of the old Black Sabbath tune. Might even be better than the original.
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*Death Stare* I hope you have something solid to back that claim up little girl.
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https://www.youtube.com/watch?feature=player_embedded&v=Hb6yeeWDPQ0#t=65 you'll have to follow the link, the embed won't keep time.
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Useful hacks for mods (Debug ROM)
john_smith_account replied to DeathBasket's topic in Modifications