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Lishy

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Everything posted by Lishy

  1. Wow! I like the grass better than the real OoT!
  2. Hope this aint a sellout where they won't release it in the end. Like Square-Enix making us buy Chrono Trigger DS for another sequel which never came! :V
  3. I'm not confident I am the most reliable for advice here, but did you make sure to assign the correct actor group, I think it is called?
  4. Lishy

    Configuring 1964?

    Rice is awesome.
  5. Lishy

    Configuring 1964?

    Tried a vanilla rom, and it would still b0rked. However, I'm using rice's plugin at the moment, and no crashes so far. I like Rice! Thanks for the help!
  6. Thank you! Hoping for a voice version later.
  7. Lishy

    Configuring 1964?

    Blame Ron Paul Ok, thanks to that page, I now have a setup which seems flawless at the moment in Project 64 1.6. I think I discovered the real issue here: It's the rom? ... Maybe? The "Clean" debug rom seems to crash outside the temple of time, whereas one which has an Arwing in Strongbox Warp and such does NOT crash outside the temple of time. Which makes me wonder if it's some other factor causing the crash? Did I forget to apply some Zelda Edit fix, or is that even necessary at all? Did I forget a zelda edit fix? edit: My "strongbox warp arwing" rom crashes in ice cavern if I pause. I am using Jabo 15.2 WTF? The crash in ice cavern with pause occurs in both the "arwing" rom, and the "crashing" rom... bah!
  8. Good news. I noticed the walls are grainy. So I combined the snow and ""wall" textures. Think this is the right effect?
  9. Combined and stretched with 100 opacity, a layer above the base texture: The one ingame has a more gentle white... Reference again: http://images.wikia..../Ice_Cavern.png So I'm kinda at a loss. We know the base texture, but how is it stretched and filtered? :S
  10. Lishy

    Configuring 1964?

    Hey guys. Now that I got a new comp, I wanna emulate OoT again. My current emulator of choice is 1984, since I hear it's a really great emulator (Besides NEMU, but I don't like NEMU for some reason...) What is the optimal configuration for 1964 and stuff? I keep getting a black screen, no matter which graphics plugin I switch to (1964, jabo 15.2, jabo 16....) My rom settings: edit: Seems a fresh install and restoring those configurations "fixed" it. However, I'm getting this problem now: Textures are all blurry, and they "move" like polygons. Hard to describe without a video. Can someone please tell me a decent configuration? Even Jabo 16.1 has this problem on Project64!!! Additionally, the game seems to crash if I enter the outside area of the Temple of Time. My graphics card is SUPPOSEDLY NVidia GeForce 540M, and I even have a nvidia control panel. However, according to my DXDIAG it says Intel® HD Graphics 3000. While device manager shows both Intel® HD Graphics 3000 and NVIDIA GeForce GT 640M. Edit: SEMI-fix in project 64: If I select High Process NVIDIA blahh in my NVIDIA control center, the textures can display as normal. However, it still crashes at the area outside temple of time (And long pause times) Similarly I crash at Test Map and Strongbox Warp (Which is a HUGE SHAME because I wish to examine StrongBox Warp's art to make my own map similar to it...) Additionally, 1964 crashes on startup if set to use NVIDIA high process blahh rather than integrated graphics. I've tried multiple copies of the rom, so I am not sure what causes this crash. Any advice?
  11. Does the wall use a multitexture with http://img.photobuck...0C0_fmt0x10.png or some kinda tint? It's awfully blue. How do you think I should stretch it to be consistent? For small waterfalls, I simply stretch the texture?
  12. Aight, so I use And multi-texture it with ? But it cannot be patterned though due to the blue/white gradient of the wall texture? Only stretched? Sure it's that texture? I do not see the resemblance. http://images.wikia.com/zelda/images/c/c8/Ice_Cavern.png Also, what of this?
  13. If you do that, please make a thread or pm me notifying when it's done! Also, really don't know which texture he means! For tinting, can't I use sketchup's tinting as a substitute? Also, considering I'm modelling this all before touching Sharpocarina, still kinda confused about this.. Tips? Are you saying I should go with a basic model for now, and worry about multi-texturing later when I import it? My concern at the moment is how to make it in sketchup...
  14. My filenames are formatted a little differently, so I'm not sure what you're referring to!
  15. Yup. But I meant snowy walls like this: http://images.wikia.com/zelda/images/c/c8/Ice_Cavern.png If I use the multitexturing ability however, is there still any way to set up the multi-textures visually in sketchup?
  16. Hrm.. Seems is used with some color translation and placed ontop of the snow to create the effect from here: Still.. The walls.. Hrm... Also, when modelling in sketchup, is it really necessary to place everything 1" above the floors and walls? Can I possibly "combine" the textures or something, like OoT appears to do?
  17. I have the rip, and I am using it. Which one do I use for each? I know this is the "snow" floor at the absolute beginning: And the transition: However, notice the wall version of the texture is more bluish? If you notice the walls, they appear to be a different texture. But what? Here it seems to be the same texture, deeper into the cavern: http://images.wikia..../Ice_Cavern.png Some candidates? And the16x16 texture: This looks like red ice? Anyways, check the floors here: What the heck texture is that!? Also: See the iceblock? What do I do to remake its sides? http://img.photobucket.com/albums/v626/pokeman/texture_0x020100C0_fmt0x10.png Seems it uses that texture, but it's whiter near the top?
  18. Ok. But how do I do the small waterfall in sketchup? Should I stretch the texture, or what? :S Also, offtopic, but I'm having trouble making ice cavern walls... http://images.wikia..../Ice_Cavern.png I can't seem to find any texture resembling the walls! Searched the entire rip of the dungeon, but seriously. What the heck is that? Also, if I want to make the icicle stalactites, what proportions do I make it so that it is consistent? Also, the crystals? http://www.matwolf.c...lda-ocarina.jpg I noticed there is a peculiar 16x16 blue texture.. I guess I must stretch that? But what about that floor in the room as well?
  19. Yes, but arent there some texture sizes which are consistent? Anyways, nvm, I worked out my own method. But I would like to know what others do anyways, particularly, the URA team's secrets to this!
  20. Yes, a fourth thread, lol. When you map in Sketchup, is there a particular method, which you should use when importing textures? How many inches should a 32x32 texture be? And a 64x64 texture? Or 32x64, and such? I assumed sketchup automatically adjusts proportions when importing. However, my 32x32 textures are all the same size as my 64x64 textures! Is there some automatic method I can use to use the correct proportions with the textures?
  21. By making a group, you mean in Sketchup? How do I create a group then? Slightly related, but I'll have to work with a LOT of transparencies in my Crystal Palace dungeon to make the "reflections". While making it, I should keep the intended areas translucent, but then set them in SharpOcarina?
  22. Do small waterfalls use the same texture as water? Do I stretch the texture? Also, am I not supposed to make a texture with decreased opaque in sketchup?
  23. What about the small waterfalls? The ones at the beginning of the map, and NOT the end! Is that an actor too? So would I just model the water as normal in sketchup? Is there a particular Opaque level I give it so that it will be consistent with OoT?
  24. Hey guys. I'm trying to create a dungeon for JSA in Sketchup. However, I'm confused about water. How exactly am I supposed to model into my model? Do I simply make a flat surface representing water above the intended environment, or what? What about rapids/water flows and making small Waterfalls like Zora RIver's? And water-temple styled water levels? He told me that Jason777 knows how to animate it, but "no one mapped out water currents". I'm just sorta confused here about what I'm supposed to do while I'm modelling this?
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