Lishy
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Everything posted by Lishy
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Okay, so to make my dungeon, I just mirror a transparent image? And for the reflection of Link, should I just screw it? What about the "mirror"? Would I just make a super-transparent version of that too? But assuming you eventually go behind the mirror, would it look bad if Link isn't reflected then? O_o
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Ok. Is the reflection triggered by some actor, or is it created by a transparent floor you stand on, and the model underneath? And any way to make Link reflected too? See how Merio is reflected on the floor, but the floor has a texture too, rather than being completely transparent like in Water Temple's miniboss room? Is that possible?
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Sorry, very quick question. I don't wanna clutter up the Shoutbox since I already left 4 messages in a row (:V) I want to make something similar to Crystal Palace from Paper Mario,. Was there ever any reflection functionality to make a mirror hallway thing?
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I'm looking for one I can use as reference when map making. Both young and adult. The .skp models on that scales page say invalid or deleted... So help me out here, please =/ Also, at what maximum height can both young and adult link climb onto a ledge?
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Hey guys. A long time ago some kind members of this community gave me some .skp files of Link's models, as well as a properly assembled ladder, Young Link Crawling hole, and a door space. I have since lost those files. Could some kind members here please post files again? I forgot who gave them to me, but they would be HUGELY useful~! Thank you!!! edit: https://sites.google...s#Climb-Up_Part Found that after I searched the forum. Thanks for making that page, flotonic! However, still, anyone have proper .skp models of Link? Also, I noticed OoT BGs typically have a black square at the bottom of the background. Is it possible to do something like Super Mario 64 with bottomless pits, sorta?
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Offtopic, but that map looks GLORIOUS in OoT!
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Very excited about its progress!!
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Actually, I haven't touched any tools. Okami figured it out for me (Big credit for him! ) So if anyone could explain how Epona jump heights and collision work, that would be appreciated too!
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Was it really called the rope hook? Isn't it grappling hook?
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What about the 3ds Zelda game? They said they would go or a "3D" game similar to a console Zelda. Me personally, I hope they re-imagine ALTTP in 3D using Ocarina of Time 3DS resources.
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I'm confused. Say I were to model it in sketchup. How many units high is that exactly for Jump Heights Epona is capable of? I'm not sure how to translate those proportions into sketchup X-x Also, what are some practical uses of Hover Boots besides moving ontop of quick sand and longer pits? (Speaking of which, anyone have the texture quicksand uses? And how much should the texture be stretched in Sketchup in order to be consistent?) And for those curious:
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How does fence/object jumping work for Epona? Can she jump non-fences, like a wall of spikes? I assume it's a collision type? How many units tall is each "jumpable" height? And say I make a sky dungeon. Most skyboxes have a black void on the bottom of them. Is it possible to have a sky box, y'know.. Without the black void? In order to make a sky-based dungeon?
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For water temple water levels and Jabu Jabu water Levels, do I still put the top level in the collision? Or none at all? How exactly does it work with the actor? And Mirror Shield light does not work visually yet? So we would not be able to remake Spirit Temple, for example?
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Well post a screenshot of him in the Great Sea as soon as possible. I wanna see a pic with his size compared to the boat
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Thanks Arcaith. How exactly should I be modeling my map in sketchup if it will use water level manipulation? Additionally, I want to create cracks in the ceiling where light shines through. How would I make such an effect?
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What about moving floors? A gimmick I want to create are water rapids to transport you through otherwise loooong hallways.
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I wouldn't mind making tingle hang himself, but I don't have the resources I want to go for a serious dungeon design though. Also, in sketchup, any way to make the camera NOT slow down as you approach an object? Navigating my own dungeon is VERY tedious!
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He's big. And demented looking. And he has a giant mouth. With eyes that are so awkward, they look like they stare in your soul! He's even missing half his body! Just me, it'll be REALLY freaky if he slowly chases you while you sail, and try to eat you into his mouth! Unless you're a vore fetishist, if he has his mouth wide open, I don't think anyone would want their boat to get sucked into his mouth!
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Hey guys. I'm back with some general dungeon questions. The first question is how does Jabu Jabu manipulate its environment? I want to create underwater objects which move, similar to Mystical Ninja at 0:20 http://doujinstyle.com/forum/index.php?/index Second question is how to manipulate water levels, as well as utilize platforms with them? I'm trying to create a sewer-like level. I want to avoid Iron Boots Water Temple crap, but I still want to create water puzzles of some sort. While I'm still modeling in sketchup, how should I approach this issue? Tips? And say I want it to be "dirty" water? I want to make it more greenish, both the surface of water, and under water? How would I be able to handle those visual effects? Additionally, making it damage Link if he's standing/swimming in it long enough? And WHAT IS the Lava in the central chamber of Dodongo's Cavern? I couldn't find it in my texture dump ANYWHERE! Lastly for now, any just overall design ideas, suggestions, or tips to making an Adult Sewer dungeon? I want it NOT to have Iron Boots, so keep that in mind. What about texture suggestions? Decoration ideas? Thanks!
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Thanks! Are the Link models correctly sized? And is there any resource with a bunch of .skp models for things like proper object sizes, and Link?
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Is it the Link model that is bad? Or is the doorway really proper actually? Also, may I please have a ladder demonstration as well, with texture? Thank you!
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Thanks. Though I also wanna make sure I'm getting the sizing right in the model.
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I'm confused about the doorway. 60 wide, 100 high, 20 deep. In sketchup, do I literally type in 20" for measurement when making its depth? Also, how large should the texture be? As you can see, it really isn't the correct size While I'm sure it's also positioned incorrectly, the texture's size just doesn't look right. The texture uses 16x32 sizing, so in theory it SHOULD fit to the size of the door. Additionally, is it even the correct proportions? I thought adult link's height is about the same as a normal door? This looks much different.E Edit: Additionally, what texture do I use for the "side" of the door?
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I was more specifically asking if to make, say, the water temple textures 10' for example, in order to make them consistent with their intended size in OoT. Right now I'm using 10', 10' for Water Temple tiles. Also, how exactly do I make light effects? i.e. Temple of Time lights. Right now I have a gradient at the door, but it couldn't possibly be that simple?
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Hey guys. What is the proper texture resolution in Sketchup? For 32x32 sized textures the default resolution is 1', 1' when adding a texture. And the 64x64 water temple tiles on floors and walls? I am certain they are not 1' because they are much smaller than Link's model in sketchup. Additionally, what size in the model am I supposed to make the different sized doors? And what size do I make ladders? Additionally, in order to make water in a map, do I need to model it in sketchup too?