Lishy
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Everything posted by Lishy
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Thank you! (Now to get it to work in Team Fortress 2 and learn how to code a boomerang concept weapon...)
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Both would be nice. n64 models make really great bases for more complex models! If you can also get it in the sketchup format, I would appreciate it too! Thanks!!!
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I don't mind. I want to use it as a base for my own boomerang model. Does it really only use vertex colors though? It seemed so detailed when you got it from the chest...
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Hey guys. I didn't know any other places to put this thread. Anyone have an .obj for Link's boomerang model? Thanks!
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SharpOcarina - Zelda OoT Scene Development System
Lishy replied to xdaniel's topic in Community Projects
Hrm, it would be nice to have Sketchup modeling tips to avoid errors in SharpO. -
Is that the beta version of mario sunshine?
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I don't know. It just looks odd. I am happy Link is riding a flying creature though. It kind of borrows from the vastness of wind waker, hopefully without need of crap like changing wind direction
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Super Mario Sunshine is my favorite 3d Mario game, so it would be a great pleasure to see the game more extensively hacked. (Too bad I have no way to play the hacks..?)
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Why has this beta enemy not been given more attention? Most videos of the test map don't even look at it before he falls Anyways, it bothered me for awhile. I'm happy to have finally had this confirmed about its existence.
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I knew it! I remember seeing one once a looong time ago, but seeing it fall, so I thought it was just me! Also, I would bet the other texture is just a pollution texture and it's just an inside joke what it represents. The weird skullkid-like thing is probably Baby Bowser wearing his scarf.
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I really do love the art style. But my only complaint is that Link's face looks really.. Well, odd. Just have a look at it. It makes him look evil, or something. It just looks really odd. On the other hand, they got everything ELSE with graphics spot on and perfect, so I can't complain much. I really hope they get it right and make Zelda NOT a Damsel of distress this time. Give us Shiek back or something. and have Zelda show off her awesome ninja skills, or archery. I mean, she can teleport, create fire, and SHOOT ARROWS OF PURE LIGHT! And that's only in her princess form alone! Even her pirate form wasn't too bad!
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I really like the direction they're going with Zelda by not making her a princess in this game. Her design reminds me a bit of Malon. Judging by the trailer, the whole game simply seems to be so polished!
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edit: http://wiki.spinout182.com/index.php?title=Modification_and_Addition_of_Switches#Basic_Switch thanks to xdaniel for pointing this out to me.
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Could you elaborate, please? I'm not yet familiar with these things. I thought you cannot even open oot maps in sharpocarina?
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Question #1: Is this possible? A switch at the beginning of a dungeon which would PERMANENTLY light a torch which you can use with a deku stick to permanently burn away a web. I wanna know as soon as I can so I can continue modeling the dungeon :X
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You mean Hookshot on Young Link?
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What about hacks which use only Young Link?
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It seems hookshots might be harder than we thought to fix on Young Link, even with display list porting. Would anyone have any useful info?
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My wii is b0rked so I will have to wait for the WiiU to play this Q.Q Speaking of which, is there any other games actually worth using motion plus for?
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The darkness makes it harder to see the triforce. There is also too much contrast with the text in my opinion.
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No. The alpha blending textures are black and white, I already know that much and I've used similar things in other projects (Although I've never made one with a limited palette before for OoT?) My question is how to implement it, via sketchup? Also, why does OoT have those alpha blending images of textures for textures which don't SEEM to need them? Know the red moldings on walls in Forest temple? What is the relevance of the alpha blending version in Forest Temple? edit: Example:
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Care to tutorial me, as this is the Q & A forum?
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I've went through a tour of shadow temple 3 times today, thanks As for new materials, are you talking about inserting textures? Because as you can see I've been doing that till now. I just don't know how to make those transparent ones with alpha like the face image. Anyways, I'm hoping by using the original textures, they will be compatible with the hi-res textures mod.
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I did not use the face texture. Doesn't it function the same way as dirt roads in Hyrule Field? I'm having way too many problems with those road things to even bother. If not, well, I'm just not sure how to implement the face graphic. I really want to be vanilla however, and use only OoT textures. That said, I'm planning to put the rail thingy (What's it called? Molding???) at the bottom of walls, similar to forest temple walls. But that still is not enough. I do not know how to vary my dungeon texturing enough, and it keeps feeling like I'm missing details. Hence, could you recommend my any good textures to use? Or object ideas? Alternate floor ideas too? Most importantly: Ceiling texture for areas with the blue walls and 120 tiles?
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Hey guys. I'm kinda stumped on what kinda details to add to the upper floors of my Face Shrine re-imagined map. While I decided I wanted to have marble walls stick through So far my main decoration design are to have marble stone structures sticking through the floor, ceiling, and walls, and some with "paintings" of faces. Planned designs are to add in moldings to the walls, and support beams. However, at the same time, I'm stumped. What kinds of textures should I use for these things? In particular, I am very concerned that the torches are ugly. Furthermore, I cannot decide on a ceiling texture that would look good with the walls. Help? Screenshots: Can someone pass me from textures ripped from OoT for me to use, or recommend me what to do to make the map look better??