Lishy
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Everything posted by Lishy
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so uh.. Where exactly are the rom map values for us to edit in OoT for things like enemy HP and move speed? Stalfos are kinda.. Too easy.. Especially with their crappy AI. I wish there was a way to make em harder. They hardly even feel like a miniboss! Anyone have any documentation for modifying foes?
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edit: How does this look for an ancient face painting on a marble wall?
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Uh.. Organic surfaces? You mean like Jabu Jabu textures? O_o Also, triangle manipulation? You must elaborate, please. And try to show me an example.
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Hey guys. Assuming this thread can also be a place to get modeling help.. I need help! For my Face Shrine dungeon mod, I really want to put in some face-like symbols on the walls and floors. However, I cannot seem to make it look good and my ideas suck. I'm kind of aiming for something on the disturbing side, while being really subtle. Problem is.. Well, have a look: Any tips how to make better faces? And ideas? Additionally, anyone have any useful textures? (Not just for the face things, but useful textures in general?
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I already tried to use nemu64. It was just a black screen even with the pj64 1.6.1 plugin. Methinks my graphics card just sucks.
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so uh.. How much onger until we can play portable n64 games? :V
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I believe you. This is a shitty laptop However, I went to Intel's site and scanned for driver updates, and it did not detect any needed updates. This is odd since before I reformatted my laptop I had to update it manually, but now i don't know what to install to update it. Anyone happen to know what to do with this crappy "Mobile Intel® 4 series express chipset family"?
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You mean gfx plugin 1.6? For me, it is near flawless EXCEPT that dirt roads "fade". How can we fix that? edit: 1.6.1 fades roads too! And Nemu with Jabu 1.6.1 is still a blank screen. Yes I have 8MB enabled.
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Nemu64 is a black screen (but it still "plays") I'm using the 2003 version. I wish I had a way to simply just play it without all these errors. Sure these are your configurations? edit: Additionally, pj64 configured with 1964 still doesn't have dirt roads, and level select is garbled! Me and Naxy tried to do all sorts of crap but nothing is seeming to work so far! He told me to post logs because something is REALLY messed up and we need xdaniel or spinout's help.
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If it is just my computer, why would 1.6 work and 1.5.2 not work?
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Thank you Jason! However there is still the issue of the dirt roads in hyrule field disappearing. Any way to fix this? edit: This is weird. Why does it work with graphics plugin of jabo 1.6, but not 1.5.2? In 1.5.2 it is just a blank screen! I used the exact settings as your rom settings image. And even in 1.6, the spear moblins freeze the game! I really wish I knew the secret to getting this to work..
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I am well aware of those settings and I tried to imitate them in the 1964 screenshot. I do not know what went wrong.
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Using PJ64 1.7 and going to graphic settings ingame caused a "system_service_exception" Blue Screen of Death I'll try 1964 then. Do you mean the emulator or video plugin? Because I'm really attached to PJ64. Dunno why I never use to have these problems in the past, or if I just got lucky, but I'd love if I knew of a fix.. edit: In 1964 debug rom is a blank screen. These are my ROM settings:
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I would like to know the GS code, or anything else to fix it and stop crashes.
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Hey guys. As many of you know, pause menu in OoT debug is INCREDIBLY messy, as it takes an incredibly long time to load. Is there any way to fix this? Any patches as of yet? Additionally, PJ64 1.7 crashes when it gets the so called "graphic error" notification you sometimes get when pausing while using Jabo's graphics plugin. How does I fix this? It is annoying to constantly savestate in fear of it crashing. Hell, sometimes I even get Blue Screens...
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SharpOcarina - Zelda OoT Scene Development System
Lishy replied to xdaniel's topic in Community Projects
I can start the program. But.. Well.. Observe: By the way, i fixed the ripping problem. Turns out I used the wrong rice plugin. Still, this is a concern. -
SharpOcarina - Zelda OoT Scene Development System
Lishy replied to xdaniel's topic in Community Projects
Just tried OZMAV. However, it tells me "Unknown command" in the command prompt even when I use the example of "OZMAV2 -r "Legend of Zelda, The - Ocarina of Time (U) (V1.0) [!].z64" -s 85 -d 1" which the readme says. And yes, my rom is named after the example, and still no cigar. Hrm.. I would gladly rip the texture resources and post it here online for people to use with Sketchup once I get it to work though. edit: I looked up on google about ripping textures and it mentions using rice's plugin. However, in in the "Video" (Graphics?) configuration tab, it has no tab for ripping textures. http://img707.images...23/riceplug.png I am using pj64 1.7. -
SharpOcarina - Zelda OoT Scene Development System
Lishy replied to xdaniel's topic in Community Projects
Hey guys, I hope this aint offtopic, but where exactly do you get the OoT textures to use while 3d modeling and SharpOcarina mapping? Do you manually rip them all, or is there a resource I'm not aware about? The textures sure aint on The Spriter's Resource though... -
I can understand he used that tool. The question is how did he convert a .wad to a format friendly with SharpOcarina like .obj? Being that I come from the Doom modification community, I'd like to know.
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I'm new here, and I love you already. This makes me really want to port the maps I've made for Doom! However, what did you do to convert the .WAD to a format friendly with OoT? Mind enlightening us newblets?