Jump to content

haddockd

Member
  • Posts

    677
  • Joined

  • Last visited

  • Days Won

    26

Everything posted by haddockd

  1. Specifically, how can I take s sketchup model and then int into a SharpOcina project? I cannot get ANY project I crate to import into #Ocarina. Regardless if it is is ruby/export. Can you assist?
  2. I was hoping to leverage the features in #Ocarina that are (as far as I know) not present in spionout's importer such as adding actors/exits, a UoT like interface, etc.
  3. May I have a tutorial please?
  4. Sanguinetti. I appreciate the effort but your last 2 tutorials (#Ocarina and SketchUp) show what you are doing but say nothing about how to accomplish or the click operations to mimic what we see. Would you be able to make a tutorial that was more...well...tutorial-ly? Please do not take this in offense. I ask as a student of modding and only wish to expand my understanding.
  5. So do we have a better way to extract MM maps and get them into #Ocarina? I am waiting on getting 3DS Max, but until then I would LOVE to get some practice with #Ocarina. Update: I cannot get Blender models to load either. What options are you using (those of you using blender) upon exporting to obj? I have tried many different combos and cannot find the right ones. #Ocarina throws index out of bounds. I know I am tiresome but for some reason I cannot get this to work for me...which is sad because I create debug tools all the time.
  6. xDan: Arcaith mentioned (at least I think it was him...maybe DB) that the no object from SketchUp deal was fixed. I get the same black screen no matter what I bring in. I also dumped a scene from MM with Ozmav and the same thing...no collision, no textures, nothing. Is SharpOcarina capable of handling dumped MM scenes?
  7. Cool, Thanks. I have been building the source for myself at each change. So I always have the latest build. Not sure that's always a good thing though
  8. Quick Q xDaniel, I haven't been successful in my importing yet, but can I assume that climbable collision == hookshotable collision? If not, is there expected support for that in the future? I know in UoT you could make something either climbable or hookshotable (or at least I thought so).
  9. They are scene wide. You have to have unique identifiers to each chest in the scene.
  10. @SanguinettiMods How do you export them if you do not use the ruby plugin? (can you give settings if required)?
  11. @SanguinettiMods: What are you using to make those models? I am having zero luck with Sketchup. Any help would be appreciated. I have many maps I made in SketchUp that are useless because I cant import them because the ruby obj exporter doesn't add groups.
  12. worked. Thanks guys! The document with Ozmav, didn't mention those commands at all.
  13. I tried ozmav -r path\to\rom\rom.n64 -extract but it says that the rom cannot be recognized I have tried byteswapping it and decompressing it...any ideas?
  14. I have been out of modding so long that I cant extract the MM files from the ROM. I used ZDEC, but ZRE fails due to a non-disclosed Windows 7 error (maybe it is 16-bit)? Anyone know a way to get these maps/scenes out of this mm u rom?
  15. OH. Well now I don't feel like a dumbass. Thanks DB. So I will just go back to importing MM scenes for now.
  16. Bleh! Thanks guys! No matter what model I load in collison/rooms it never displays anything (except the little triangle . I ran into this same thing with spinout's tool. Not sure what I am doing wrong... WAIT. The demo has seperate obj files for rooms and collision. How do I export the room and scenes to different files? The ruby exporter makes them one obj... Yeah I have tried models as small (SketchUp says) as 200 square feet and as large as 100,000 square feet to test and either way the only thing that happens is that the vertical line in the triangle has a small black dot in it just above the tip of the triangle.
  17. Stupid question...I have read the threads on this in all three forums and I am missing a critical piece of info which others have (which means it is my own fault, but hey...it happens). I have an obj file from sketchUp and i have NO idea how to make it XML. If I try to open the obj file in SharpOcarina it tells me it isn't a valid XML file (obviously). Can someone give me the intermediary step between exporting the obj and importing the xml file into #Ocarina?
  18. This may sound dumb, but what all is in that "raw data" except for 0001? As in what does it include?
  19. LOL@Zeth. I tried using Sketchup many moons ago and could not get the hang of it. @Arcaith, should I take that to mean that Blender has a higher learning curve than Sketchup?
  20. I posted this over at Glitchkill, but I think we have some extra folks here that may be able to help...so I ma posting it here as well My system specs should be more than adequate for what I want to accomplish, but for some reason glide64 seems to crash when any texture pack goes above 420MB-ish. If the pack is smaller, it works fine. It is not always the same file as I have removed the files that it locks up on each time. Is there some sort of max that the plugin can accommodate? I have tweaked the settings to try as many combos and numbers that I can but there seems to be no solution that I can figure out. There is no specific error, Windows just says that PJ64 crashed. Normally I would just use the "inferior" Rice, but it does not properly utilize the lens of truth for Ocarina of Time (which is the game I am using this pack for). Anyone have a way to use large texture packs? PJ64 1.6 Glide64 "Napalm" Public Release1.22 System goodness: COOLER MASTER HAF 922 RC-922M-KKN1-GP ATX Mid Tower Computer Case GIGABYTE GA-Z68XP-UD3 LGA 1155 Intel Motherboard G.SKILL Ripjaws Series 4GB DDR3 1333 (PC3 10666) Model F3-10666CL7D-4GBRH DIAMOND Radeon HD 6970 2GB 256-bit GDDR5 PCI Express 2.1 x16 Video Card CORSAIR H100 Extreme Performance Liquid CPU Cooler Thermaltake Toughpower XT TPX-775M 775W Modular Power Supply Intel Core i5-2500K Sandy Bridge Quad-Core Processor Overclocked to 4.5 GHz Indigo Xtreme Thermal exchange material
  21. I have done alot of this in my mod. I imported music from mm and Wind Waker. Some of this may be duplicate info, but I think you can cope: Importing music from MM to OoT: Link1 mml2m64 music sequence info: Link2 Neat documentation that (at the time) did not exist to my knowledge. Things like adding music to rooms that have none, fixing instrument sets easily, etc: Link3
  22. haddockd

    Hi

    Not really new to the modding scene and not actively modding, but, hey, at least I showed up. Mostly lurking, but if at any time I can interject something useful, I will.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.