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haddockd

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Everything posted by haddockd

  1. I can easily find the gi object but i dont see any zobj file that obviously is the biggoron sword. Anyone know which file (.zobj) it is?
  2. No. I essentially need a tool like UoT that lets you move the verticies of the zobj but also lets you change the textures of the model as well
  3. Sounds like a local issue. what kinds of runtime errors?
  4. I would also look at other maps as well including Hyrule field. When I was doing music research, I was shocked to find several differences between types of maps and the location of the values and their significance.
  5. While I appreciate the thought I see no tool there that lets you edit existing zobjects.
  6. I can use UoT for verticies but it doesnt seem to let me change the textures. Texture explorer eh...? Have a link? I may check that out. His Texture exporter was life changing!
  7. What about tools that let me modify the existing models and their textures. Honestly, what is there already has enough verticies. I just need to move them a little and change the associated textures. Does this make my job easier?
  8. So not only do i need to port the model (which i still need assistance with) I also need to change "shaders"? I assume the shaders are the graphics that go along with the collision model...? Forgive my ignorance. I have done very little with object manipulation and list/shader ports/changes.
  9. My mod is not hardware compatible that I know of so I see no need to start now. I know it make me a bad person but I am looking for playability for now Can you point me in the direction of an easy way to model swap? Or is anyone out there able to assist me in this task for my mod?
  10. Hi All, What is the best method/tool for replacing a sword and its gi object in ROM (debug)? I am not looking for anything super fancy. Just a small face lift
  11. Holy shit this thing is easy to use! Thanks!
  12. I will check it out. Thanks! does it have any known issues?
  13. You are going to have to help us out significantly more than that. We know nothing about your map, settings, etc. Also have you ever gotten any maps to load on your EverDrive? What other mods does your ROM have? Describe for us how you created your map. Also how many polygons do you have total for the map?
  14. There is now support for animated textures! (By Airikita) New build here: Look at my last post for latest build
  15. I have about 40 textures I want to modify and then have someone inject them into the ROM. The textures have the rice name for high res textures. The problem is, many of them look identical so I am unsure which texture they overwrite. Here is an example: Does anyone know how (or if a list exists) to take the high res name and tell which texture in the ROM it refers to? This is one of the last steps I need to take before I release my mod so any help would be helpful
  16. Forgive my ignorance but what does the 01 command do?
  17. Let me know if you need me to build the project Also, can we move this convo to the other topic?
  18. *information goes over my head as I nod intently...feigning understanding* haha
  19. Bad ass! Was this with the new version of SO?
  20. Hi All, I am looking to overwrite a few textures in the Debug ROM (Spiritual stones, tunics and a few other items). Anyone know of any reputable guides to accomplish this? I am also OK if someone has the know-how and is able to do this for me for my mod. I will, of course, give full credit. There are approx 30 textures or so that need to be done. Thoughts or offers to help?
  21. I made a few small changes as well. Updated first post with new build. Please feel free to test this and report any issues but keep in mind in order to get issues fixed, we need you to do some homework to help us out in exactly what the issue is Who knows...together maybe we can get a perfectly working SO
  22. Thanks to Airikita for the code and xDan for the guidance: Alrighty! Look at my last post for latest build Source here: https://github.com/haddockd/svn.git Change made: private ulong SetRenderMode(uint C0, uint C1) { return (SetOtherMode(GBI.G_SETOTHERMODE_L, GBI.G_MDSFT_RENDERMODE, 29, (C0) | (C1))-4); // edit: subtract flag 4 to avoid map overlapping - Airikita }
  23. Check out the new topic here: https://www.the-gcn.com/topic/3153-newest-update-to-sharp-ocarina/
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