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Everything posted by FixtySour
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If you need any other modeling done for your project or want me to make edits to the Link model, I'm sure I could help.
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I caught wind of the Link's Awakening mod, and I'm not too impressed with it. OoT isn't a pretty game, it isn't hard to replicate its visual style. It motivated me to take a crack at some LA assets, OoT-style. Starting with Link, of course. Feel free to download it and use it however you please. Just let me know if you happen to use it and credit me. Mabe Village is up next. Link (Link to the Past / Link's Awakening) [Download] Also, this:
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Thanks! And yeah, 1995 Link is pretty ugly to begin with. I just wanted to do my best to replicate it, and I think I did okay. I'm fairly certain that the model's textures lack shading, all of that looks to be handled by the game engine. Like Mario's SM64 model. Flat colors, shaded via the engine. My next model is another attempt at beta replication. Shoshinkai 1996 Link This one wasn't too difficult, though the eye and shield textures were a bit tricky. Other than that, it was just making a few new textures/modifying Adult Link's final model, since I'm almost completely sure that the final model used is just 1996 Link modified over and over until it reached the Adult Link we're familiar with.
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3D Castle Town Market This is, unfortunately, incomplete. I modeled this several months ago, and was working with Gazpacho146 to get it fully integrated in-game. However, we ran into quite a few issues, and decided it'd be too difficult for us to implement ourselves. So, for now, I'm releasing it as-is. You can download it here. This is my first time creating a PPF, so it may or may not function correctly. I do know that SharpOcarina doesn't seem to work with ZELOOTMA, but another dump of the debug ROM let me import just fine. So, keep that in mind. [EDIT: Forgot to mention, it's ported over 117 in the scene select menu. That's pretty important.]
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I did my best to recreate everything from the Zelda 64 reveal clip that was shown at Shoshinkai 1995. (Yes, I'm aware that it wasn't in-game footage. It was still running on N64 hardware, which is good enough for me.) Here are some orthographic front and side views of the models. Shoshinkai 1995 Link Link's sword, shield, and belt buckle are all supposed to have metal shaders on them, but here, they are untextured. Also note that my eyes are quite different from the eyes on the actual model depicted in the reveal clip, as I'm almost entirely sure that the actual model had eyes modeled directly into Link's face, which is bad practice for very lowpoly models. I instead used Zelda II official art as reference to make my own eyes. Shoshinkai 1995 Darknut This is also supposed to have a metal shader on it, but here any metal areas remain untextured (white). Finally, here's an image from within the cave I made for them to battle in. It's nothing special. I made sure to use Mario 64 textures, since this was a period when the game still highly resembled SM64.
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Blender Compatibility with OoT (No MilkShape3D or Wings3D)
FixtySour replied to MelonSpeedruns's topic in Modifications
Blender is already able to export OoT compatible .OBJ files: -
The model was exported correctly from Blender. So, it was triangulated, normals were included, and so were edges and materials. Just to be sure I exported it again and re-imported it. Still the same results. EDIT: Wonderful news. I finally got it to import correctly. Turns out it was so large that the camera was inside the head at all times, rendering it invisible. Scaled it down, and poof, it worked. Now, to see if I can fix the lighting on the title screen.
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Nemu: Loads fine, hangs on white screen after pressing start. Project 64: Nothing. Hardware: Same as Nemu, except that the screen is also showing a mixture of the game and a garbled mess of pixels everywhere. The audio is garbled as well. EDIT: I can also confirm that it's not the title screen that caused the game to stop loading after pressing start, as Soul said it's just emulators/hardware being picky with the extended ROM. EDIT: Got it working on PJ64, but the head I imported is missing.
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That's actually what I've been trying. First it didn't work for the title screen, MelonSpeedruns managed to get it working though. Now it isn't working for my replacement head, even though it's smaller in tri-count than Mario's head and, as far as I'm aware, uses the same amount of textures and same texture sizes as Mario's head. Model is exported from Blender correctly as well, too. I'll try decreasing the texture sizes a ton and see what happens. EDIT: Still didn't work. EDIT: Got it to import, turns out it can only use two textures when importing, for some odd reason. Condensed the textures and tried again, it worked. Only problem is, apparently the game freezes upon pressing start after the title screen. This is also present in my ROM that only contains the custom title screen, and not my replacement head, so the title is the issue.
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That would be absolutely wonderful, SoulofDeity. I have to get to sleep, but if you're willing, then tomorrow I could pack what I have up into a .zip and send it to you. One thing I'm unsure about is whether Mario's head and hat are different display lists, which is why I modeled the head without a hat. Though, now that I think about it, there's probably two separate display lists where his hat is on and off. I'll fix that tomorrow morning.
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Hello everyone. My little brother's birthday is coming up on Wednesday the 13th, and as a gift to him I decided to mod his favorite game, Super Mario 64, to feature him as the protagonist rather than Mario. Thanks to the help of MelonSpeedruns I was able to import my title screen. The only issue with it is that he had to do some ASM modifications so that it would load the model, and as I understand it, this overwrote the lighting for the scene: I was wondering if anyone knows how to fix this. Additionally, I've remodeled Mario's head to look more like my little brother's head: I can't get this one to import, as apparently it's too large (It has a lower poly count than Mario's original head, and only uses four textures that are all below 64 x 64) I was hoping someone more experienced would be willing to import it over my existing ROM for me! Lastly, if at all possible for someone to import both my title screen and replacement head for Mario in a way that would make it console compatible, I would be extremely grateful! This is not a priority, but I was hoping to let him play this on my Ever Drive 64 so he wouldn't have to worry about keyboard controls and could see himself in his favorite game on the original hardware! Please, I need this done before his birthday Wednesday!
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Octorok I'm gonna octo-rock your socks off with this one, kids. Just kidding it's actually not that great but he still looks cute. The texture is 128/128 but I could make a smaller texture if it were to ever be used in-game or anything. Please do make suggestions on what I could model if you're reading this!
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ALttP Master Sword in OoT3D Style Couldn't leave the Hylian Shield without a sword to keep it company! Provided comparison artwork from ALttP like I did the Hylian Shield. I think I did okay.
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As long as you can provide me with a layout, I'd totally be up for that. And if you can get OoT to allow for larger textures, even better. The several times I've tried to paint new textures and scale them down to apply them directly to the game, they've come out looking like shit. :v
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Hey everyone! This thread is pretty much just a space for me to show you guys things I've put together, mostly models. I'll update it as I go, but for now, you probably won't see much here. I tend not to keep a lot of the stuff I make. If you have any requests, please do reply with it! I could use the practice. ALttP Hylian Shield in OoT3D Style [3/15/15] ALttP Master Sword in OoT3D Style [3/16/15] Octorok [3/20/15] Shoshinkai 1995 Models 3D Castle Town Market [5/27/15] This is ported over scene 117. Won't work with ZELOOTMA.z64, for whatever reason. [Download]
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I still don't know how to use an FD command. Is it dealt with through ASM rather than hex? I was asking about a way to reroute textures through hex like you would with a DE command. If it's not possible to do through hex I'd need someone to tell me how to use an FD command.
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I've never used an FD command before, so I wouldn't know how to use or correctly modify one. It looks like it's using RAM offsets, too, and If that's the case I don't know how I'd find the RAM offsets for any of the textures I'll be using.
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The texture I want to replace has a color overlay on it. The one I'd like to replace it with needs colors other than the color overlay, so it comes out wonky when I import it over the original texture. I'm editing the subscreen menus.
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I know you have to use DE commands for display lists, but I'm not sure how to do the same for textures. If it also involves DE commands, what would I do differently?
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Thank you Cloud! I swear I'll never understand how any of you people learned to do this stuff when I can barely comprehend the resources available on N64 ASM.
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I did take a look a those, but they're only usable as Gameshark codes. I'd like to modify the colors directly. And yeah, by interface I meant the HUD buttons. Sorry if I was unclear! Can't edit the HUD by importing a new texture because the format that the buttons are in doesn't support RGB, and changing the format screws things up with TE.
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I've been looking all over for them without success. I attempted to follow a tutorial I found by orbitaldecay in order to convert the virtual address into N64 addresses using Nemu, but the offset I came out with wasn't in the ROM. I tried again multiple times in the event that I screwed up a step, but still nothing. Anyone know what offsets the interface colors are located at? I'd really appreciate it. Another issue that isn't nearly as important: I attempted to figure out the color offsets for the file select screen, but just like the interface, I came out with nothing. A search of the forums brought up a several year old thread by xdaniel which stated that most of the colors for the file selection were hard-coded, but a small amount of it could be changed via hex. Has anyone managed to figure out where those values are?
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Replace them instead with actual PNG files that are nothing but alpha.
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Let's see a screenie of it in game, then! CDi did a great job on that logo.