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BlackRose

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Everything posted by BlackRose

  1. Hey xdan hows this project going? I've been anxious to get the new release with the ability to edit the objects loaded up on the map!
  2. BlackRose

    Questions...

    Yes, same thing, im going to attempt to take some video or something of me using both releases and showing the results, but it may take me awhile, so if anyone else thinks they've got a solution in the mean time, please post it here. Thank you!
  3. BlackRose

    Questions...

    The version that works for me is release 3 I believe. I am attempting to use the latest release, 13. Like I said, I have tried both releases, and entered the same exact info, used the same ROM and OBJ file, and both releases come out to say "Success!" I load up area 104 (120 on the map select) after using the early release and the map is there, then I try loading up the same import with release 13 and it just takes me to the standard scene (Middle Stalfos Room)
  4. BlackRose

    Questions...

    Hey guys I hate to start another Q & A thread so i'm gonna make this last one and post in it in the future when I have a question rather than keep making new ones. So my issue right now is Obj2Area. I've used it fluently in the past and even made a mini mod with it that I released back on The GCN before it went down. Just a quick problem to address, I can import a custom map that runs perfectly fine with all releases before 5. When i put all my info into the earlier release, it works and adds the map, but with the newer ones, i put the SAME EXACT info in, and it does absolutely nothing, just loads me up in the normal middle stalfos room, no changes. Any thoughts on this?
  5. This is pretty cool, this kind of stuff will basically be put on after a mod is complete so it will seem as if you are playing a normal OoT ROM, correct?
  6. Thanks Naxy, that does make it easier, gonna put it to the test when I finish up the map I'm working on
  7. Nice Deathbasket, this is actually really awesome!
  8. Alright thank you very much Death i appreciate it, I'm going to take this opportunity to become more familiarized with the actor data format and pointers, etc.
  9. LOVE the new look of the toolbar and the tabs xdan. This next release is clearly going to be a giant step towards replacing UoT. Keep up the good work, and when you have time, think about exits if you can. Implementing that would be awesome.
  10. Ok well I have both XVI32 and Hex Workshop 4.2. If you wouldn't mind, could you just walk me through writing the data to a file when you get the chance?
  11. Ok, so as the summer rolls in this year, i am finally able to begin work in the hacking community again. That being said, i have one question as a start. You're placing actors in a custom map right? Everything is going fine, when suddenly, you realize that an area of the map needs to be modified in Sketchup (or whatever modeling program you use). Well, you've already placed and perfected the positions of several actors on the map, and making a modification and reimporting it would erase those changes. So my question is, is there away to save actor data, and after making minor adjustments to the map, paste it back in so that the actors automatically go to where you had them?
  12. BlackRose

    OoT 3D on a PC?

    Hmmm.... This is what I thought before I even started my search, that there would be no results. Oh well, i'll wait some time and look for a good deal on eBay or something, thanks for the discussion guys
  13. BlackRose

    OoT 3D on a PC?

    Hey thanks xdan and to coool! Sanguinetti, you should go for that, it would be very nice. Still on the subject of emulation, yes, I too have seen a little bit of the no$GBA modification to be able to emulate the 3DS, but I have not gotten a chance to try it (apparently it plays regular DS games fine but is very limited with 3DS). Also, I've seen sites offering 3DS ROMs, even for OoT 3D, but I am never able to find a download link to them, so the sites may be fake? Link to that site: http://www.3ds-rom.com/download.htm
  14. BlackRose

    OoT 3D on a PC?

    Hey guys, just curious, i've been googling around but can't find much information. Basically, I'm craving to play Ocarina of Time 3D but dont have the money to go out and buy a 3DS and the game with it. So, my question is, is it now or will it be possible in the near future to play OoT 3D via emulator on the computer? I realize that there will be no 3D and no use of the gyroscope, but I still just really wanna play it. And if its not possible, can anyone suggest any alternatives like do stores rent out 3DS's or anything?
  15. Hey xdan i love youre work with this, any idea when you're going to release a new version that supports custom maps?
  16. BlackRose

    All Adult Link

    Thank you guys very much, I do not have a lot of time lately, but i hope to, with your help, figure out what I'm doing
  17. BlackRose

    All Adult Link

    So, basically as the title states, this question pertains to the use of Adult Link. I am currently working on a mod where most (preferably ALL) of the game is played with Adult Link. That being said, there will be a lot of wasted child link items that will never be used. So my question is, just like how JSA made the hammer usable by young link, is there a way to make the child link swords/shields/other items usable by Adult Link so that i can take advantage of the extra items? Basically the main thing i want to do is make the kokiri sword and deku shield useable as an adult so that i can port new models over them to create extra swords/shields for Adult Link for my mod. This was posted at glitchkill but i thought I'd post it here too for some variety of answers, thank you!
  18. Hey xdan, awesome job on this program, really looking forward to it. One quick suggestion, forgive me if it has already been brought up, would it be possible to implement exit modifying into this? All i know of now is to use ZLE2 for exit editing, and although it does work, its very time consuming in some situations, and you find yourself guessing at the exits you're editing because its not specific as to which one you're editing. So would it be possible to choose a specific doorway/passageway within a map and edit its exit number, so that you are aware of exactly what exit you're changing?
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