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Zeth Ryder

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Everything posted by Zeth Ryder

  1. When you moved Gameplay_keep did you also change its location in the File table and DMA Table as well and fixed the CRC?
  2. Viewer is looking pretty awesome xdan! Keep up the good work!
  3. There places for such thing such as IMs or even personal blog sites, however venting your frustration and posting links was causing more problems then just simple venting. Feel free to contact Shadowfire as he was the one who edited and removed the post and links if you have an issue. I do believe however the topic should shift back to what the thread is actually about.
  4. Uh the original post was against our ToS, it was dragging drama from Jul to here. Shadowfire and the admins saw it and agreed that it should be removed to keep the peace.
  5. That is pretty cool Xdan, is this reading directly from a rom or is it reading from extracted files?
  6. That's always a good attitude to carry as you come back. Welcome back to the GCN!
  7. I'm gonna post this here for now, For those of you who never got to see it, The Temple of Light actually was redesigned by me from the one everyone saw in the video I made forever and ever and ever ago. Here is the Entrance in all its glory! Perhaps I might fix up the dungeon's files(since its literally almost done) and release it as a separate mod for fun. Either way enjoy!
  8. Adding animations to the end of the file shouldn't be causing it, especially since object_oe_anime has very little animations to begin with in comparison to some of the models that have a lot of animations in it.
  9. oh you mean like these for instance? Also impas head is used ingame, its used in the cutscene with her running with Zelda. Not beta.
  10. If that didn't work, there is something you should double check in your work then, check the animation you ported making sure the pointers line up, as well as pointers in the actor. If all else fails, restart brand new and retry again. I've had to do that before and usually retrying from scratch made it work properly. EDIT: I just watched your video again, is the target arrow lower then it should be? Because that might be related to this issue you are having and I haven't experienced that problem before. o.o
  11. DE's commands are just one of the problems and double check the animation's pointer in the actor, even one byte off can cause things like this too. EDIT: Forgot to add, yes changing the DE commands also works for the other beta models that load up. Though certain DE commands can actually activate colouring on certain model pieces, like ex object_kw's boots that are normally vertex coloured by the actor.
  12. Its not her fairy, the problem lies in the object's DE commands. The actor uses the DE commands for the fading effect that the Kokiri use. You need to change the DE commands in object_oe3 to match that of the current Saria. So go in a hex editor and search "DE00 0000" You should find in the beta object a lot of DE00 0000 0D00 0000 those need to be changed to DE00 0000 0C00 0000. That will stop the glitching/polygons flying everywhere. End result should be:
  13. Yeah same here though it is very possible at one point it could of been connected to the beta unused phantom ganon text; "I have you now! In this gap between dreams and reality, soon all that will remain of you will be your dead body!" As most of the sages have been seen inside their temples except Saria and Impa. I would imagine it was similar to the Twinrova attack.
  14. She also has an unused expression, I found a while ago when I was going through her textures and stuff during an old displaylist method swap.
  15. Saria uses that animation ingame actually. When she tells you to go see the deku tree go see Mido and talk to him, afterwards talk to Saria. (Do not get the Kokiri sword or it won't trigger the dialogue/animation)
  16. So this converts hardware compatible object models atm, correct and not maps yet?
  17. Could finally the tides be turning?

  18. Option 3! Variant 2 with Variant 1's bg as we discussed on skype earlier! It would be easier on the eyes but also be a nice contrast of dark and light working very nicely.
  19. This is pretty exciting to see! Congrats to everyone for their hard work! Seriously keep it up!
  20. This is why I suggested Collada to begin with since 3ds max, Blender and Sketchup can all handle the file format and is very well documented unlike the .x files. However I don't think Xdan wants to even look into the matter of it. Which of course is his choice.
  21. Sometimes a picture can say everything you need it to say. This shows what I had open at the time as well as the XYZ Camera coordinates when I came across the error. @xdan - I also noticed that Scenenavi seems to lag a bit when switching from different fully displayed scenes (ex: Like clicking on the deku tree then clicking on the spirit temple). Is this normal because of its rendering every room in the scene? Also I wanted to ask about why you haven't added an option to dump the various rooms to obj?(or perhaps a better format such as collada .dae) With how far you've come since Ozmav I think it would be rather great to see proper dumps of the maps/collision of the scenes. Edit: I saw your post, all I can say is Ugh. Ganon's castle is such a mess when it comes how they built it. From the countless seams all over the map and now a bad UV coordinate. -__-
  22. If I remember correctly, games designed for the enjoyment of younger audiences use a combination of Hiragana and Katakana. It wouldn't surprise if both are in there, though I have to agree, the picture is a bit on the blurry side which does make it hard to see what the letters are. Especially with the blinding light crack in the middle making it harder to see the letters.
  23. Yeah it is, as far as I know the 3DS games are pretty heavily encrypted. So texture/model extracting to get better screens is out of the question atm.
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