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Everything posted by Zeth Ryder
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I made this a while back, the only three not on there are the beta mido, the first beta fado and beta saria
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nope, the beta npcs used a separate file. The alpha model object_human(aria) is the only beta(alpha?) npc to have animations in its model.
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Ocarina of Time Debug Spirit temple alternative dungeon.
Zeth Ryder replied to Stryfe's topic in Modifications
Are you sure you don't have a modified rom or codes on? There isn't an alternate object set at all for the spirit temple and doing a 3rd before final cutscene for the spirit temple freezes the game. EDIT: You actually just loaded up in the boss room exit data that takes you back into the previous room just before the boss room(every boss room has this but it is unused) and what loaded was just the normal master quest. Also to fix "222 : jjjjfnjznv" issue, you need to check TMEM in the graphic's plugin in whatever emulator you are using to get the mapselect to show up properly. -
My guess this is before the Chamber of Sages even existed, as I found two different warp groups loaded there as well. My guess its a very similar to wind waker in that sense where the sages actually stayed in the boss room of the temples after they were saved. Also loading other actors in different rooms is not as challenging anymore after a bit of understanding how they work. An actor will NOT load at all if it doesn't have all the groups/objects it needs to load properly. Ex: Market NPCs require about 10+ objects/groups to be loaded in the map before you can even spawn one market npc. Yes, this explains it as well, because the original design for the wind sage was a male kokiri.
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We knew about the model, object_oe9(aka male beta fado) however we had no clue where it originated from at the time. All we knew was that it was OLD. Also the rumor of an adult Saria isn't true, that's the beta one I mentioned above. It was just theory that she was an adult, however I loaded her model up and I can guarantee, she's not an adult at all!
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So I was doing some digging around the OOT rom yesterday night when I found that the forest temple boss chamber has 6 objects(groups to those who are used to it being called that). As I continued searching, and identifying them one by one, I finally came across one that put a lot of things into perspective. The original sage of the Wind Temple, before it became the forest temple, was indeed a male character, the first fado. His model is old, I wish there was actually more to him but even still just finding a piece has put together more info for this puzzle. Under close examination, you can see how his character developed into Fado the female sage of wind which separated into two entities, beta Saria(sage of forest/wind?) and beta fado(non sage), then Saria, Sage of Forest and Fado the non sage npc. These textures are only shared with this group of npc models where other kokiri and npcs use different textures entirely. You can see in the pictures below how the models developed, used the same sources and the hair is used in all of them, except the first female beta fado, she uses a changed up version of the hair. Even Saria's hair is the same texture just tinted green. Check out the eye comparison, you can see progression of building off the original eye texture. From left to right (Male fado, first beta female fado, beta saria, beta female fado 2, Final Saria, Final Fado) In conclusion, this is a great discovery and explains why wind waker's sage of wind fado is male, as it was a reused idea they originally worked on back in the days of Zelda64!
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I was just watching that movie last night!
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Actor code, animation and matrices, RAM segments...
Zeth Ryder replied to xdaniel's question in Q & A
Well ok, its not that but it doesn't give me an error except it would just close for no reason but now suddenly trying it today, it works! xD -
Rare N64 prototype fundraiser (Perfect Dark & Conker)
Zeth Ryder replied to xdaniel's topic in General Gaming
Or Dinosaur planet! -
Actor code, animation and matrices, RAM segments...
Zeth Ryder replied to xdaniel's question in Q & A
I cannot get it to run, just crashes. Guessing this is related to being on 64 bit OS? -
Is anyone else having some trouble with the site?
Zeth Ryder replied to Armos's topic in The Central Hub
We are aware of the bug and are working on it now! -
oh that, I personally like the shading on the models, he doesn't have his eyebrows showing through his hair anymore but oh well, to each their own.
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I don't understand what you mean by they took away the cel shading, its still the same models with the same cel shaded textures just in higher resolution. The only difference is the sky(which is probably just a default for the engine and not the final product) and lighting.
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After some big observations with Sakura, pointing out features, designs, landmarks in the characters, etc. We have come to the conclusion of what's happening in the pictures. What you see is nothing more then the Gamecube's model imported, same goes with the wind waker models. However apparently the new engine uses a better way to handle alpha textures(like grass), further observation of the models, we've also concluded that the textures are indeed higher resolution then those used in the gamecube one. When most artist make the textures, they do it a bigger resolution then the texture is scaled down to fit the game. There is no doubt they are the same textures, but higher resolution. So how everyone feels they are losing the "wind waker" effect really doesn't lose at all, its still the same wind waker game models and textures. The only difference is lighting, shadows and environment, as which I mentioned before about it will most likely be changed to fit the game properly. Now since there is confirmation about the models and textures, I'm almost positive, we are going to see updated ones to match the new HD resolutions. Further examining other Wii U games showcases much better render environments and models, we can only assume wind waker's HD version will receive that same treatment.
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To all of the Banjo-Kazooie fans out there...
Zeth Ryder replied to Blaze_Uchiha420's topic in General Gaming
The hack isn't called Mumbo's wand, but rather the tool they are working on to allow for custom maps, custom events, placement of actors, exits, etc. Its really well done though it does have its share of glitches like textures broken on the grunty in a box's eyes, or a few seaming issues here and there but overall its rather good. -
I personally like the new look, while I am sure its going to go through its changes, it seems more they are just undergoing testing environments with the Wii U's abilities and new engine for the game. Let's take a look, while the game looks great in HD, from what I can tell, its using higher resolution textures but on the same low poly model used in the gamecube(except Tetra, Link and the pot lady as they are obvious updated). This was probably WW's level imported for testing and will probably get a much more updated look and tweaked in the official. As Eiji Anouma stated, they were testing several different games to try to find a new feel for the new Zelda game they are making, hinting that this is more a gamecube port running under the new engine and hardware just for the test. So its expected to see elements not worked perfectly to flow with the world just yet.
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May I recommend pressing the Prt Scrn Key on your keyboard and pasting/cropping the image in photoshop or MSPaint. Would save you the ridiculous unregistered hypercam text.
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I agree, but in the end that's their downfall, not mine, nor this projects. I know there is people that we aren't going to please(They seem to be the ones thumbs downing my videos, the whole 2-3 of them) and honestly I could careless. You can't please everyone and the best thing is not to feed into their ignorance. Not worth my effort and not worth anyone else's either, Our main focus is the project not the speed bumps. :3
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N64/Zelda hacking tools (DList conversion etc)
Zeth Ryder replied to xdaniel's topic in Community Projects
Couple things that could help improve this, the ability to zoom in and out on the object, cause the controls are a bit stiff to be able to view your model and the lighting around it not very easily and possibly add .zobj as an extention, as most model viewers read .zobj and it becomes kind of annoying having to test size, and have to rename the .bin file to .zobj just to view it before testing ingame. Stil this is a very impressive tool xdan! :3 EDIT: I seem to have found an error trying the public2 release. No textures at all show up and the lightbulb on the box is completely blank. -
Looks identical to the OOT carts. Have you plugged it in and tried it?
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And here comes the birthday haul! They finally arrived today!
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I don't want to live on this planet anymore.
Zeth Ryder replied to
Conker's topic in The Central HubLOL QFT