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xdaniel

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Everything posted by xdaniel

  1. Mikakunin ED playing in Winamp + the SFX of Skeletons dropping into a pit, waiting to be killed for EXP, arrows, bones & gear...

  2. Basic but near-perfect(?) texture mapping is a thing; still need to fix alpha channels & more... http://t.co/DSZKqtFnVT #zelda #oot3d #3ds

  3. You know the meme, with Mudkips and liking them, just replace Mudkips with textures:
  4. The way this show just casually drops big revelations... I like it. In fact, I like a whole damn lot about this show <3 #mikakunin 07

  5. D-Frag has the exact kind of ridiculousness I love. Other shows are crazy too, but don't click with me the way this does... #dfrag 06+07

  6. I still believe that MQ is either 1) not Ura Zelda at all, and they're just saying as much to shut up nosy fans, or 2) it's all they managed to finish of Ura. For example, "There were several ideas that I could not incorporate [in the current game] because of the time shortage and other reasons. In the future, I want some new areas and new dungeons to be available for players who have already finished Ocarina of Time, where they will find new challenges." (source) doesn't sound like "reshuffle the dungeons a bit and make them harder" to me, and that they had more planned for it. See also ideas like, ex. "The title might support the GB Camera to create masks for Link. Miyamoto hinted of this possibility in a 64 Dream interview. If this does turn out to be true, gamers will be able to create their own masks in Talent Studio and implement them into Ura-Zelda." (source). And then there's this article, which states that Ura was completed and that it "offers new items, levels and characters for those who already own Ocarina of Time", although the latter might partially be conjecture on IGN's part, exaggerating things Miyamoto said before, like the above. It's not like the 64DD was completely dead and buried by that point (August 2000) either, the last game came out shortly after that article was published, the Randnet service continued until February 2001. Also, Ura supposedly "has been completed for some time now" - say it was finished by April that year, the month the F-Zero X Expansion Kit was released, they probably could've launched by May/June. I don't see any reason not to release an anticipated title like this, even on a doomed platform, unless it was not actually finished. Then I could see MQ being Ura, in that rearranging the existing dungeons is all they ever finished from the things they had planned or toyed with, and that not being good enough for a finished, stand-alone product (see ex. the Miyamoto quote in the article JSA linked to, regarding alternate versions of dungeons not being progressive). But whatever the case, I don't think we'll ever get undeniable proof one way or the other, unless an actual 64DD Ura disk leaks out, and has or does not have more content than MQ does. ...also, why is this in the OoT3D model format thread? (And either I can't, or IP.Board can't, split threads, otherwise I'd split the Ura stuff...)
  7. RT @GuudeLP: Mindcrack - Ultra Hardcore - S14E5 - Things Get Serious: http://t.co/tSQU3hEnBl via @YouTube

  8. Somewhat glitchy Zora's Fountain, but those are nothing compared to other areas and actors... http://t.co/NRFuj7C3TM

  9. Drama aside, some progress for those unaware: (click for higher resolution, 1920x994) Texturing in general is still hit and miss: decoding of two particular formats isn't working 100%, material-to-texture relationships aren't fully understood (so the wrong textures get applied to a lot of geometry, ex. Kakariko looks awful), etc. That's not even mentioning all the other unknowns in the model format that aren't texture-related... but I guess I'll still post a build of the viewer in a few days, so that those who have the files can play around with it.
  10. Some "edge of your seat" material right there, last few minutes in particular

  11. Oooh, and my next tweet's gotta be good, it's number 800! See ya later, twitters!

  12. I don't actually have the ROM itself, just all the files from its filesystem (some 450+ MB, same files Flotonic and cen have for all I know). In fact, I couldn't even do anything with the ROM due to its encryption and not being able to decrypt it - don't have any keys, nor do I even know how the encryption even works.
  13. And here I was told on the 10th (by means of someone else), quote: "do whatever you like, although posting it publically probably wouldn't be a good idea"... Well, I guess that only means the actual files... or it now does, anyway. Good luck with the textures, btw, I'm having a hard time trying to convert in the first place, figure out how textures and materials relate to each other, etc., etc. Got the texture coords out correctly, at least, which work alright with dummy textures... Also fixed the thread title.
  14. One awesome episode. Shiroe's the "Incubator in Glasses", Isuzu X Rudy ftw, & many little things... sooo worth staying up for #loghorizon 20

  15. Oh, also SYD* ep07, if I got the schedule right... I should just marathon all that stuff as far as I can

  16. RT @NintendoEurope: Etrian Odyssey Untold: The Millennium Girl is coming to Europe on 02/05; demo on 18/04. Trailer: http://t.co/mTI1F34Fn8…

  17. I don't even remember whom this was directed at, I though Airikita was the one actually... Also, I was pretty sure alpha channels were working...? I mean, even SharpOcarina already went out of its way to look for alpha channels in each texture, to select the correct modes... Hell, this converter does it, too - note the "texture.HasAlpha" bits: Obviously I do need to work on that more, because at least in Unicat's case, the alpha channel doesn't actually work. Please don't go around accusing me of not wanting to fix stuff, tho - me not doing it for whatever reason (ex. SharpOcarina's shitty code, in the end a lot of which Model2N64 inherited) doesn't automatically equal me not wanting to.
  18. Not an in-game example, but a demonstration of what I wish more games, especially in the series in question, did: Make sure annotations are on, maybe watch it on YouTube proper too, instead of embedded like this. (Also, YT seems to have messed up the sync between audio and video since it was uploaded -.-)
  19. RT @xkeepah: I made a post about my #gamedev stuff with Columns Clone. http://t.co/zpE89clfVa I'm not a good writer, but maybe it'll be int…

  20. RT @CandySwipe: Open Letter: King Now Wants to Cancel CandySwipe's Trademark Even Though it Existed 2 years Before Candy Crush Saga http://…

  21. Those aren't child and parent limbs, tho, first byte is the child, second byte is the next limb. And the "chain", so to speak, goes down properly: limb 0 has limb 1 as child, limb 1 has limb 2 as child, limb 2 has limb 3 as next, limb 3 has limb 4 as child, limb 4 terminates this chain. It's weird regardless...
  22. So wait, how did they make the cow not render the nose ring? Is the actor hardcoded to not render that particular limb or something? Because I've always seen it while working on actor rendering:
  23. No, please @twitter, don't ruin your UI like @youtube loves to. Those tiles just make it cluttered and unclear http://t.co/uieKma3Ctw

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