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Secant

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Everything posted by Secant

  1. Welcome to the forum, MasterPhW. I've been seeing a lot of users joining this forum in searching for Zeth's activity, and you'll be pleased to know that he (and his team) are currently working on a major modification of Ocarina of Time, and with the way things are going, I don't foresee much getting in the way of stopping us, so hopefully you won't have to suffer any further delays. I heartily encourage you to post any and all projects you're currently working on, be they textures, programs, or some other medium. Any contribution to the community is highly valued, and you'll definitely earn some favor among the community by giving them a nice distraction. To address your issue with the IPB settings, while it may have a lot of flourish you're not used to, it does provide some flexibility to bend it more towards your preferences, so hopefully it won't be too cumbersome for you to navigate the site. If you prefer a much simpler design, the IP.Mobile skin might be more useful, as it excludes the shoutbox and most other dynamic features entirely. And, of course, If none of these suit you very well, you can always ask Shadow Fire--the owner of this site--to see what he can do about providing alternative options to suit the tastes of people like you. If you have any questions about anything at all, feel free to ask any of our staff members, and enjoy yourself!
  2. Protip: http://core.the-gcn....utorial&a_cat=1 The tutorials section works a little differently from other forums. You have to actually go to the tutorials section (not subforum) to submit a new one. What with all the trouble people seem to be having with this, I'm tempted to write a tutorial on creating tutorials. XD EDIT: Topic dumpster'd due to being obsolete.
  3. Hence, wotf.py being, as spinout said, leaps and bounds ahead of Model_Convert. Come to think of it, if that's the old (and I mean really old) version that combined map and general display list conversion and only supported bitmaps, that thing needs to go ASAP. Some of those imports turn out absolutely horrendous compared to what the newer programs can do, and performance-wise, can have some adverse effects.
  4. Merged these topics together in accordance with your suggestion, and to avoid clutter with similar topics.
  5. This has actually been done before; I've seen someone (I think it was Zeth) import the Ballad of the Windfish so that Malon sings that song instead of Epona's Song. I'm not exactly sure how he did it, but I would hazard a guess that it would work the same as any sequence importing--just find the appropriate sequence, import your own, and repoint it. To stray back to the topic, I would love to see that collision editor whenever you implement it, xdan--I've been dying to get one working on a 64-bit OS. ZLE2's collision_fixer.exe doesn't work for me and it makes me a saaad panda. D:
  6. And here's the obligatory admin's stamp of un-authenticity: Be it made awareThat this IRC channel is not in any way affiliated with the site (the-gcn.com) and holds no weight in community discussion, barring news or reviews on video games. That said, I may drop in from time to time to say hi.
  7. That's nice, but have you seen THIS MOTHERFUCKING SINK!? My sink and hill.
  8. InformationYou have earned the favor of Naxylldritt by making him LOL at a post for more than 15 seconds straight, and your post is thus to be acknowledged with: <center><img src="http://i326.photobucket.com/albums/k431/Thunderbird346/Seal.png" width=250 height=250></center> @Arcaith: I agree entirely. I think that's why the surroundings look so low-detail--it's because Link is so much more detailed than everything else. And I'll concede that the pictures are a higher resolution than the screen, but still, the Stalfos just seem so low-poly to me. Their shields and gauntlets look the same as the N64, for crying out loud!
  9. Honestly, I'm actually a little bit disappointed with some of the model graphics. The Stalfos, in particular, doesn't seem much more detailed than the original one, and the textures are rather low-resolution for a full-on remake of the game meant to be in super high detail. In addition, the scene in Sacred Forest Meadow seems highly primitive--walls should never intersect floors at a 90-degree angle in modern games. It makes it seems so much less real, no matter how many particle effects and scenery features you toss in. That said, what I am liking is the dynamic camera angles. It looks like it's a lot more reactive, now, which is great. I like being entertained by a good angle to view the action by, and it looks like Nintendo plans to deliver on that level. Let's just hope they don't overembelish it, otherwise it will just be unwieldy and dizzying.
  10. I was wondering when someone would get that. XD
  11. Seems to me like he might either be a relative of Link's (dad, uncle, cousin, Great Aunt Betha's dad's son's second cousin's twice removed granddaughter's husband, etc.) or the leader of Link's home town/tribe/whatever. Also, OFF TOPIC: The fact that his arm is sticking through his collar bothers me deeply. You'd think animators would learn to work around model clipping these days. This is 2011, after all. >.<
  12. Heh, yeah, I have a tendency to do that from time to time. XD Actor handling works really well for me, xdan. It's only the waypoint selecting that's mildly difficult, and that's only when I want to deselect the waypoint. Other than that, I found pretty much no problems with it.
  13. Not really. Zeth's added geometry to Hyrule Field before, and it wasn't too big of a deal. But he had to repoint the file because it didn't fit in its original place, so it's highly inefficient to add geometry. You're just better off making custom maps. I'll leave it to xdan to change the title if he wants to. I find encroaching on another person's project page, even with something as simple as the title, to be extremely rude. I think the effect for Jabu-Jabu's belly is controlled either by an actor present in ever room, or in the scene header (most likely the scene header). Animated textures are also being worked on; Zeth has made progressing for supporting animated textures in map imports from Majora's Mask. Check out this video for details. And yes, both of these can be done with a hex editor. It's just a matter of knowing the file formats and correctly manipulating them. I imagine it wouldn't be terribly difficult for xdan to implement these in SayakaGL, and I for one certainly support being able to edit animated textures, especially when/if support for custom maps comes out.
  14. Adding geometry (which is involved in pushing/pulling, as you seem to imply, assuming you mean the feature as it is in SketchUp) would be extremely difficult to program in, as it requires changing the file size and ends up either overwriting whatever file is next in line, or would require saving to a new location in the ROM and repointing the file table. Either way, it's a painstaking process that isn't worth any potential gains.
  15. NES games are a great place to start. When you're trying to learn how to document file formats, this is one scenario where reinventing the wheel is actually a good idea. This way, you can follow specific steps and achieve a known satisfactory result to get the hang of what needs to be done to achieve a certain purpose. Once you've grasped the concept of an NES game's file formats, you might step up to a slightly more complex 2D console, such as GBC or GBA. From there, you could try moving on more complex yet, with the N64, until you feel comfortable enough to tackle complex GCN file formats. Spend as much or as little time as you feel comfortable doing with each one; take your time and try to challenge yourself to keep your own interest, but avoid anything so daunting that you're certain to give up before you accomplish your goal.
  16. From what I understand, this project is still underway, albeit currently delayed in favor of the URA Project. That might change at some point in the near future, but I can't say for sure.
  17. Secant

    So tell me.

    Fortunately untrue, an admin found this quickly. What Jason777 said sums it up. I don't care what anyone thinks about Maco64's side of the community, as long as it's kept to themselves. Be it enactedNo member should start any topic that may incite a flame war--in particular, topics about Maco are rather sensitive to some. Use common sense. Topic locked.
  18. This is brilliant work. I'm glad we're documenting the information for doing this; it's always great to know how to do things like this manually.
  19. If I'm correctly detecting actor paths, then holy crap xdan, you're god. And if everything we see here is planned to include edit features, then you're... I dunno, ultimate supreme executive master boss-chief emperor kaiser controller of the multiverse and beyond.
  20. Already done so, xdan, I did a reply edit a few days ago. Check the PM conversation, it should have quite a bit of useful feedback.
  21. Secant

    LOLWUT

    PJ64, in general, hates custom imports with versions of obj2area beyond release 9 or so. Nemu is really the only way to go if you want to use later versions.
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