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Everything posted by Arcaith
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Wow...I could buy a house for that much. You know, if I had that sort of money XD
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Awesome I love light aircraft, this one looks really nice :3
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This should have all the info you need; you might need to use a map viewer that tells you which vertex is which so you can isolate the triangles you want to delete, though.
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Did you know that random, entirely made up facts have a very extraordinarily slight chance of being true?
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D: I am -not- imaginary D:
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Unfortunately not, because that only sets the alpha for all the vertices in that group. You'd need to be able to set only the edge vertices to have a 0 alpha value.
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Yeah, doing vertex editing manually is an exhausting process, because you have to isolate the correct vertices, and then edit them one at a time. And the vertex order isn't always straightforward, either.
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The fade is per-vertex blending, which for imports isn't currently supported, and currents in water use waypoints, again this is not yet supported by importers.
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He does actually credit spinout's replacement of Malon with 'Aria', but there are several others who are completely uncredited in the list.
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Actually, in that instance, the use of the word retarded does make sense, since his body aged but his mind wasn't conscious of it. To retard something means to slow it down, and in Link's case, his mind actually stopped for a while. At least, that's what we deduce from dialogue. But we're getting offtopic.
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Oh wow Awesome to see this going again
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Big problem with transparrency, sketchup and sharpocarina.
Arcaith replied to Griduser64's question in Q & A
It's a z-buffering issue, OOT is drawing the water before the wall. I'm not entirely sure how to best fix it, but if you split the wall in half so that there are a separate set of faces beneath the water and another set above, or make sure that the water is the last set of defined vertices and faces in the obj file, it should fix the issue. -
I guess the first thing to do would be to get to grips with the way the game works. Each area in the game is comprised of a map and a scene. The scene stores the collision data, map transition actors, Link's starting positions for the map and scene exits among other things. Maps contain actors other than Link and transition actors, like trees, grass, NPCs, items, enemies etc, and also contain the graphics polygon data for a specific section of the scene. In some cases, a scene only has one associated map file as in the case of Hyrule Field. Others, like the Lost Woods, Gerudo Fortress and dungeons contain multiple maps. When it comes to dungeon building, something important to understand is that any given scene has a set number of 'state flags'. These tell the game whether something has been triggered, and are in groups; global, scene global, map global. You can find most of this information in more detail at the z64 wiki. It's a good place to start looking for specific information. It's also a great idea to learn your way around a Hex editor, as there's a good chance you'll need to use one at some point.
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So you didn't make any other edits along with the guard edit? Because it may be another change causing the problem. Alternatively, try replacing a different actor/group.
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If it's anything like the kiosk demo carts that were set up here in Australia, it's just a regular old 1.0 version in promotional packaging marked only so that the store didn't sell more units than it was given to sell. I never came across any 'true' demo editions of OOT on any of the kiosks I saw around the time of its release here. edit: That being said, doing a dump of the game would be interesting; who here can support spinout if he buys it?
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Need help with using waterboxes and sharpocarina..
Arcaith replied to Griduser64's question in Q & A
The water disappearing is a z-buffer glitch, the game is drawing certain faces after it draws the water actor, which is probably connected to presets in the actor's own render order. -
Making a huge map, need info on injection offset and scene number.
Arcaith replied to Griduser64's question in Q & A
Can you give some more specific details about the map? Post some screencaps of both the working and non-working versions as they load up in SharpOcarina, it might be a bug with UVs or perhaps a badly configured actor. -
Welcome, great to have you on board
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The Gaiden project was entirely separate from Ura. I believe it was started after the DD and Ura were declared a commercial failure, but Nintendo still wanted to release a title that made use of the memory expansion pack.
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Rewatched Hellsing OVAs I through IV today. Also attempted to start watching 12 Kingdoms all the way through again. Hrghurmble. Going to watch some more stuff tomorrow if I'm not too busy.
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Bold statement about Nintendo's handheld designs...
Arcaith replied to xdaniel's topic in General Gaming
I think the move to standardization is probably more rooted in both the 'multiplatform' glut, and the fact that emergent technology is often scorned unless it's presented within the context of something familiar and comfortable. If you look at it, the design of the DS is basically a GBA and GBA SP smooshed together with an extra screen. I also think that the design of the DS is simply very functional, and there's not really much that can be done to change it. -
Well for a start, your screen resolutions are a bit wonky XD But also, is that Windows 8?
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*explodes into pile of jelly* This is why I need more money.
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Interesting arrangement you have there. I don't mind it, actually.