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Everything posted by Arcaith
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If you really look into it, there's a lot more to most supernatural lore than the vast majority of media based on it ever presents. There are also regional differences, often based on the adoption and assimilation of lore into pre-existing lore. In the main, there is a dividing line between those vampires that remain living beings, usually having a far greater lifespan than that of a human, and those who are undead and are immortal. There are a handful in both categories that sunlight is fatal to, however there are also those who are either merely weakened or are completely unaffected by it. There is also lore of, again in both types, vampires procreating with humans. Rarely in lore are children born of parents both vampiric; more often than not it occurs between vampire and human and is often a significant individual to the person before their change. The metaphysics of it all are even more expansive, as are methods of binding and killing.
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One thing I find frustrating about a lot of comics is artistic and narrative consistency. Retcons annoy the crap out of me. There's also a lot of deux ex incidents in both. I don't like asspulls of either kind.
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Blender isn't too bad if you take the time to learn its interface, and that is most definitely free :3 -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
That's what I meant, the UV's were going outside the range that the engine uses. Between -10 and 10 seems to be fine in most cases, and since that's tiling the image 20 times in total, I can't really see many scenarios where it's going to be a problem. I think though that people really need to start moving away from SketchUp, since you can't fix gigantic mappings per face easily in that. With a proper UV editor, you can break some of the faces from the main set and offset them by whole number UV co-ordinates so that the edges of the two pieces still line up. Very useful for irregularly shaped edges. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
JSA, I believe that's what xdan was saying. The cause being UV co-ordinates being too large for the engine to handle causing wraparound. I've never had this problem myself since I try to keep my UV's bounded between -10 and 10 on either axis. Also, I am 100 percent in favour of an angle controller for normals calculation. -
To get a soundfont for any of those games, you'd need to extract the samples the game uses, get their root key and loop points and use that to make an sf2. The main reason the OOT soundfont lacks percussion is because the percussion samples were never imported into it and made into a patch.
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Teej, regarding vampiric procreation; it does have a precedent in the dhampir lore. There is also room to move here depending on the type of vampiric lore you base it on.
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This thread is for OOT debug ROM codes. Please read the thread title properly next time.
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I actually find it kind of sad, given the sheer variation on vampire lore that the twilight saga gets so much shit for departing so heavily from the norm. Honestly, it's a breath of fresh air. As is the 'Spirit Wolf' lycanthropy, noted in the books themselves to be different to 'actual' lycanthropy. That being said, while the concepts are lovely, the execution is at times extremely poor.
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To be entirely fair, Anonymous DDoSing their websites means very little. It's an attack that has almost no bite at all. If Anon wants to get any attention, they'd need to do something a little more permanent. Personally, I think a global ad-hoc network is the way to go. Like torrenting, but on a larger scale.
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Scaling should be 1:1 with the source model unless you specify otherwise in the exporter. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Plugins exist for Blender, SketchUp, 3DS Max and Maya. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Unfortunately not, which is one of the reasons I've been pushing the .x format so much. However, it should technically be possible to implement vertex colour editing in SO, I'm just not sure how you'd go about saving the data, especially if the models' vertex order changes due to revision at any point. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
The diffuse texture is the colour of the object without light effects. The ambient occlusion texture is a map that shows the shadows on an object if it was evenly lid from all sides (basically it tells us how much a factor ambient light should be on each position). For the purposes of OOT imports, they're more or less the same texture, since I don't think OOT does particularly complex lighting calculations. I believe it just uses vertex colours for ambient occlusion. The GUI is looking very nice -
Arcaith presents: IMPERIALISM FOR DUMMIES 'Ooh, look. A hill. *sits on it* My hill.'
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Interesting, though not entirely surprising. Unreal's engine is a pretty well oiled piece of design, and Kismet is quite lovely to work with.
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Yeah, that's the one, the Direct-X format. -
One thing I really like about Nuts and Bolts is its sandbox approach to puzzle solving. Granted, some force you to use a particular vehicle configuration (and if you're like me and 'break' the game that's there to stop some being too easy). It's actually possible to access nearly every area of Showdown Town right off the bat with some clever use of the wrench and the many lovely boxes scattered around. Since you can activate the warp pads as Banjo and Kazooie on foot, it makes getting everywhere pretty easy. Which leads to better parts earlier on, and more notes.
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
If you can, add support for .x files alongside .obj files. Plain text .x files have a far wider range of supported parameters (vertex color/alpha being prime examples). -
OZMAV exports maps at 1/100th of their proper size, I believe.
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It's a texture command, possibly made of more than one texture, though I think it's just the one. You won't be able to duplicate it in SketchUp, only apply the texture and make sure its part of a group of its own so that you can adjust the blendmode once SharpOcarina supports it. Though to get it to animate you have to import it over a scene that already has animating textures, or edit the filetable. Or use spinout's extended material commands. As to translating the sizes, it would be done the same way you've worked out hover boot gaps. Also, you can try doing test exporting to check the size is coming out right.
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One thing that occurred to me was that Headmaster Gaepora's first name may be Rauru. Since people in positions of authority are usually referenced by their last name. It makes some sense, though I could be wrong. It seems to be implied also that Sages don't age, so it could very well be the same person. *shrug*
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Yes, object jumping is collision based, if you look at the collision data for the Lake Hylia entrance fences that'll give you the values you need. It'll also give you the height if you look at the vertex positions with a version of UoT that supports vertex selection. For the skybox, you can put in a plane at the bottom of your room, or if you feel like fiddling with it, edit the skybox model itself. I'm not sure exactly how to do that, though.
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The Mirror Shield light is generated by actor 00B7, object 00AB. I think there's a way to define the light's radius through the variable but I haven't tested that yet. And as Naxy said, when using an actor for the water level, you don't need to place any visual representation of the water in the graphics geometry, and you never place collision where a water surface is.