-
Posts
661 -
Joined
-
Last visited
-
Days Won
15
Content Type
Profiles
Forums
Downloads
Calendar
Bug Tracker
Everything posted by Arcaith
-
If you want to change water levels, you won't need to put in polygons for the visual part of the water. There isn't really anything else you need to consider beyond what heights you want the water to be. As to light shining through cracks, a couple of actors exist for this, but they're fixed shapes. You can model the beams of light yourself, however the textures OOT uses for light rays don't currently import correctly with SharpOcarina. Also, if you want to be able to use the mirror shield while standing in these beams, there's an actor you can use for that.
-
For the water surface, you can blend in a colour or use a texture that is already edited to be green. As far as damaging Link is concerned, there are a couple of ways you can approach it. You can set the collision at the bottom of the water to damage Link if he walks on it (would only work where he can walk in the water, or is wearing iron boots and would start damaging him immediately) or you could write an actor that hooks into the waterbox and sets it to start damaging Link after a set amount of time. Water level manipulation is done via actors, specifically water plane actors alongside 'Play Ocarina Here' actors. It may be possible to use switches too, since they most likely use clear triggers, but I don't know about the rest of the setup. I don't believe we yet have the specifics of how Jabu-Jabu's environment moves in its fleshy way; however the expanding and contracting screen effect is tied to the file table. Zeth knows more about this than I. The lava in the main Dodongo's Cavern room is a 'dynamic texture' that is loaded from a bank of several, so in order to dump it you may need to use a Rice/Mudlord/Aristotle plugin. Water rapids are a waterbox flag, and I think are controlled by waypoints.
-
Nah, if we're doing a creepypasta, I'd want to do a full blown hack of the game and give it a proper creepy story. Something with a lot of thought in it.
-
HTC Desire running a custom Android based ROM, provider is Telstra. Their prices are a bit steeper than other providers, but since I'm in a country area they're about the only ones with reliable coverage.
-
*SNEEEP* >:3
-
In a movie I'm working as a part of, one of the characters gets smothered to death in a chocolate cake. It had a faceprint in it. We ate the cake afterwards.
-
I'm a big fan of symphonic music regardless of its period or substrate, and it describes a large portion of my own style of composition.
-
For me, dubstep is very hit and miss, which is owed largely to the dub part of the genre. Having said that, I've found some that I've really enjoyed.
-
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Normals are defined by the order of the vertices in a face, I think a counter clockwise winding from the direction you face the face will point the normal toward you. -
Prime 3 does have some absolutely gorgeous designs :3
-
I think one thing I've always loved about Nintendo's games is that they're immersive, regardless of what generation they were released on; you get a real sense of the world from the general ambiance and your mind fills in the 'blanks' left by any lack of superficial detail.
-
I doubt it, since he blocks the entrance to Lanayru until you begin looking for the parts of the Song of the Hero.
-
There are a couple of ways you can approach it. You can set the tunic blend colour to be white, or you can edit the textures as white and let the game continue to blend in the colour of the tunic Link has equipped.
-
Odd, I didn't have that problem, and I got the game when it was released.
-
I'd actually really like to push the use of plain text .x files rather than .obj, since these have support for vertex colours and animations. Unfortunately, since a lot of people use SketchUp, that might be difficult. I believe Blender supports .x files, and I know that Max does.
-
Chrono Trigger- Using the Colosseum, and Other Stuff
Arcaith replied to Sage of Mirrors's topic in Community Projects
That's looking really nice If I wasn't busy with 101 other things I'd help you out with the spriting; if my workload lightens any time in the future and you're still in need of assistance I'll give you a hand. -
It would probably be simpler to create a new actor that detects proximity based on its origin and point it to textures to overlay on the screen based on its variable, since the default text printer is ugly. For detecting Link's position, you'd use raycasting, I believe.
-
How do you go about swapping Links character model?
Arcaith replied to Сʀɪ�ѕ�ɴ's question in Q & A
ZAP2 is an actor placement tool, I'm pretty sure it doesn't have a dlist swap function. -
How do you go about swapping Links character model?
Arcaith replied to Сʀɪ�ѕ�ɴ's question in Q & A
There are a couple of ways you can go about doing this; the 'simplest' way is by tacking Zelda's display lists onto the end of Link's (or overwriting if there's enough space) and repointing the offsets for the individual limbs. There is also a tool made by spinout which can import and export individual zobj display lists, however I'm not certain if he has finished support for texture mirroring at this stage. -
*politically correct seasonal greeting here* XD
-
They are the ambient and diffuse channels respectively. Most programs read the primary texture from the diffuse (Kd) rather than ambient (Ka).