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Everything posted by Arcaith
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This is a nearly complete though unsorted collection of textures ripped from OOT via OZMAV2. http://www.sendspace.com/file/bzvdgz
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Dragonball is, at its roots, a comedy. While the middling area of Z was a much more serious work, toward the end it returned to its roots once more. And that is one of the crucial distinctions people often miss when comparing it to other series. Naruto, while having its fair share of comedy, is not intended to be treated as such. It's very typical of its genre, and doesn't really take any steps outside the norm: Step 1: Achieve power. Step 2: Achieve recognition. Step 3: Get yourself a new goal. Step 4: Repeat. Still, it makes for interesting reading some of the time. There are points where both series really shine, but I will say that Naruto has the bigger slumps when it does.
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There was word that Euclideon was approached by a console manufacturer, though not which one specifically.
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What renderer are you using? DirectX or OpenGL? Try changing that. It *might* fix the problem.
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Graphics may not be the be all and end all, but it's still some really nice eye candy. I honestly do think that Notch is probably feeling a little bit upstaged given how short a time it's been from the innovation of Minecraft to the new innovation of Unlimited Detail, however that is neither here nor there. Both systems have their merits, as much as Ganondork, Rivan and Leon are capable of having their own opinions. Please don't make this about your own inability to see each other's points of view. I love both Minecraft and Unlimited Detail. If you're going to insist that the two can't coexist, or that you lot can't do the same, then I have a problem with that.
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In terms of constructing animations, a GUI would be useful. From a designer's perspective, it makes it a lot easier to focus on the animation itself. Having said that, the command line interface and its documentation is very comprehensive. I would like a GUI, but a functional program takes priority. That said, having both would be great
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Personally, I'd like to see Mojang and Euclideon working together. Minecraft is a great sandbox game, and pairing it with this engine would have spectacular consequences. I'm really looking forward to the SDK release to see what people will do with this. I'd like to get my own hands on it, but it probably won't be cheap.
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http://www.emutalk.net/threads/46949-Aristotle-s-Mudlord-amp-Rice-Video Try this one, it's the plugin I use most often, same setup again with the TMEM emulation, it should fix the problem with the paths etc.
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I'm working on a couple of models at the moment, not the least of which is the Hero for URA, but they're not ready yet. I'm not as good at modelling people and such as I am with landscapes. I'll make something simple to test it.
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These are all really good, you have a good eye for proportions, mainly all that needs work is perspective/foreshortening.
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This is seriously big news for the industry as a whole. Thought I'd share it around.
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Preliminary dungeon design. It's not working completely yet, some of the rooms need reworking.
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These were all for an Evangelion project I started a long time ago. I might finish it one day. Bleach fancharacters, mostly from the Bleach Asylum RP. A handful of these are my characters, the rest belong to other people. Concept for a webcomic character, Little Ninja 'Chinin'. This is Ferrer Seraph, also known as Modus amongst other aliases. Stuff here does not belong to you, so ask if you want to use it
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Hurr. Stuff.
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Figured out the boss door, updated first post. Notes on Sliding Spike Traps will be available soon once I make sense of the actor.
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I will take your 'fuck yeah' and raise to 'have my babies you exquisite beast'. If you can get at least texture dumping working for both WW and TP I will love you forever, there are several textures and models I want to cannibalize.
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It won't matter if you use new textures, since the importer writes the textures as new ones anyway. It doesn't reference an existing 'bank' of textures.
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Edited first post for more values for Z. Also, tried that. The variable should be 0154 but it doesn't work for some reason. Not sure if something is missing :S
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This is a compendium of the notes I've accrued so far in my attempts at making dungeons. A lot of it comes from fragmented sources, so getting it all together will take a little while. Enjoy :3 PUSHABLE BLOCKS (actor no. 00FF) Block Variables XXYZ - X clear trigger - Y block colouration - Z block type Values for Y - 0 brown - 4 blue Values for Z - 0 small - 1 large - 2 very large - 3 huge - 4 locker (small) - 5 locker (large) - 6 locker (very large) - 7 locker (huge) Now, I haven't documented all the values for Y, but, the value for Z, 6, is important. You have one block, say 0302. 03 is your clear trigger, 02 is a brown very large block. Say you want it to stay where it belongs after it's been moved. You place another block actor where it will be stopped, variable 0306. Clear trigger 03, 06 locker. It will hold the block there. To get the 'puzzle solved' sound, use the 0139 actor (group is 0001 so no need to load it up) with a unique variable (potentially clear trigger tied, not sure yet) and position it at the same co-ordinates as the block locker. Also, for a pushable block to press a switch down, it must fall down onto the switch, merely pushing it on top will not cause it to trigger. If a block is to stay on top of a switch after being pushed in place, the locker should be a few (I usually place it 10) units above the switch. That way, when it locks it in place again upon re-entering the room, it falls a short distance onto the switch again. ALTERNATE DOOR SKINS (actor no. 002E and 0009) Required Objects 002B - Dodongos Cavern Doors 002C - Fire Temple Doors 0036 - Great Deku Tree Doors 004D - Gerudo Training Grounds Doors 0059 - Water Temple Doors 0072 - Required for Forest Temple Boss Door 0073 - Required for Forest Temple Boss Door 0139 - Ganons Castle Doors 016D - Spirit Temple Doors (may also require object 00F1, untested) 0187 - Shadow Temple / Beneath The Well Doors (may also require object 0069, untested) 018F - Royal Familys Grave 00B0 - Required to load ANY Boss Door The object for the style of door you want to use must be first in the object list, otherwise the door loading can be unpredictable at best. This is important. The boss door object is less fussy. Also, in order to use an alternate door skin, you must overwrite a scene that uses alternate skins. I am not sure where the definition in the game that decides this is, however, so it remains to be seen whether other scenes can use these doors.
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I imagine it should be possible when writing video plugins for 3DS to create output that can be interpreted by desktop computer 3D systems.
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
I'm fairly sure that the importer imports it as IA, but yeah, the combiner is probably off. What I find bizarre though is that it's bleeding in the void only when rendered over some of the textures and not others. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
No, I don't think it's a lighting error since it's happening selectively on certain faces in the same scene and not on others. Using v04 doesn't seem to help, the result is the same. I just realized that the glitch in these two is the same, it's showing through to the skybox, or lack thereof. Except it's not happening on every surface. And I can't think why. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Another alpha related bug; geometry that should be drawn before the water is being drawn after it. Also, third bug which I don't have a picture for; the cobweb texture in the Deku Tree doesn't reimport well and causes a similar alpha glitch to the earlier posted one. Will make a screen shortly. edit: As you can see it also happens on the vines, though to a lesser extent. It also doesn't seem to happen on all surfaces. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Nope, there aren't any other alpha channels that I'm aware of. That's the bizarre thing. The only difference between the surface that has the glitch and the one that doesn't is the angle. Texture etc is the same. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Teeny tiny glitch; not sure what's causing it.