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Everything posted by Arcaith
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I believe there is a definition in the game somewhere that ties particular door textures and sizes to particular scenes. JSA's Eagle Dungeon overwrites the Fire Temple's scene and the game loads up the doors for the Fire Temple in that replacement. Try overwriting the Spirit Temple's scene number with a new map and put in a vertical sliding door. If it shows as a Spirit Temple door, then that more or less confirms it. I don't know how the game sets it up, though.
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Was just testing a map and noticed something rather odd. Fell off the edge and died, framerate dropped to 4 and I didn't respawn. Will investigate further. edit: Okay, it happens no matter where I exit the map in that way. Also, would you be able to implement timeflow and time of day settings next build? Other than that, this new build is fantastic Loving it :3 -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
That would probably help a lot. Not sure if this is a bug or my own blunder, but on a multi room map, I have two waterboxes so far, each in a different room. The box in the first room works fine, but the second one won't. Do I need to alter anything to fix that or is it an importer bug? -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
My alpha issue was texture related. Must have had per pixel alpha data. -
There are quite a few possibilities; the owl statues can only be warped to once you have struck them with a sword. The pads could be similar in that you could only warp to them when you had sighted or stood on them at least once. That or they were all useable at once and the game breaking was only noticed later. *shrug*
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Okay, you know the field labelled 'Raw Data'? Change the sixth digit from the left to the number of the exit you want to use from the exit list. There's only one exit in this map, but it's the first one, so you can see that it's set to '1'.
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A lot of people find its interface a bit frustrating, but it's a far more powerful and accurate modelling tool than SketchUp.
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The Water Temple theme in the Great Bay Temple is actually quite a good fit.
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That depends. If you want to make a door exit from a map, you'll need a transition actor that loads the same room front and back and collision to stop the player from walking through the door actor (which has no collision of its own) onto the exit collision. Exits like the one from Kakariko onto Hyrule Field don't need transition actors, just collision with an exit assigned to it.
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I actually really like this new skin
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
As Okami said, the preview is showing the alpha set at 128 fine, and the value is also changing in the saved xml file. I'm not sure why it's not working, perhaps the blendmode isn't being correctly assigned? Offtopic: I too have appointments today XD -
That's better :3
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Small bug: changes to alpha values aren't working. Also, textures with per pixel alpha have black outlines. I'm not sure if this is a problem with the textures themselves, but it is present. Here's a comparison shot. -
Maybe they don't want to spoil it for the younger generation who are new to the game?
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If SketchUp is insufficient for your needs, try Blender. If you can learn to use that, you can learn any 3D modelling program.
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It's a bit frustrating as it makes some posts difficult to read. Is it possible to disable the addon (temporarily) and see if it's causing the problem?
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Having a complete map of files and which files point to which other files would be incredibly useful; it would eliminate a lot of guesswork. I say proceed.
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There's no word yet on whether Australia will be getting this bundle *sadface*
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Things are running much more smoothly with the new build; imports look lovely :3 -
Use PPFStudio.
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I...feel funny in my pants... I am most DEFINITELY getting this.
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
I think that glitch is because the texture is 64x64. I'm more or less certain that 64x64 is only supported for indexed textures. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
I've discovered the reason behind the nonshowing gfx polygons; when there's only one group in the obj file. These files cause a crash. http://www.sendspace.com/file/jjhzhm Additional: If you have a spare moment, could you add the ability to disable backface culling for things like fences when you do the fix? -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
I'm having a couple of bugs. First off, I'm getting the non-loading textured geometry, but not the freezes. Second, with some of my model exports, the importer crashes when I load the obj file. Here's the error. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException() at SharpOcarina.ObjFile.DrawTriangle(Triangle Tri) in C:\Dokumente und Einstellungen\Daniel\eigene dateien\visual studio 2010\Projects\MapDev\MapDev\ObjFile.cs:line 677 at SharpOcarina.ObjFile.DrawHighlightedTriangle(Triangle Tri, Color4 Color, Boolean Outlined) in C:\Dokumente und Einstellungen\Daniel\eigene dateien\visual studio 2010\Projects\MapDev\MapDev\ObjFile.cs:line 658 at SharpOcarina.ObjFile.DrawTriangle(Triangle Tri, Material Mat) in C:\Dokumente und Einstellungen\Daniel\eigene dateien\visual studio 2010\Projects\MapDev\MapDev\ObjFile.cs:line 645 at SharpOcarina.ObjFile.PrepareDisplayLists() in C:\Dokumente und Einstellungen\Daniel\eigene dateien\visual studio 2010\Projects\MapDev\MapDev\ObjFile.cs:line 611 at SharpOcarina.ObjFile.ParseObj(String Filename) in C:\Dokumente und Einstellungen\Daniel\eigene dateien\visual studio 2010\Projects\MapDev\MapDev\ObjFile.cs:line 373 at SharpOcarina.ObjFile..ctor(String Filename, Boolean IgnoreMats) in C:\Dokumente und Einstellungen\Daniel\eigene dateien\visual studio 2010\Projects\MapDev\MapDev\ObjFile.cs:line 41 at SharpOcarina.MainForm.button4_Click(Object sender, EventArgs e) in C:\Dokumente und Einstellungen\Daniel\eigene dateien\visual studio 2010\Projects\MapDev\MapDev\MainForm.cs:line 916 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- MapDev Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///D:/Daniel/Desktop/SharpOcarina/MapDev.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- OpenTK Assembly Version: 1.0.0.0 Win32 Version: 1.0.278.44921 CodeBase: file:///D:/Daniel/Desktop/SharpOcarina/OpenTK.DLL ---------------------------------------- OpenTK.GLControl Assembly Version: 1.0.0.0 Win32 Version: 1.0.278.44921 CodeBase: file:///D:/Daniel/Desktop/SharpOcarina/OpenTK.GLControl.DLL ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. -
I propose the substitution of the word CANDLEJACK with JANDL- *hem* JANDLECACK.