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Everything posted by Arcaith
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I'm liking the viewer so far man Interesting that the models appear to be using both vertex colour blending and normals based lighting.
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I was more speaking in terms of custom maps, being able to generate hardware compatible dlists for porting into MM would be best, given how tricky the engine is. In any case, the obj to dlist converter in question is here.
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The best way to get the display list at least is by using xdan's latest converter, as it seems to function perfectly on console. I don't think we've really had many issues with collision, so I'd guess that there wouldn't be any issues with that if you were to make the rest of the map using SharpOcarina or Hylian Toolbox and just overwrite the dlists.
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The Beta Actors - Viewing BETA animations and models
Arcaith replied to Airikita's topic in Modifications
I'd say that the nose ring was removed from the US version for localisation reasons. I'd say it'd be because it was considered cruel to the animal, NOA would have stepped in due to worries about complaints from PETA. -
Kickass artwork everyone Kusai, that clef heart, does that have any particular attachment to anyone? I quite like it as a symbol, wouldn't mind getting it inked.
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You should have a look at Airi's RAM extension mod. It'll give you more space in RAM to write actions to.
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N64/Zelda hacking tools (DList conversion etc)
Arcaith replied to xdaniel's topic in Community Projects
Runs perfectly on hardware, no issues. -
N64/Zelda hacking tools (DList conversion etc)
Arcaith replied to xdaniel's topic in Community Projects
It generates a binary output that is purely a dlist. You can still convert a map using an existing tool to get the collision etc, and then overwrite the F3D commands with those from the output .bin file. -
CloudMax's N64 Texture Packer [v2.3 released]
Arcaith replied to CloudMax's topic in Community Projects
The HDMI board won't allow you to use higher resolution textures, it just modifies the output resolution of the N64's video signal to stop the crappy artifacts you get when running it through composite cables on larger TVs. -
Devs wouldn't have used real-world measurements. Everything is measured in units. N64 doesn't use floats for its vertex position definitions.
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You should be able to change the bank that the game pulls from when reading the variable for night. All of the audio data is stored as sequences, so the format should be exactly the same, unless the nighttime BGM just has randomised sounds.
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I find that a lot of English dubs tend to suffer because the VAs just don't know how to act for voice, and in some cases don't appear to know much about acting in general. One of my all time favourite dubs is the original run of the Neon Genesis Evangelion dub. All the actors had the most superb presence, and not only that, managed to keep the personality of the original voices intact, even where their voices were notably different. In fact, I think the only really weak VA was Kaji's. I adore the dub of Trigun, too.
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N64/Zelda hacking tools (DList conversion etc)
Arcaith replied to xdaniel's topic in Community Projects
He means the zbuffer always draws Link after drawing the translucent cube, so even if you're inside the cube's interior space, it'll still draw Link as if he's standing outside of it. I had the reverse problem with maps imported with SharpOcarina on hardware, it was always drawing Link first, so I could never actually see where he was. -
N64/Zelda hacking tools (DList conversion etc)
Arcaith replied to xdaniel's topic in Community Projects
Just tested it on hardware, area refused to load - crashed. -
SceneNavi - A simple Ocarina of Time level editor
Arcaith replied to xdaniel's topic in Modifications
Not sure if I'm beating a dead horse, but take a look at plain text encoded .x files. They're versatile, and a far better and more clearly defined spec than .obj. -
SceneNavi - A simple Ocarina of Time level editor
Arcaith replied to xdaniel's topic in Modifications
It does use UVs, but the range is x1024, rather than x1.0. It reads it as an integer rather than as a float. -
These are the correlations I mapped out ages ago. 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 They're also tied to the specific scene number AND offset. If all three aren't present, the door object won't load. At all.
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Okay, here we go. So for the first segment [WWRR]. If you want this particular camera entry to be the last in the list, WW should be set to FF, otherwise it should be 00. RR is the tilt of the camera, sideways. [0000] that's just a line of 0s. We can ignore that. [AAAAAAAA] is the angle of the view (basically the rotation, I believe) and is a float. A float being a floating point number, so a number that has a decimal point as opposed to an integer which is a whole number. 1.03 = float. 1 = integer. Look up float to Hex converters in Google. [XXXXYYYYZZZZ] is the position of the camera itself. Think of this as the location of the camera's lens.
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You need to link the actor to a path (waypoints). If you don't want the actor to go anywhere, either put all the waypoints at a single location, or delete/unlink the other waypoints and place a single one where you want the actor to stand. I'm not sure what would happen if you set the actor to follow an invalid or 0 value path, it might cause it to fail to load, or it might just stand where it is initially placed.
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Okay. I think I'm properly back now, I've been lunatic crazy busy, things finally seem to be settling down. I hope.
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I actually tried loading one of my models onto my 64drive, and discovered a rather horrible draw order issue. The entire landscape was being drawn last, so I couldn't see Link at all, and some of the faces weren't in the right order. I suspect it has something to do with the whole thing being a single mesh. >_>;
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I'll give that a go and see if it changes anything.
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Managed to cause a crash on 125, but didn't get any debug info. Changed the data in ROM, though wasn't sure if you meant change C0 XX XX XX to 00 00 00 00 or change it to C0 00 00 00.
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I preordered A Link Between Worlds, and my shiny new 64drive arrived not long ago :3
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I'm going to be completely honest with you here broheim, you did more or less dismiss other opinions out of hand. The way you phrased it made it seem like anyone who has played more than 5-10 hours couldn't possibly disagree with the review scores that it's been given. Having said that, it's not always easy to see how other people could interpret what you say at first thought, so don't take it too heavily to heart, yeah? Best to read out a post to yourself before you post, I find that changing the context to verbal gives a good indication of how it sounds. Imagine it's being said to you and all that. I don't actually have anything to contribute to how I feel about it, as I haven't really picked up any GTA titles properly since III, so I'm going to leave my post at that. Play nice, guys :3