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Everything posted by Arcaith
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SceneNavi - A simple Ocarina of Time level editor
Arcaith replied to xdaniel's topic in Modifications
Since you have actor definitions, you could theoretically implement a 'front offset' variable for the actor for cases when the front isn't actually the front. -
Words cannot express my love for this man <3
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Welcome to the GCN, Gazu The only tool I'm aware of that allows for editing of LTTP maps at this stage is Hyrule Magic, though there may have been more created since then.
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Regarding blue warps, I'm not 100% sure, but it should be possible to attach them to a clear trigger. I'm not sure though if they're spawned by the boss actor or if they're triggered so you might need to use an actor spawner or something.
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The boss door is usually paired with a warp and doesn't actually close unless the map/scene reloads.
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Ocarina of Time: Extended Scene, Actor, Object and Exit tables
Arcaith replied to spinout's topic in Community Projects
I was actually thinking about this myself. Wouldn't it be worthwhile to make use of the full 8MB of RAM that the N64 has? I'm sure we can improve the game's overall performance, and also use it for extended data. -
Yeah, I never documented the boulders or the megaton statues. I really should have updated the wiki when I did the blocks, though XD
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Yeah, a few subdivisions and some smoothing on the sides of the fingers will help with the shape.
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It's great start
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I documented this a while ago, but hardly anybody read the thread https://www.the-gcn.com/topic/729-notes-by-arcaith/
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You can probably cut down the number of collision polygons massively, it's a simple enough job. To give something of an example, the market map that I did has the following: Graphical Mesh Vertices: 1,911 Faces: 1,935 Collision Mesh Vertices: 787 Faces: 899 Both counts (verts and faces) are reduced by at least 1,000.
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Twilight Princess and Skyward Sword hacking thread.
Arcaith replied to Armos's topic in Modifications
Fix'd your youtube tags; you only need to post the video ID between the tags, in this case LnBLKehFkyo. -
I'm really liking these maps, they look really solid
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Heya I remember you from zfgc.
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HORI pad is like...<3 Also, love the Cube's controller, it feels like you're holding something that MOULDS to your hand. I quite like the 360's controller, and I like what MS has done with the One's controller. Also like the Wii and WiiU controllers.
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URA was cancelled due to creative tensions and differences of opinion within the team. Any further discussion of URA in this thread will result in a warning.
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SceneNavi - A simple Ocarina of Time level editor
Arcaith replied to xdaniel's topic in Modifications
I'm planning to make extensive use of it for my SUPER SECRET PROJECT. :3 -
Yay, more stuff. Designs for the market from the same project. Part of the initial design for a desert dungeon. It's pretty bad. Second and current version. Obviously not finished. Unicorn fountain. Never got used. Swamp palace, version 3. Hallways design concept. Swamp palace, version 3. Doorway concept. Deku Bomber concept. Never finished this one, might still use it. Replacement golden torch. For lulz, something I did for a Mario project.
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Here's a list of stuff, in no particular order. Lots of images, yay. An old field map I started making WAY back when cooliscool was working on an importer as part of UoT. I never finished this. First success with spinout's importer. Old geo test for a tree I was working on for URA back when it was changing from a restoration project to an original project. Another geo test for a light temple map this time. I've considered revisiting this design. Early redesign attempt of part of the map seen in the spinout importer test. Second revision of the above map. Render of the test dungeon I made for SharpOcarina. Water temple map render. First two rooms only. Test import of the first image's map. Demonstrating an error with either texture conversion or the geometrymode. Yet another bugfix image, this time a zfighting issue. I late corrected this by separating the geometry that formed the top of the ledge from the side and the draw order issues ceased. Last bugfix image, same issue as the first (more or less). Water dungeon. Boss door room. Behind the boss door, the antechamber to the boss chamber. Windmill edit project. Screenshot 1. Windmill edit project. Screenshot 2. Windmill edit project. Screenshot 3. Windmill edit project. Screenshot 4. Windmill edit project. Screenshot 5. I might go back and finish this properly some day. More screens of the initial design of West Village. More screens of the initial design of West Village. More screens of the initial design of West Village.
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Bleach in general, both anime and manga, is very hit-and-miss, which is annoying.
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Go check Grant Kirkhope's bandcamp. Just saying.
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Lloyd Irving would fit perfectly in a brawler. This needs to happen.
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I actually near to finished one revision of the palace of thunder, but it was horrible so I scrapped it and started from scratch. That second revision got about 80% finished on paper and maybe 10% finished as models. I had a hard time completing it, mainly because I didn't have a good idea of items flow and what the player was supposed to have at that stage.
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Ah. It'll be the spaces in the file path. I'll try it again when I'm home from work. edit: Awesome, problem solved
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It doesn't appear to like my computer. edit: So it doesn't like converting things from obj at all, tried exporting both from Max and Blender, neither obj is playing ball. It's also picky about zmaps. Not loading those properly. When making maps, it's closing after trying to load the obj, and for zobjs is crashing after it confirms the zobj was created, but no file is written. For zmaps/zscenes, it's crashing after trying to open the zscene.