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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
The unique route is far more solid though, as it gives more flexibility for entries, including perhaps custom ones later down the track. -
Wow, there's actually a screen of one of the early marsh temple designs I did in there.
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That's likely a dev kit in those images, since there'd be little 'finished' content available at this stage I would have thought. Besides, they'd need to have accounts for all the boxes and have them all connected to the internet for them to work if they were the retail consoles
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Ikana Valley - Majora's Mask - Koji Kondo
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Nice work mzx. It'd be a fairly simple matter to write back any changed values, though when I say simple, I mean simple for anyone who understands file I/O XD
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For those of you who are interested in messing around with and adding new content into Banjo-Kazooie, hop on over to RareWareCentral and download Banjo's Backpack. It's a fairly straightforward editor made by Skill, coolboyman and SubDrag that allows you to edit level entity setups and also import your own models to replace existing scenes. Here's something I'm working on: Follow the yellow shorts.
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I think 0081 might be a variant of the sliding spike trap? Just going by the name and the fact that 0080 is the sliding spike trap.
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Doing some research on the URA Zelda Restoration Project...
Arcaith replied to CM30's topic in General Gaming
Ultimately the downfall of URA comes down to one simple fact; creative control, and the fact that Zeth wasn't happy with the amount of creative control he had over the project. In his view, he was losing control over the project's direction on multiple occasions, and there were quite a few disagreements with Zeth's own decisions at various stages, several of which meant some parts of the project had to be started over from scratch. That's more or less it. -
I have rather constricting time restraints, however I can do some work on environments. I'm fairly rubbish at organic objects like people, though. Still practicing that one XD You can PM me with the expected workload and I'll let you know if I can squeeze it in at all.
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SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Are you adding the collision obj to SO before importing? -
You are right, but I haven't seen a game that didn't play as well or better after being ported from PC to console. Some games made for console then PC don't port over very nicely, the controls are often lacking. Like I've mentioned before the controls for Silent hill 3 on PC are not good, and it does not have very good controller support. Playing it would be easier on PS2. If people want to game on PC it's their choice, personally I think the only real advantage PC gaming has is the ablility to download games for free some illegal way, or get them very cheap off Steam. PC only games as well are a factor, but it's not like there isn't console only games. To each their own though. I don't have any intention of discussing it further, these sort of topics can get heated very easily. Starcraft64.
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I fail to see how one can consider games to be 'better' overall on one platform or the other, when certain game types play with more ease on certain platforms. It's absurd to say that one platform is the superior overall, simply because certain games are designed with certain platforms in mind. It's like saying you could play Wii games better on the N64 (assuming one created an N64 version of said titles). The mechanics are designed to reflect the inputs and outputs of the respective platform.[/thread]
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Props to you man, this looks absolutely amazing
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Nice man, looks fantastic
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I think I can design a UI taking into account all the feedback thus far.
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I don't see Majora as having a gender so much, as just being more of a force created by many years of evil intent.
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Looks a whole lot less empty, and a lot more...hair raising :3
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If a different file format is on the cards, I think .x would be better, since it has a plain text form and is thus easier to parse.
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Really love that guy's design; I have high hopes already for this project
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Vertex blending is something that is really needed, especially for unlit interior maps, also I'm thinking that it would be very useful to have a dialog that lists flags and which ones have been used, purely for housekeeping so that users don't wind up accidentally using the same flag twice. Perhaps also a parsing style dialog before the map is imported; so whether to split collision and gfx by group or by texture, since people tend to use different 'modelling styles'. Perhaps also something for skipping faces and verts from the gfx or collision when converting it to dlists for testing optimization.
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You think you could write a replacement input dll for Nemu? I can't stand the current one >_>;
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I really like what I'm seeing As someone who constantly pestered cooliscool to get collision editing up and running, it's gratifying to see some extensive landscape edits happening with UoT
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I've been planning to order a 64drive for some time now to test that, though I haven't been able to hold onto enough money for long enough due to a long string of unforeseen expenses. However, it is something that is still on my agenda to do, so that the functionality of our tools can be verified. I expect that we will see some tools creating crashes, but it's also possible that incomplete programming will function. I believe that most SM64 mods from earlier time periods before Fast3D was implemented properly do work.
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I like the use of modes in the character names
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What is causing chests to already be open in dungeons?
Arcaith replied to giadrosich's question in Q & A
Doors use the same set of flags as switches, so check which flag that door is using. You may have assigned it to something else.