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Everything posted by SoulofDeity
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That isn't a problem. The text is supposed to be almost invisible; it's a watermark. When you begin typing the text is black. How is this in any-way an issue? It's caused by a difference in screen resolution. Resize your window by 1 or 2 pixels and it'll go away. Serously? Are people still nitpicking about this? If you don't like it, change your fucking theme, it's not rocket science -.-;
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I actually did that in the Kokiri Forest preview. For those importing scenes who are are looking for how to do it, just go to Edit->Render Settings...; check the box for fog and set the mode to linear. Then you can adjust the distance and color. You can also mess with the ambient color there and change the skybox material, though eventually I'm going to write a script to replace the static skybox with one that rotates.
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Trying to place pixel-perfect panels with sprite renderers in 3D is pretty much impossible; I just aligned everything closely enough that there weren't any seams. The whole GUI is scaled based on the idea that no matter the aspect ratio, the width will always be greater than the height. So, the y scale of the gui root is always 1 and the x scale is the aspect ratio of the camera viewing it. Because you never know what aspect ratio the user will choose, it's pointless to even try to get things pixel-perfect. This is why there is an object in the SC_Camera prefab called "Backdrop"; it's a screenshot of the game itself used to position things as to line up as closely as possible to how they appear in game.
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@CloudMax, yeah, I knew you were working on making a script for the pause menu, so I haven't been tinkering with it any. Just create a fork when you're ready and I'll add it to the master branch. I'm probably going to import a few Termina maps in a little bit.
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Showing off the camera script I wrote; new menu opening animation, and Jack's additions of sound and player control with obstacle climbing Obviously, still a work in progress, but not bad for like, 2 days of work. I'm not sure what's going on with the video quality; maybe it's just on my end, but the beginning of the video looks like shit and the end looks good...
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It actually looks a lot more like old tp when your rotate the entire map 90 degrees The fact that the temple of time is in the Lost Woods in TP could just be circumstantial, as the Lost Woods in OoT connect to both Death Mountain and Zora's River which are also supposed to be large distances away. Additionally, something far more interesting happens if after doing this, you grab a hold of everything that doesn't line up with old Hyrule and rotate it 90 degrees clockwise: --- EDIT: Since people seem to be ok with the open world thing, I'm going ahead and working on the real thing. Just touched up the Hyrule Field map a bit; left=old, right=new EDIT2: Took me a little bit to rip this one... Call me a procrastinator or whatever, but I'm not really in the programming mood right now so I'm just gonna rip some models
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Well, for portability reasons or being able to play on an actual N64. Zelda64 modding isn't exactly alive and kicking as it is. There's only like, 2 or 3 people left actually doing mods. But, anyhow, after spending quite some time ripping my hair out dealing with lighting issues and memory leaks in blender, I'm just going to make an entirely new application called Z64Rip2 (the original Z64Rip was a tool I wrote a long time ago that shoddily extracted models as Valve SMD's. Though, it was written before matrices had been figured out, so the models didn't have proper joints and looked like total shit) I've been spending a little time digging around in the N64SDK as well and learning some really interesting things, like how the color combiner can use the primitive color for specular hilights and that the setcombine instruction only allows certain arguments for certain fields. Ca CM T0 T1 PR SH EV NO 1 0 Cb CM T0 T1 PR SH EV KC K4 0 Cc CM T0 T1 PR SH EV KS CMA T0A T1A PRA SHA EVA LF PLF K5 0 Cd CM T0 T1 PR SH EV 1 0 Aa CMA T0A T1A PRA SHA EVA 1 0 Ab CMA T0A T1A PRA SHA EVA 1 0 Ac T0A T1A PRA SHA EVA LF PLF 0 Ad CMA T0A T1A PRA SHA EVA 1 0 -------------- CM Combined T0 Texture 0 T1 Texture 1 PR Primitive Color SH Shade EV Environment Color KC Key Center KS Key Scale CMA Combined Alpha T0A Texture 0 Alpha T1A Texture 1 Alpha PRA Primitive Alpha SHA Shade Alpha EVA Environment Alpha LF LOD Fraction PLF Primitive LOD Fraction NO Noise K4 Convert K4 K5 Convert K5 1 1.0 0 0.0
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Yeah, that's why I put the project on GitHub early on. So even if I myself get overwhelmed and have to step away from it for a while, it won't die. Plus things will progress much faster with multiple people working on it. Unity has a control configuration menu that pops up before the game starts. We just need to label the input buttons, and then you can do whatever.
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New update to the repository: Imported all quest, map, and select item icons with their english text tags Converted GUI shader to CG Added new amount font (for things like arrows and bombs; 2 additional characters ':' is the beta '1/2' text and ';' is the 'Navi' text.) Moved camera and skybox from data folder to actors/scenery Reset camera prefab Merged Data/HUD with Data/Gameplay.
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Another thought, if you flip the world map upside and still go by the location of the temple of time, it actually resembles Hyrule in one large part of the map in it's shape: Then again, you still can't really make heads or tails of it: EDIT: ...but I tried to anyway...
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Thanks for the info, hadn't read about that before. Also, I took a look at the Twilight Princess map to see if I could make heads or tails of it in it's relationship to OoT's Hyrule and my mind just imploded...
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This is just a rough idea, but I was threw this together in GIMP thinking of a open world There is a bit of theorizing I did behind this: All that said, I was wondering what you guys would think of an open world game?
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I just use my Z64 import script for blender, apply smoothing, then export them as FBX (6.1 ASCII) with tangents enabled. One they're in Unity, I change the storage mode for each texture from "Compressed" to "True Color", change the wrap mode of certain textures to "Clamp" and the aniso-level to 4, and change the shader of each Material to 1 of my Custom/N64 shaders; of which there are 7: PrimShade - Uses lighting, shading (vertex colors), and a primitive color. PrimShade2S - Same as PrimShade, but with culling disabled for 2-sided objects PrimShadeAlpha - Same as PrimShade, but with alpha cutoff transparency. This is what should be used for a majority of transparent objects PrimShadeAlpha2S - Same as PrimShadeAlpha, but with culling disabled for 2-sided objects PrimShadeBlend - This is used to blend 2 textures together for grass effects in the game. PrimShadeTrans - This is for translucent textures in the game, things like the smoke on death mountain where ztesting isn't really needed. PrimShadeTrans2S - Same as PrimShadeTrans, but with culling disabled for 2-sided objects. For each one, I set the primitive color to pure white. Once all the materials and whatnot are imported, I start tweaking little things in unity. For example, because there is no stencil buffer capability in unity, all the trails in Hyrule field were moved up on the y axis by .0003. Also, some textures don't get exported properly by my script or are missing, so I use Rice's plugin to get the correct version and fix them. For Kokiri Forest, I went into Edit->Render Settings, enabled linear fog, used the colors for one of the environment settings in the scene file, and set the clearcolor for the SkyboxCam to the ambient color. There's also a sort of naming convention thing going on. All QI_, EI_, SI_, MI_, are used as prefixes to the Quest/Equip/Select/Map item icons, which makes them easy to find. I won't go into too much detail on this though as you can most likely figure it out just by poking around in the assets.
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This is a project to recreate the Zelda64 game engine that I've been working on in Unity. You can check out the latest source with git to help contribute from here. The top 3 things on the todo list at the moment: Write camera control script Write player control script Import animations for player Here are some previews of the project's progress thus far: Menu animation test: Menu icons and camera testing: Shader testing:
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Not difficult at all, though there are some quirks
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This was truly a pain in the ass, but I finally wrote a shader that can properly replicate the grass effect in the game EDIT: Fixed the trails and walls I did come across one slight problem though. I can't figure out how to clamp textures on only 1 axis in Unity, and using the repeat wrapmode causes a thin line to appear above the walls when you look while standing close to one. I'm waiting for a response in the Unity answers right now, but that aside, this map is pretty much finished. EDIT 2: Just a nice view of death mountain from in Unity. EDIT 3: Fully imported Kokiri Forest. I messed around a little with the environment settings this time. Also, you'll probably notice that the buttons and text in the hud appear less blocky in this pic. Well, while I was working on Hyrule Field, I realized that compression that Unity uses for textures is lossy. Considering that N64 textures are already really low-res, I've just been making it a point to disable compression for all textures.
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SceneNavi - A simple Ocarina of Time level editor
SoulofDeity replied to xdaniel's topic in Modifications
That looks so badass!!! I love it!! Is this gonna be a new way of editing the game through ram like ZAP? -
Thanks! Just finished writing the main shader used for rendering the game. I actually imported Link using only the shading with primitive colors disabled, and then I'm applying the primitive color through the material in unity. Now, I'm gonna start focusing on getting animations working
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Fixed the sprite backface culling problem, imported Link and a test map, and got my camera system working properly. I imported Link without primitive colors because I'm going to do that with a shader. Getting this camera layout to work properly was a bit tricky; I ended up having to parent my Skybox, Stellar, and GUI cameras to an object called "RotationCam" and my Default and Alpha cameras to an object called "PositionCam". For camera movement, the position and rotation would be applied to PositionCam, but only the rotation is applied to RotationCam. This ensures that the skybox, sun & moon, and HUD don't move when the camera does. Since the pause menu is rendered on the transparentfx layer though, I had to reparent it to the AlphaCam and adjust it's X and Z scale at runtime to the GUICam aspect ratio. Now, with most of the GUI problems out of the way, I can focus my attention on camera and player movement. I'll eventually need to write a better shader as well that will allow both lighting and vertex colors.
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Got the menu colors and textures working I need to fix the transparency though. Also, when I made the mesh I thought there were 4 cells per row when there were actually 3, so the color blending offsets are a little off Here's what my layout looks like in unity EDIT: Got the transparency working. Was a dumb mistake, I flattened the background with the textures when I exported them EDIT2: Finished extracting the map menu and did an animation test.
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A while back, I had a working sun and moon as well with solar flares, which was pretty interesting. But I tossed that project. This little toy is partially why I began getting interesting in improving my import script. EDIT: Took some time to do, but I managed to set up the menu box with the same projection angle as in the actual game. The current texture is just a placeholder, but you can see that each subscreen is cut into 4 parts since that's how they're colored in the game.
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I had a headache for a majority of the day today, so I just played around in unity. I imported all of the skyboxes from OoT, wrote custom shaders for gui stuff, imported the bitmap font for the HUD counters, and set up the basic layout of the HUD. A small getcha though, you can't scale bitmapped fonts in Unity, so the text size would be the same regardless of the resolution; which would make the GUI look like shit. Luckily, I came up with a really neat idea where I would place a back panel just at the edge of an orthographic camera's viewport so it lines up perfectly, then I would align all my custom meshes on top of it the way I want it to, all of the GUI stuff having the same parent. Then, I can scale the entire GUI to match any resolution I used Flotonic's Interface Lift tool and some game snapshots to ensure that everything is perfectly colored and aligned. Although, my shader does need a little tweaking I think. Edit: ~Success. Below is a pic showing that the UI remains aligned even in 16:9 aspect ratio
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They're both disk images, but the formats are different (as far as I know). ISO generally uses file systems like Joliet or El-Torito, but GCM's is proprietary. It's likely that the loader just doesn't pay attention to the file extension.
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@xdaniel, that tool would definitely be useful for actor placement. Actually, just for the hell of it, I think I might take a break from my import script and write a little something for working with WW/TP models. I'm not promising anything, but I did work with them before so I'm somewhat familiar with the format.
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There's also gcmdump from the sztools package on the amnoid gc site, but that only extracts the files; it doesn't lets you import, convert between gcm/iso, or mess with the disc info like the banner or internal name. Also, I'm not 100% certain, but when I used the MaxBMD plugin before with 3DS Max 2008 I think there was a certain line that had to be fixed. Idk. In any case, I've scoured the internet and there doesn't seem to be any tools for creating BMD files. ~curiousity peaked~