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Custom Map questions.


Armos
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Ok, I am here making a custom map/level for a short mod I want to make. I have sketchup pro. I decided to make a small map to start out with testing my modeling skills. I was wondering if anyone can point me to directions on how I can import textures into my model in Sketchup Pro and tutorial on how to use SharpOcarina. Like I said, It's a small map, Its nothing fancy or anything. My big problem here is with textures and importing the model into SharpOcarina into the debug ROM, etc. Would appreciate any help. Thanks. ^_^ And with Collision modeling. Will I need to make a separate model or will the collision already be there? I don't want Link falling through the ground. xD Thanks.

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Let's see...

 

First things first, have a look around here for the typical sizes of elements like doors, so that you can create your model at the correct scale. SO's scaling functionality is far from accurate, and you'll only have problems when it comes to adding actors and such. Flotonic I think once made a list of said sizes, which has been linked to here in Q&A before IIRC. Also remember that the by-default white/gray side of a surface in SketchUp is the front side, the blue-ish one the back side. The front side is what's visible in-game, what Link will collide with, etc.

 

Adding textures to SketchUp is pretty simple. In the Materials window, there's a "Create Material" button on the right-hand side, click that, then select an image in the next window under "Use texture image". Then to map it onto a surface, select it in the Materials window, then select the "Paint Bucket" tool on the main window's toolbar and click onto the surface. You also might need to change the texture's scaling and position.

 

For collision you can technically use the same model as the one you're using for graphics (still need to select it separately in SO), but you can't have invisible walls and such that way. If you decide to use different models for room and collision, make sure the group names are identical between them - a case of really shitty coding in SO, and one of many I might add.

 

As for SO itself, it's more or less self-explanatory. Your normal, textured level model is added to the scene via SO's "Rooms" tab, button "Add Room" - that's for the graphics you'll see in-game. The collision model is added on the "General" tab, under "Collision Model". Scene number and BGMs, objects, actors, transition actors, spawn points, polygon types, etc. are mostly documented on the wiki, plus at least the polygon type editor has some presets for you to select (for climbing and quicksand/lava, mainly). Waterboxes aren't imported correctly, as they will all only appear in the first room of your scene.

 

To add your scene to a Debug ROM, select "File" -> "Inject to ROM" from the menu. That'll inject the scene into the ROM at the offsets specified on the "General" (for the scene file) and "Rooms" tabs (for the room files), as well as change the scene table entry of the selected scene number to point to yours. Note that SO doesn't check if it's overwriting anything in the ROM, nor does it check if the injected scene and room files overlap. The default offsets are okay for one scene with a few rooms, but for anything more you'll have to dive into the ROM and see where you want to put what yourself.

 

Hope that helps somehow!

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Let's see...

 

First things first, have a look around here for the typical sizes of elements like doors, so that you can create your model at the correct scale. SO's scaling functionality is far from accurate, and you'll only have problems when it comes to adding actors and such. Flotonic I think once made a list of said sizes, which has been linked to here in Q&A before IIRC. Also remember that the by-default white/gray side of a surface in SketchUp is the front side, the blue-ish one the back side. The front side is what's visible in-game, what Link will collide with, etc.

 

Adding textures to SketchUp is pretty simple. In the Materials window, there's a "Create Material" button on the right-hand side, click that, then select an image in the next window under "Use texture image". Then to map it onto a surface, select it in the Materials window, then select the "Paint Bucket" tool on the main window's toolbar and click onto the surface. You also might need to change the texture's scaling and position.

 

For collision you can technically use the same model as the one you're using for graphics (still need to select it separately in SO), but you can't have invisible walls and such that way. If you decide to use different models for room and collision, make sure the group names are identical between them - a case of really shitty coding in SO, and one of many I might add.

 

As for SO itself, it's more or less self-explanatory. Your normal, textured level model is added to the scene via SO's "Rooms" tab, button "Add Room" - that's for the graphics you'll see in-game. The collision model is added on the "General" tab, under "Collision Model". Scene number and BGMs, objects, actors, transition actors, spawn points, polygon types, etc. are mostly documented on the wiki, plus at least the polygon type editor has some presets for you to select (for climbing and quicksand/lava, mainly). Waterboxes aren't imported correctly, as they will all only appear in the first room of your scene.

 

To add your scene to a Debug ROM, select "File" -> "Inject to ROM" from the menu. That'll inject the scene into the ROM at the offsets specified on the "General" (for the scene file) and "Rooms" tabs (for the room files), as well as change the scene table entry of the selected scene number to point to yours. Note that SO doesn't check if it's overwriting anything in the ROM, nor does it check if the injected scene and room files overlap. The default offsets are okay for one scene with a few rooms, but for anything more you'll have to dive into the ROM and see where you want to put what yourself.

 

Hope that helps somehow!

 

Well I've managed to get my model imported into SharpOcarina and had some help from Zeth. Thanks Zeth! :D And it turned out nice. I can PM you a image of my map or send you a save file for Nemu if you want one to test it out. :)

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