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N64/Zelda hacking tools (DList conversion etc)


xdaniel
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WARNING: Outdated, unfinished and outright broken tools below.

 

SorataVSE: Never finished, try SceneNavi for map editing instead. For viewing actors... don't ask me. ZSaten exists, but it's pretty crap.

 

Model2N64: Broken, do NOT use if you care about running your mods/hacks on an Everdrive 64, 64drive, etc. or accurate emulators, if they ever exist. Side note: Custom imports done using Flotonic's Hylian Toolbox are also broken, because it uses a modified version of Model2N64 for conversion.

 

Original post in spoiler...

 

 

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Edited by xdaniel
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SanguinettiMods: Video might be a good idea, will see about making one. As for collision triangles, for one I don't really know how collision works on objects (format etc), and this was technically just intended to be a Display List converter. But if there's documentation on the wiki, or if you could point me to some otherwise, I guess I'll at least take a look.

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Collision really works no different then Scenes, except the collision can be stored inside the same object file, or its stored in the actor itself. However, the actor of course has to have reference to it. There was something else, I just don't remember what when spinout and I changed the entire graveyard sets with the one with MM's and added its correct collision as well, something about a float pointer?

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  On 11/17/2012 at 11:48 PM, 'ZethN64' said:

Collision really works no different then Scenes, except the collision can be stored inside the same object file, or its stored in the actor itself. However, the actor of course has to have reference to it. There was something else, I just don't remember what when spinout and I changed the entire graveyard sets with the one with MM's and added its correct collision as well, something about a float pointer?

 

i figured collision worked the same, that means someone can hack all the actor collision flags so you can climb on top of people ahaha
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Guess I will into collision data next week or so...

 

  On 11/18/2012 at 12:41 AM, 'SanguinettiMods' said:

Also, xDan, I was curious how I am to achieve the "Shiny" effect on my own models?

 

In the program itself, all you have to do is right-click a group and then select TextureGen from the Flags submenu. You'll need to have some kind of texture on your surfaces, tho, which is what'll be "reflected" by the surface - I just used a small 16x16 greyscale gradient for the GCN logo.
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  On 11/18/2012 at 6:57 PM, Airikita said:

I get an "ArrayIndexOutOfBoundsException" when I open a Wavefront OBJ file... is there any reason for this? I made the geometry as simple as possible..

 

-image

 

I'm using Windows 7 64-bit OS, maybe that has something to do with it?

 

Airikita, I am on a W7 32-Bit OS and I get a similar error with SharpOcarina whenever I use an OBJ straight out of Google SketchUp. I usually have to run it through Blender or 3DS Max for it to work. While I'm unsure what actually causes the error, perhaps that is something to try--Running it through another program. Assuming Google SketchUp is what you used.

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  On 11/18/2012 at 10:41 PM, 'ZethN64' said:

Wouldn't be the 64 bit win 7 part, as that's what I'm using and i have no problem. I think it has to do with how big the actual object is.

 

It turned out to be an issue with Blender creating an obj file... I fixed the problem with a few extra programs.
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  On 11/19/2012 at 12:13 AM, 'Airikita' said:

It turned out to be an issue with Blender creating an obj file... I fixed the problem with a few extra programs.

 

Mind putting up one of Blender's .obj files somewhere? I'd like to take a look and see how messy or whatever they are, and if I can get them to load properly as-is.
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Well, it's fine now... I just have a problem that needs to be solved.

 

The model renders fine in UoT, but doesn't show up in OoT... The head of the Gibdo is invisible. I think I might have an incorrect offset entered from its head, so I don't really know what to point to?

 

Here's the obj file for reference: http://www.tempfiles.net/download/201211/273410/alienhead2.html

 

  On 11/20/2012 at 12:51 AM, 'xdaniel' said:

Mind putting up one of Blender's .obj files somewhere? I'd like to take a look and see how messy or whatever they are, and if I can get them to load properly as-is.

 

Here's what it looks like coming from Blender: http://www.tempfiles...lender_obj.html

 

Although it doesn't matter... blender is a pain in the rump to get textures applied to a model either way.

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Sanguinetti, Airikita, could I get the .mtl files as well? At least Sanguinetti's .obj doesn't look like there's anything out of the ordinary, at least at the first glance, haven't looked at Airikita's yet. On second glance, one thing that bothers me is that "usemtl (null)"... the .mtl could be useful, yeah.

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