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Hylian Toolbox


SanguinettiMods
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Cross-posting from Maco

 

Upcoming Features

  • Importing an OBJ file over the currently selected Display List.
  • Textures.
  • Loading maps.
  • Importing OBJ files as maps.
  • Suggestions for new features for the upcoming release are welcome!

Click here for the official download page where you can read more!
Work will only be continued if our users post some cool stuff
made with this program, so give these tutorials a whirl!



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I feel like the dumbest person in existance. I can't even open a file in the thing. I wated to try the tutorial for the custom enemies, and I'm not sure how you opened up the Anubis file. So then I moved over to the other tutorial, thinking it might be easier. I downloaded the Link file you put up, and then tried to open it in the program. Nothing shows up. I then spent half an hour trying to figure out what I was doing wrong. I even renamed it .zobj to see if that did anything, and nothing happened.

 

I'm like...so embarrassed to even admit this.

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Will this ever support matrices or vertex colours? Are there any plans to make it so you don't have to type everything in by hand also? It would be really nice if you could export hierarchies and animations too so you could apply them to models built in the same way without having to redo everything. If obj importing is a possibility then maybe you could even build a hierarchy based on group names?

 

Also, 

Work will only be continued if our users post some cool stuffmade with this program, so give these tutorials a whirl!

 

dat attetewd maek me hav a sad :( also facepalm

 

I hope that's not serious because I don't think it's simple enough for a lot of people to use it at this point, judging by that tutorial with Luigi in it. That said, there's probably too much that still has to be done manually anyway unless you're programming your own actors. I need to revisit all this at some point.

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I feel like the dumbest person in existance. I can't even open a file in the thing. I wated to try the tutorial for the custom enemies, and I'm not sure how you opened up the Anubis file. So then I moved over to the other tutorial, thinking it might be easier. I downloaded the Link file you put up, and then tried to open it in the program. Nothing shows up. I then spent half an hour trying to figure out what I was doing wrong. I even renamed it .zobj to see if that did anything, and nothing happened.

 

I'm like...so embarrassed to even admit this.

 

Make sure you're using the object file and not the actor file. This program is made to work with .ZOBJ and not .OBJ files, at least not yet. You can download object_anubice.zobj at www.spinout.com/mqd/f.html From there, when you open Hylian Toolbox go to File, and then Open. A box will pop up where you can navigate to the file you want to load. You can either double-click on it, or select it and click the Open Button. If that doesn't work, I'll try and get back with you.

 

 

 

Will this ever support matrices or vertex colours? Are there any plans to make it so you don't have to type everything in by hand also? It would be really nice if you could export hierarchies and animations too so you could apply them to models built in the same way without having to redo everything. If obj importing is a possibility then maybe you could even build a hierarchy based on group names?

 

Also, 

 

dat attetewd maek me hav a sad :( also facepalm

 

I hope that's not serious because I don't think it's simple enough for a lot of people to use it at this point, judging by that tutorial with Luigi in it. That said, there's probably too much that still has to be done manually anyway unless you're programming your own actors. I need to revisit all this at some point.

 

DeathBasket, those are great ideas and I will definitely suggest them. Suggesting them to Flotonic youself directly may be the best way to go. I'm sure Version 2 will be released before the "Work will only be continued if our users post some cool stuff

made with this program, so give these tutorials a whirl!" starts taking effect. Version 2 isn't likely to support matrices, but Vertex Colors, OBJ Importing, and the rest of the mentioned features will definitely be included. I'm not sure what you mean by typing everything in by hand, however. The + and - buttons next to rotations and positions, as well as the arrow buttons next to the Display Lists and Animations seem to be self-explanatory. 

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I was curious as to who made this too. But that attitude definitely screamed flotonic. I watched that dude do his play as Samus mod (I still even have the files I think) piece by piece. And that was pretty impressive. I can't wait to see this progress. It's going to be very useful.

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I apparently was not paying close enough attention when I downloaded this last night. I did not even realize it came with a readme or a User Guide as the case may be. So if anyone is having trouble getting Link to Load (as I was) here's a quote from Sanguinetti Mods on the problem.

 

Jason777, if you read the user guide, you should see that the file link_animetion.zdata should be included in the programs main directory paired with gameplay_keep.zdata. Once you do that, Link's animations should load just fine. Posted Image

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I got parts to load in the system, that's a start. But I can't get the full model to load up. Same thing with every model but Anubis it seems. Anubis loads up fine, exports fine, everything. But as soon as I try a different model, like the boomerang, or a horse, I can't open the exports in sketchup.

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I got parts to load in the system, that's a start. But I can't get the full model to load up. Same thing with every model but Anubis it seems. Anubis loads up fine, exports fine, everything. But as soon as I try a different model, like the boomerang, or a horse, I can't open the exports in sketchup.

Any OBJ importer you find for SketchUp isn't going to be the best. I'd recommend opening it in something like blender first and then exporting it as a .3DS, which is a format that SketchUp can natively import. You told me you tried the horse object; The horse is mainly matrices which this tool doesn't yet support.

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I don't know that you're doing it wrong. Is SDL.dll and font.bmp both in the same directory of your program? Are you running a 64-bit OS? I saw this problem in a YouTube comment and I'm unsure if it were resolved.

as you can see everything's there, but I do have a 32-bit computer

 

Posted Image

Posted Image

(Worst computer ever, its very slow ) 

 

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The program sets the color or tint of these textures based of the most prominent color of the texture. What you want to do to avoid the model appearing dark and dull in-game is right-click the material and select Color.

Not the program's doing, but the .obj exporter's. Check the Ka and/or Kd values in the material file. In your Luigi model, Kd is 0.282353 0.368627 0.352941, so a dark, bluish green.

 

Regardless, good job with the program to everyone involved :)

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Not the program's doing, but the .obj exporter's. Check the Ka and/or Kd values in the material file. In your Luigi model, Kd is 0.282353 0.368627 0.352941, so a dark, bluish green.

 

Regardless, good job with the program to everyone involved :)

 

Oh, Okay, thanks for clearing that up! I'll edit the tutorial to reflect that information.

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Just my rotten luck :(

tell me if I'm doing it wrong.

 

Posted Image

 

 

 

I don't know that you're doing it wrong. Is SDL.dll and font.bmp both in the same directory of your program? Are you running a 64-bit OS? I saw this problem in a YouTube comment and I'm unsure if it were resolved.

 

 

I have this same problem and adding those dlls didn't help either.

As like other programs that failed to run in my outdated machine, - even if the problem is with basic GUI display - this one might require a higher version of openGL.

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I probably made Sting_Chameleon sick of testing new builds, but he tested each one I sent him until the problem was solved! It turned out that some computers do not support non-power-of-two textures and the font I was using was a non-power-of-two texture. You can find this improved version on its download page! A few other improvements were made as well. Sorry for the inconvenience!


Keep a lookout for the upcoming Version 1.3 for Hylian Toolbox! Here is what is planned for it:

  • Keyframe animation.
  • Matrix rendering.
  • Matrix creation.

Even if matrix rendering does not get figured out for this release, matrix creation is still planned!

 

That's right, the bug was fixed!

 

You can download it here!

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I think I may have found a bug after saving to a new hierarchy. I can't say for sure until I've thoroughly inspected the hierarchy generated by program though, so don't start looking for errors just yet.

 

I was creating a new enemy and had just finished creating the full hierarchy in order to demonstrate the program's capabilities and hopefully draw more attention to it. I had saved the zobj a couple of times throughout the whole process and wanted to make sure that everything was saving correctly so I saved one last time and closed the program for the first time. When I reopened the program and tried to load up my zobj, the program started to hang at the file select screen and quit responding. To make sure that it wasn't just a new bug that magically appeared when opening zobj, I tried opening another zobj... I encountered no problems. This meant that the problem was with my zobj, so I did a file compare test to see if there was any changes that the program might have made to the display lists of my zobj (even though it was highly unlikely). A result of 0 differences came up so now my suspicions have turned to the hierarchy which has been appended to the file. Removing the hierarchy from the zobj and trying to open the new zobj in the program proved my suspicions correct.

 

Now, I haven't yet analyzed the hierarchy to see if I can spot any errors so I can't specify what the problem may be just yet. I can't think of any way that a user might input invalid data for a hierarcny besides the possibility of an overflow in coordinate/translation data (which I'm pretty sure I have avoided) so it may be an issue through consistent and consecutive saving.

 

If I'm still stumped after looking at the hierarchy, I'll upload the original custom zobj, the hierarchy, the zobj with the hierarchy appended, information of the display lists in the hierarchy, and the information file generated by Model2N64.

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