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ZAP2.5 and ZLE3, Need your input.


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Hmmmm... one thing that I would really like to be added to ZLE3 would be the ability to change skyboxes, possibly the special gameplay object that a scene uses (specified by the 0x17 scene header command), and to be able to place waterboxes (specified by the collision header in the scenes). Most of the things that I would enjoy seeing in ZLE3 would just be things that would implement every single bit of knowledge that the community has on map and scene data, for the sake of feeling "complete" :P What I think would be really awesome would be a visual cutscene tool that takes into mind all the notes that we have gathered so far; I know that you made a text editor version for cutscenes, but it would carry out its purpose much more efficiently as a visual tool.

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lol@zdaniel

 

I WOULD LOVE to be able to use the mouse to move and place actors/objects and map edits. The keyboard is SOOO ancient. Also, can you add support for adding actors (possibly via ZAO-ADD), Jason777 has a fairly comprehensive interface.

 

I am tempted for xDaniel and I to join forces with you on a map importer tool (which has its own thread).

 

xDan...what do you think?

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If you do add mouse interface, add it as an option, I actually like the preciseness of the keyboard with moving actors with the program. The 1, 10, 100 thing works out pretty well I think. I would also like to see it combined with adding actors/objects, it's got great interface for it.

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Glad to see you're working on these great tools again JSA. As for things to improve upon... The actual terrain editing of ZLE2 has always been a bit... finnicky, I've never had much luck with it and while it was definitely a grand step in trying something new, finding the vertex, moving the vertex to where you want it was always a very difficult matter. Is there anyway that you may be able to think about simplifying that or changing it altogether? 

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Glad to see you're working on these great tools again JSA. As for things to improve upon... The actual terrain editing of ZLE2 has always been a bit... finnicky, I've never had much luck with it and while it was definitely a grand step in trying something new, finding the vertex, moving the vertex to where you want it was always a very difficult matter. Is there anyway that you may be able to think about simplifying that or changing it altogether? 

The terrain is indeed odd with the vertices finding. It's hard to see what one is highlighting, and you could be hitting + or - for a long time before you find what to change. I'm not sure how to use ZLE2 properly too, even though you might change the texture stuff, how do you get collision? Ah well, that's for another topic and the next thing to learn after my mod releases.

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Glad to see you're working on these great tools again JSA. As for things to improve upon... The actual terrain editing of ZLE2 has always been a bit... finnicky, I've never had much luck with it and while it was definitely a grand step in trying something new, finding the vertex, moving the vertex to where you want it was always a very difficult matter. Is there anyway that you may be able to think about simplifying that or changing it altogether? 

 

Good to see ya again, old friend.  I've still never got around to telling you what I thought of Utena.

 

Yeah, seeing which vertex is selected is a real problem in a majority of the maps.  The system actually works well in any map with vertex coloring(read: most indoor maps such as temples), rather than maps that use normals shading.

 

The out doors use normals for the light source stuff.  There's probably a work around to be found.

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Haha! Wow, that must have been ages ago that we talked about that. I'm surprised you still remember it. I did notice that trying it out in say the Temple of Time showed a much easier to track vertex, I hadn't known that there was a difference in shading throughout the game itself.

 

What ideas did you have for a 2.5 version of ZAP? You mentioned glitches, but as far as memory serves there doesn't appear to be any glitches that I recall within the game itself, though the interface at times could be a little stiff 

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I would absolutely love to a function to work with doors in ZAP. Using spinout's MM porter, the doors usually end up facing the wrong way just because of how the game works in terms of directions and having to modify doors manually is a bit of a pain but being able to rotate them on the fly or even change what sort of door they are (regular, locked, sliding, normal front door type, etc). This is the one complaint I really had with ZAP2.

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Step 1: We find out where the people live who made PJ64

Step 2: Go kick down their doors, and man handle them till they give us the info we need for ZAP to have PJ64 support

 

Step 3: ????

Step 4: Profit

 

Oh yeah and automatic RAM save once you press escape wouldn't be a bad idea

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Step 1: We find out where the people live who made PJ64

Step 2: Go kick down their doors, and man handle them till they give us the info we need for ZAP to have PJ64 support

 

Step 3: ????

Step 4: Profit

 

Oh yeah and automatic RAM save once you press escape wouldn't be a bad idea

It seems to work for me as long as I save and immediately reload the ROM, of course this might not be what you're looking for but I use nothing but PJ64 in my modding unless I absolutely MUST have Nemu.

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Step 1: We find out where the people live who made PJ64

Step 2: Go kick down their doors, and man handle them till they give us the info we need for ZAP to have PJ64 support

 

Step 3: ????

Step 4: Profit

 

Oh yeah and automatic RAM save once you press escape wouldn't be a bad idea

It seems to work for me as long as I save and immediately reload the ROM, of course this might not be what you're looking for but I use nothing but PJ64 in my modding unless I absolutely MUST have Nemu.

 

Didn't know it would even do that, and trust me I hate Nemu.

Still the way it sounds like you are doing it seems like a lot of trouble, I wouldn't save to the rom until I tested the changes.

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It is a bit of trouble especially if something doesn't go right. Of course if it's a simple move job, then there's no problem. I've run into issues where actors didn't work right and therefor would like to crash the game a bit but it seems the program still works and I can switch it out to something known good or change the variable to something else.

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Personally I want to kick down PJ64's doors for making it impossible to build without buying the pro version of Visual Studio

They released the source?

 

 

yep

 

The beta program is now closed. You can now install project64 2.0 and get the clone the source if you want to.

 

You can download Project64 from:

www.pj64-emu.com

 

the source can be cloned via git at:

http://www.pj64-emu.com:8090/project64.development

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  • 5 weeks later...

Another issue I'm hoping *can* be ironed out is the fact when you're using ZAP2 and you go to move items that don't have textures at all on one side, it seems the game's camera always goes to that side for viewing so when you go to move or rotate the actor, you cannot see where it measures up to where you want it to go. For example, an eye switch doesn't have textures on the back of it and so when you go to move it, it seems the camera always rotates to the back of the switch and it's almost impossible to figure out where the heck you're putting it or if it's even rotated correctly. I hope that makes sense.

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Ah, well that cannot be fixed in code but there's already a way around it.  Set your debug cam up, and toggle it on before you start selecting actors.  That way, your view point will remain within your control.

 

I works out much better when you do it this way most of the time.  You'll know when you've selected the correct actor, because the actor which current has the point of view will have a "virtual" camera fixed on it.  I'll get a pic up later.

 

Posted Image

 

Anyone have the page on setting the Debug ROM setting along with debug cam option?

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