Zeth Ryder Posted August 13, 2011 Share Posted August 13, 2011 What do you mean by that? Putting entries in the file table? If that is what you mean, do realize that correctly using the filetable can require (unless you are lucky) an ENTIRE re-build of the ROM. That means every ROM pointer in code (the overlay, actor, scene, and object tables, I'm sure there are more which aren't even known) - and every pointer in maps and scenes (map pointers, static background JFIF pointers) along with the pointers in the filetable must all be recalculated. Why is this? Because the way OoT looks up files is a binary search - which requires all files to be in order. Sorry for the rant, and if this isn't what you were talking about, :oops: Sorry, didn't mean to set ya off there spinout ;PI didn't realize it was going to be that complicated. Link to comment Share on other sites More sharing options...
xdaniel Posted August 13, 2011 Author Share Posted August 13, 2011 Top: A blue square representing a water box (not yet editable via the GUI); bottom: the water box in action. Link to comment Share on other sites More sharing options...
Forecast Posted August 13, 2011 Share Posted August 13, 2011 http://i.imgur.com/gPV9d.png http://i.imgur.com/QWNFJ.png Top: A blue square representing a water box (not yet editable via the GUI); bottom: the water box in action. Heck yeah Now I'm much, much excited for this xdaniel. Link to comment Share on other sites More sharing options...
Okami Amaterasu Posted August 13, 2011 Share Posted August 13, 2011 Yeah... I am now waiting on this to be complete. Great work. Link to comment Share on other sites More sharing options...
Malqua Posted August 13, 2011 Share Posted August 13, 2011 As soon as editable waterboxes, ZAPPY won't be needed anymore, probably. XD Good job, xDaniel. http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif Link to comment Share on other sites More sharing options...
xdaniel Posted August 13, 2011 Author Share Posted August 13, 2011 Now editable: Link to comment Share on other sites More sharing options...
Mellow Posted August 13, 2011 Share Posted August 13, 2011 xdaniel, if you keep this up, someone as unlearned in the ways of N64 modding as I can jump into this. And for that, I love you. Link to comment Share on other sites More sharing options...
Okami Amaterasu Posted August 13, 2011 Share Posted August 13, 2011 Yeah, then all that will be needed is an easy way to do moving textures and it'll be perfect for importing custom maps. Link to comment Share on other sites More sharing options...
oddMLan Posted August 14, 2011 Share Posted August 14, 2011 Wow, you're putting a lot of effort on this, xdaniel! Keep it up! Link to comment Share on other sites More sharing options...
Malqua Posted August 14, 2011 Share Posted August 14, 2011 This is beautiful. :'D Link to comment Share on other sites More sharing options...
SanguinettiMods Posted August 14, 2011 Share Posted August 14, 2011 Animating textures would be a cool thing to do. Are you going to implement Waypoint Adding? For Water and such. Link to comment Share on other sites More sharing options...
BlackRose Posted August 14, 2011 Share Posted August 14, 2011 Nice job xdan! We finally have a program that will do everything in one shot with a custom map! Any possibility of exit adding/editing, as well as other mesh? (climbable/hookshotable/etc.) Link to comment Share on other sites More sharing options...
Okami Amaterasu Posted August 14, 2011 Share Posted August 14, 2011 So THAT'S how moving water works... I had thought it had to do with the collision used. Now I know... Also I think he said editing collision types was supported, but I could have misread. Link to comment Share on other sites More sharing options...
alphaheiti Posted August 14, 2011 Share Posted August 14, 2011 man.. fist a level editor and a gb emulator and now this ...u r awesome ;D keep up the good work. Link to comment Share on other sites More sharing options...
xdaniel Posted August 15, 2011 Author Share Posted August 15, 2011 Link to comment Share on other sites More sharing options...
xdaniel Posted August 16, 2011 Author Share Posted August 16, 2011 Hm, not much of an update, but for one I finally added the ability for the user to select which scene number to overwrite. Besides that, I started cleaning up the source code somewhat (beginning with the texture converter, maybe the smallest important piece) in preparation for release. But mind you, said release is still some time away, considering the still missing/incomplete features alone. Next up... I dunno. I should probably get to adding transition and spawn point modification. But making the interface for that is a pain... Edit: Transitions aren't implemented yet at all, but spawn points can now be added/edited/deleted. I ended up splitting off the actor editing controls and their logic into a separate user control, which I can now place on the form and just feed with the proper parameters, instead of having to duplicate the controls and code for each other actor editing facility. Will add support for transition actors in the scene generation code, then for their room and camera settings in the actor editing control, and then that should be done. Gonna do that tomorrow, tho, been messing with the program for several hours straight again http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif Link to comment Share on other sites More sharing options...
Forecast Posted August 16, 2011 Share Posted August 16, 2011 Correct me if I'm wrong, but I think this might have some potential to be the "ultimate Zelda 64 custom scene converter(U.Z64.C.S.C)" Link to comment Share on other sites More sharing options...
Kargaroc Posted August 16, 2011 Share Posted August 16, 2011 I really thank you for making this! http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif Once this is released I can actually start making my mods with minimal hex editing! So, can it do vertex editing? So that, for example, I can make a corner of a room darker without having to make a new texture? Link to comment Share on other sites More sharing options...
xdaniel Posted August 17, 2011 Author Share Posted August 17, 2011 Kargaroc: Single vertices and thus ex. their colors cannot be edited, because it currently imports everything as an outdoor scene that adheres to environment lighting. I don't think I'll be able to add editing of single vertices without rewriting much of the conversion code, which I - at least not in the near future - don't really want to. I will add an option to disable lighting and enable vertex colors per group in the .obj file, as well as an option to disable skybox, timeflow and such, so you can experiment with ex. the environment settings to get the map to look the way you want it to. Next up, an update: Transition actors are theoretically implemented, complete via GUI-side editing, but I can't really test support for multiple rooms, because I currently don't have an importable map with more than one room I could try (hint, hint, Zeth?) http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif Link to comment Share on other sites More sharing options...
Arcaith Posted August 18, 2011 Share Posted August 18, 2011 Here's my old test dungeon. It has 4 separate rooms. Anyone is free to use it as an example of building a dungeon mesh, I'm not using it for anything. http://www.sendspace.com/file/e74ex3 Link to comment Share on other sites More sharing options...
xdaniel Posted August 18, 2011 Author Share Posted August 18, 2011 Some minor fixes to collision writing later... Multi-room scenes working correctly, transition actors working correctly http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif And another screenshot: Link to comment Share on other sites More sharing options...
Arcaith Posted August 18, 2011 Share Posted August 18, 2011 Sweet :3 Epic progress is epic Link to comment Share on other sites More sharing options...
BlackRose Posted August 21, 2011 Share Posted August 21, 2011 Looks incredible xdan! Keep it up! http://core.the-gcn.com/public/style_emoticons/default/thumbsup.gif Link to comment Share on other sites More sharing options...
xdaniel Posted August 23, 2011 Author Share Posted August 23, 2011 Based on Arcaith's test dungeon, here's a little PPF patch + PJ64 savestate for the Debug ROM. Just patch a copy of the ROM, load the savestate and press A (savestate at the map select, sasatest and Adult Link being selected). It's basically the result of me messing around with the importer for a few hours, fixing some importing and GUI bugs in the process... Hoping this is gonna work correctly, download the package here. Link to comment Share on other sites More sharing options...
Secant Posted August 23, 2011 Share Posted August 23, 2011 Well, fired this thing up just for the hell of it, and this is the first time in a while I played Ocarina of Time on PJ64 and actually enjoyed myself. Decent challenge, unique, nice level design, impressive overall. Then you add in the aspect that this dungeon is an entirely custom import, and I'm lead to one singular thought: xdaniel, I love you, will you have my children? Link to comment Share on other sites More sharing options...
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