haddockd Posted September 5, 2011 Share Posted September 5, 2011 @SanguinettiMods: What are you using to make those models? I am having zero luck with Sketchup. Any help would be appreciated. I have many maps I made in SketchUp that are useless because I cant import them because the ruby obj exporter doesn't add groups. Link to comment Share on other sites More sharing options...
SanguinettiMods Posted September 5, 2011 Share Posted September 5, 2011 I use Google Sketchup 8 Pro, I don't use the Ruby Plugin. Link to comment Share on other sites More sharing options...
Gazpacho146 Posted September 5, 2011 Share Posted September 5, 2011 Hooray! thanks dan! i'll have a video up soon Link to comment Share on other sites More sharing options...
Forecast Posted September 5, 2011 Share Posted September 5, 2011 I use Google Sketchup 8 Pro, I don't use the Ruby Plugin. As of 2 days ago, I also use Sketchup 8 Pro. Link to comment Share on other sites More sharing options...
DeathBasket Posted September 5, 2011 Share Posted September 5, 2011 Alright, I'm having some trouble with multiple rooms. First, I go through my door, and my second room loads. A waterbox that is supposed to be there isn't, it is only present in the first room. Second, When I go through my door to my second room, and then go back to my first room som actors (Specifically Boulders) Disappear. And Third, Treasure Chest Actors in the second room, register as if they were in the first room, so I need to change the Identifier in the variable... (Unless that's supposed to happen?) You need a separate waterbox for each room but at the moment SharpOcarina will only assign them to room 0. You could change that manually or just wait until the feature is included in the program.I don't know what the problem with your actors is, but it might help to read this page. Link to comment Share on other sites More sharing options...
SanguinettiMods Posted September 5, 2011 Share Posted September 5, 2011 @ Gaz Link to comment Share on other sites More sharing options...
haddockd Posted September 5, 2011 Share Posted September 5, 2011 @SanguinettiMods How do you export them if you do not use the ruby plugin? (can you give settings if required)? Link to comment Share on other sites More sharing options...
Forecast Posted September 5, 2011 Share Posted September 5, 2011 @SanguinettiMods How do you export them if you do not use the ruby plugin? (can you give settings if required)? Export > 3D Object > Export type: Obj file(.obj) Link to comment Share on other sites More sharing options...
Gazpacho146 Posted September 5, 2011 Share Posted September 5, 2011 @SanguinettiMods thanks! here is the level!! http://www.youtube.c...h?v=n7MbXif--rE oh, and, my actors aren't showing up. I went to the z64 wiki on spinouts site. I read the Stalfos and I entered in this info: Number: 0002 Variable: 0002 that should be the combo for a stalfos that jumps out of the ground. am i doing something wrong? I want to put things in their respective locations, like 4 stalfos where the quarry are, a stalchild where the carrot goes, etc. etc. Link to comment Share on other sites More sharing options...
xdaniel Posted September 5, 2011 Author Share Posted September 5, 2011 Gazpacho146: You've got to add their respective objects to the room as well. On the "Objects & Actors" tab, press "Add Object", then double-click on the just added "0000" in the list, enter the object number - in the Stalfos' case 0032 - and press enter. That should be enough to make most actors show up. Bosses and the like are dependant on other factors, so you likely won't be able to add them to your map. Link to comment Share on other sites More sharing options...
Gazpacho146 Posted September 5, 2011 Share Posted September 5, 2011 You wouldn't happen to know the object and actor numbers for a blue switch would you? I'm trying to make my first Mini Dungeon that requires two switches to be pressed at once Link to comment Share on other sites More sharing options...
xdaniel Posted September 5, 2011 Author Share Posted September 5, 2011 Switches are actor number 012A. They require object 0003, which along with 0002 shouldn't be loaded per room (like ex. the Stalfos), but are automatically loaded depending on what kind of scene you have - 0002 is loaded for outdoor areas like Hyrule Field, while 0003 is used in dungeons. In the case of SharpOcarina, this is part of the catch-all option "Outdoor Scene" on the "General" tab. You get a blue switch using the variable xx20, where xx is the switch flag. More about switches and how to use them to activate things is here: http://wiki.spinout182.com/w/Modification_and_Addition_of_Switches Link to comment Share on other sites More sharing options...
SanguinettiMods Posted September 6, 2011 Share Posted September 6, 2011 Chest Switches Link to comment Share on other sites More sharing options...
Zeth Ryder Posted September 7, 2011 Share Posted September 7, 2011 There was one thing I wanted to ask Xdan, I don't think you saw the question or I missed the answer so I'll repost, Is it possible to add a feature to import wavepoints from an existing map to our custom one? I know there are couple maps I want to replace but I don't want to lose the wavepoints so our actors aren't running all over the place. Link to comment Share on other sites More sharing options...
xdaniel Posted September 7, 2011 Author Share Posted September 7, 2011 Zeth: I don't think I'll be adding that kinda feature to SharpOcarina itself, but I could make a separate command line tool or something that takes a ROM and scene number as parameters, and spits out a XML file from which you can take the waypoints and copy'n'paste them over to your SharpOcarina scene XML. Well, once waypoints are implemented in SharpOcarina anyway, they aren't yet supported after all... Link to comment Share on other sites More sharing options...
SanguinettiMods Posted September 7, 2011 Share Posted September 7, 2011 xdan, I wanted to ask you about something, I think I've said before, going through one room, and going back through the door make some actors disappear. Specifically ones that are there temporarily (That you can destroy). I can make a video if you don't understand my problem, but I'd really like to get that figured out. Also, Let's say I had a treasure Chest in one room (0200) and one in another room (0200), I should be able to keep the Identifier (the last digit, 0) the same, since It's in a different room, right? It doesn't seem to work that way... Link to comment Share on other sites More sharing options...
xdaniel Posted September 7, 2011 Author Share Posted September 7, 2011 SanguinettiMods: Treasure chest are scene-wide - with 32 or so possible chests per scene - as far as I know, not just per room. As for other actors, I can't say for sure, seeing how I haven't been dealing with actually creating maps much yet. Guess I need to read the Wiki page about switches myself Link to comment Share on other sites More sharing options...
haddockd Posted September 7, 2011 Share Posted September 7, 2011 They are scene wide. You have to have unique identifiers to each chest in the scene. Link to comment Share on other sites More sharing options...
Kargaroc Posted September 8, 2011 Share Posted September 8, 2011 Does Sharp Ocarina support OBJs with UV maps? When I try and open a OBJ with UV maps, it doens't load Link to comment Share on other sites More sharing options...
JDYoungLink1 Posted September 8, 2011 Share Posted September 8, 2011 Xdaniel very Nice Work Im loving SharpOcarina. The only problem is textures appear very stretched. I imported my own custom castle and it came out pretty good. Link to comment Share on other sites More sharing options...
Arcaith Posted September 8, 2011 Share Posted September 8, 2011 Kargaroc, it should load. All maps have UV values. By 'doesn't load' what do you mean exactly? Link to comment Share on other sites More sharing options...
Kargaroc Posted September 8, 2011 Share Posted September 8, 2011 I kinda figured out that it did after I asked... But, apparently, while trying to import a big map, the program froze, and the screen glitched out. Apparently there may be a bug that's capable of taking down the entire system. Link to comment Share on other sites More sharing options...
Arcaith Posted September 8, 2011 Share Posted September 8, 2011 How big is the map? What are the largest co-ordinates on any axis, and how many triangles and verticies does it have? Could be an out of range error. Link to comment Share on other sites More sharing options...
Kargaroc Posted September 8, 2011 Share Posted September 8, 2011 Well, it might of been my computer, because after I restarted, I tried it again and it worked as it should Link to comment Share on other sites More sharing options...
xdaniel Posted September 8, 2011 Author Share Posted September 8, 2011 I know that it will take awhile for some very big maps with many materials, many groups (like the 400+ in Bottles' Glasses dumps; please don't make maps like this!), etc. to load, but they should not crash the program, and especially not crash the whole system. Good to know it works now, tho. Link to comment Share on other sites More sharing options...
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