JDYoungLink1 Posted September 15, 2011 Share Posted September 15, 2011 its as you said to fix the errors. exporting from 3ds max has a higher success rate of working, well for me anyway. plus SharpOcarina can't use 3ds format files. Link to comment Share on other sites More sharing options...
john_smith_account Posted September 15, 2011 Share Posted September 15, 2011 I can't get the game to spawn saria, I put her in my Temple of the Four entrance and I can't get her to show up! I've entered in all the information and everything! this is what is entered: Object 00BC Number: 0146 Variable: 0001 can someone tell me whats going on with this? also having trouble with ruto... yes i am entering in their objects in the object box 00A1 00A3 Child Princess Ruto 0002 = Ruto, plays cutscene from Jabu-Jabu’s Belly when you first meet her (use Moonjump or NOCLIP) ruto appears to be there as you can target her, but her model isn't showing up and you can't speak to her Whats going on is that you've chosen event dependent. Saria has at least 3 separate events that decide if she is in front of link's house, at the meadow, or at her own house. She might also be scene dependent, I can't recall. I'm not even going to get into all the hoops you'll have to jump through to make them work. You'd have to want them BAD to make it worthe the effort. Link to comment Share on other sites More sharing options...
Gazpacho146 Posted September 15, 2011 Share Posted September 15, 2011 maybe i'll use another kokiri instead Link to comment Share on other sites More sharing options...
john_smith_account Posted September 15, 2011 Share Posted September 15, 2011 Kokiri are scene dependent. Let me save you a lot more pain. Actors that are picky: Kokiri are scene dependent, and age dependent. Requires at 2 groups/objects to load. Group 00C5 + another group. Carpenters are scene and age dependent. Nabooru is age, and event dependent. Malon is scene, and event dependent. (Maybe age too not sure.) Talon and Ingo are scene, age, and event dependent. Cursed, and uncursed house of skulltula npcs are represent by two differnt actors. Actors that are not picky. Common NPC's, town and Village actors. Work fine anywhere any time. Requires at 2 groups/objects to load. Group 00C5 + another group. Most Guards, Gorons, Zoras, and Gerudo should all be ok, with the exceptions of ones tied to events like the Zora looking for Ruto's when you find her note, or the dying guard in the back alley after Ganon invades, ect. Link to comment Share on other sites More sharing options...
Gazpacho146 Posted September 15, 2011 Share Posted September 15, 2011 and is zelda scene dependent? more than likely is what i'm thinking Link to comment Share on other sites More sharing options...
john_smith_account Posted September 15, 2011 Share Posted September 15, 2011 Child zelda no, but talking to her triggers a cutscene. When loaded in a different environment, you'll find her staring out a window that isn't there, and she still goes through her intro induction cutscene without missing a beat. Adult zelda, there is more than version of. The tower version is crazy event dependent. Child Malon might work well for you. She is more event dependent than scene dependent. Load the version(variable for the actor) from the market, and the version from the castle, side by side to cover both events. Don't worry they won't ever appear side by side. The ranch version(variable) will only show up after you wake talon. Link to comment Share on other sites More sharing options...
Okami Amaterasu Posted September 15, 2011 Share Posted September 15, 2011 Sorry for the really late reply. Yes, to make things not have collision would be to have them in the room file and not the collision file. I think it would make more sense to have the mesh selector use the collision file and not the room file for setting collision and such for that and a few other reasons. Also I have another suggestion: Have different meshes be selectable by using the right mouse button and have multiple meshes be selected by holding ctrl and the right mouse button. It would make selecting certain mesh a lot easier then scrolling through and looking for it. Link to comment Share on other sites More sharing options...
Gazpacho146 Posted September 16, 2011 Share Posted September 16, 2011 this is the correct info for the goron, right? objects 00C9 00C5 Number 01AE Variable 0008 this is the info for the goron that is by the altar, correct? becuase whenever i enter my level the game crashes. (sorry if i'm being a pain) Link to comment Share on other sites More sharing options...
john_smith_account Posted September 17, 2011 Share Posted September 17, 2011 this is the correct info for the goron, right? objects 00C9 00C5 Number 01AE Variable 0008 this is the info for the goron that is by the altar, correct? becuase whenever i enter my level the game crashes. (sorry if i'm being a pain) Loose the 00C5 group, it is only need for the actors I specifically listed it for earlier. Try other variables for the Goron first, to establish if the problem is related to that variable or the actor as a whole. Link to comment Share on other sites More sharing options...
Sage of Mirrors Posted September 17, 2011 Share Posted September 17, 2011 Excuse me for posting again, but... I've been hearing about people making doors. How do you make doors? Do they require any additional importing into the ROM? Link to comment Share on other sites More sharing options...
Gazpacho146 Posted September 17, 2011 Share Posted September 17, 2011 Loose the 00C5 group, it is only need for the actors I specifically listed it for earlier. Try other variables for the Goron first, to establish if the problem is related to that variable or the actor as a whole. well I'm using 00c5 for a zora or does the zora not need 00c5? Link to comment Share on other sites More sharing options...
john_smith_account Posted September 17, 2011 Share Posted September 17, 2011 well I'm using 00c5 for a zora or does the zora not need 00c5? No, Zora's don't need 00C5. Just Kokiri and towns folk. Excuse me for posting again, but... I've been hearing about people making doors. How do you make doors? Do they require any additional importing into the ROM? Doors are transition actors, and are handled by the transitions\spawns tab. Link to comment Share on other sites More sharing options...
Sage of Mirrors Posted September 17, 2011 Share Posted September 17, 2011 What I meant was custom door models. I assume we'd have to import them into the ROM manually? Link to comment Share on other sites More sharing options...
SanguinettiMods Posted September 17, 2011 Share Posted September 17, 2011 What I meant was custom door models. I assume we'd have to import them into the ROM manually? You'd use my tutorial that I have posted to import a custom display list and replace the door in gameplay_keep.zobj Link to comment Share on other sites More sharing options...
Sage of Mirrors Posted September 17, 2011 Share Posted September 17, 2011 Alright, thanks! Edit: Actually, your tutorial seems to be down. Link to comment Share on other sites More sharing options...
Arcaith Posted September 19, 2011 Share Posted September 19, 2011 Teeny tiny glitch; not sure what's causing it. Link to comment Share on other sites More sharing options...
Aedus Posted September 19, 2011 Share Posted September 19, 2011 (image) Teeny tiny glitch; not sure what's causing it. Is there any transparency in the ground polygon you've got behind the gate? That rendering error happens all the time in SketchUp; multiple alpha channels seem to be generally hated by every computer on the planet. Link to comment Share on other sites More sharing options...
Arcaith Posted September 19, 2011 Share Posted September 19, 2011 Nope, there aren't any other alpha channels that I'm aware of. That's the bizarre thing. The only difference between the surface that has the glitch and the one that doesn't is the angle. Texture etc is the same. Link to comment Share on other sites More sharing options...
Arcaith Posted September 19, 2011 Share Posted September 19, 2011 Another alpha related bug; geometry that should be drawn before the water is being drawn after it. Also, third bug which I don't have a picture for; the cobweb texture in the Deku Tree doesn't reimport well and causes a similar alpha glitch to the earlier posted one. Will make a screen shortly. edit: As you can see it also happens on the vines, though to a lesser extent. It also doesn't seem to happen on all surfaces. Link to comment Share on other sites More sharing options...
john_smith_account Posted September 19, 2011 Share Posted September 19, 2011 Teeny tiny glitch; not sure what's causing it. Completely off topic, but your maps always look amazing. I keep wanting to explore those areas. Could the error be caused by the lighting? Try building the map in v04, indoor to test it. Use v04, not v05 to test since v05 seems to add lighting whether you want it or not. You can hack in the skybox manually after the build to see if it makes any difference. Link to comment Share on other sites More sharing options...
Arcaith Posted September 20, 2011 Share Posted September 20, 2011 No, I don't think it's a lighting error since it's happening selectively on certain faces in the same scene and not on others. Using v04 doesn't seem to help, the result is the same. I just realized that the glitch in these two is the same, it's showing through to the skybox, or lack thereof. Except it's not happening on every surface. And I can't think why. Link to comment Share on other sites More sharing options...
Secant Posted September 20, 2011 Share Posted September 20, 2011 Maybe it's a problem with the way the alpha channel is rendered with those imports? I'm starting to see why spinout never bothered with support for translucency in textures, it looks like a pain to implement correctly. Link to comment Share on other sites More sharing options...
spinout Posted September 20, 2011 Share Posted September 20, 2011 The only way to do varied transparency in textures without using 32bpp (ridiculous) is through IA textures. I think a good idea would be to look at what combiner/setothermode pair the spider web model uses and to use that combiner when doing IA textures. Link to comment Share on other sites More sharing options...
Arcaith Posted September 20, 2011 Share Posted September 20, 2011 I'm fairly sure that the importer imports it as IA, but yeah, the combiner is probably off. What I find bizarre though is that it's bleeding in the void only when rendered over some of the textures and not others. Link to comment Share on other sites More sharing options...
Okami Amaterasu Posted September 20, 2011 Share Posted September 20, 2011 My friend found an odd glitch while testing a map. I think she may have used some incorrect terrain types. Edit: No, I think there may be a bug somewhere. I'll do some more testing. Link to comment Share on other sites More sharing options...
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