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Light Temple MOD: Open Source?


Jason777
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It's obvious that I'm getting nowhere with my Light Temple project... so it's being scrapped. The question is, should I make it open source as well as releasing a text document with all my ideas I had planned?

 

Creation of the project: CLICK ME

 

Pictures:

December 23, 2011 EDIT: The poll is over-- the project and all its files are now open to the public:

http://www.mediafire...k5mv22u2kcxlofq

Edited by Jason777
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I hate myself for nitpicking but why are you saying it 'MOD'? Why not just mod? When I see ALLCAPS I think it is either yelling or an acronym - an acronym in this case.

 

/rant

 

Anyways you should (if you haven't already) organize all the files and document everything you've done so it is easy to share by whatever means you end up deciding. I sure do hope you finish this modification.

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I hate myself for nitpicking but why are you saying it 'MOD'? Why not just mod? When I see ALLCAPS I think it is either yelling or an acronym - an acronym in this case.

 

/rant

 

Anyways you should (if you haven't already) organize all the files and document everything you've done so it is easy to share by whatever means you end up deciding. I sure do hope you finish this modification.

 

Yeah, I see where you're coming from with the whole "MOD" capitalization; I guess I've just had that title for so long (year and a half) that it's kind of become a habit only with that title.

 

And I have had the files organized amd changes documented since I started the project because I've always planned to release all the files regardless of whether it was finished or not.

 

Also, a sidenote to everyone: if released, the two map models can only be imported with Obj2Area (I use r2 still); SharpOcarina has caused the map to crash, at least for me.

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₪ Jason777'" data-cid="16436" data-time="1324388583">

Also, a sidenote to everyone: if released, the two map models can only be imported with Obj2Area (I use r2 still); SharpOcarina has caused the map to crash, at least for me.

 

That won't be a problem, I guarantee this can be fixed.

 

I've worked extensively with maps originally designed for Obj2Area, a few of which didn't work with SharpOcarina by default. So, I've developed a process for getting anything that works in Obj2Area to work in SharpOcarina.

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It would be interesting to see if the map would look any better if imported with SharpOcarina... Anyways, the votes seem to be headed towards "Yes."

 

NOTE: I will be heading out of town on Saturday Morning so the poll will conclude on Friday afternoon and you will probably see all the files for download that same night.

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Just so you guys know, other members from the Glitchkill forums are also participating in this poll. Another thing, one of them asked me what was left to do... so I gave him this list:

  • Fix the warp from Chamber of Sages to Triforce Area and fix the warp from Triforce Area to credits.
  • Get the hack I made in C to actually compile (along with its hook), thoroughly bugtest it, and make any necessary changes.
  • Fill both the Light Temple and Trial of Sages with enemies and puzzles.
  • Create three area textures which load up when you enter a scene which are for the Light Temple, Trial of Sages (area where the Sword of Sages in held), and the Sky's Keep (area where the Triforce is held).
  • Create an item icon texture for the Sword of Sages that replaces the Biggoron's Sword
  • Make necessary changes to the Exit Table to connect all the maps.
  • Make necessary changes to the Scene Table to load up the new area textures.

And here are things that I don't have to do but would be pretty interesting:

  • Perhaps try to make a custom boss. I doubt it, though.
  • Modify the title screen to replace "Master Quest" with "The Legendary Light."
  • Insert some custom music for the Trial of Sages and the Light Temple.

^^ Don't get me wrong, though; I have a dungeon design thoroughly planned out, written on paper, and scanned for both maps.

Edited by Jason777
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Sorry for a triple post.

 

Forget the readme, I realize that most of the stuff within the project folder wouldn't make sense no matter how much detail I put into it... Anyways, here you go:

 

http://www.mediafire...k5mv22u2kcxlofq

 

Things you should know about the "modified" areas: every area was only modified to the point so that the Adult trading sequence for the Biggoron's Sword was cut out. The same thing goes for the text modifications.

 

I realize that me releasing these files means that I can no longer influence the project in the way that I want so I didn't bother including dungeon plans and room/level descriptions and purposes. I wish I could have finished this modification for you guys... Enjoy, I guess.

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Truly a shame, this would have been one of the most comprehensive dungeon mods released to date, along with a fully custom weapon. I have high hopes and well wishes for anyone who might take up the remnants of this project. Custom dungeons are one of my favorite aspects of Zelda modding.

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