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wakymaky666

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Everything posted by wakymaky666

  1. Thats realy cool man, you could make an entier mod on when link picks up the master sword and is missing all thoughs years, playing through ganons part on destroying all the relms and the dungeons could be layed out as insted of having to restore the dungeon youll have to corupt it and leave it how ganon has left them..
  2. Ive been scratching my head now for a bit and realized that ive been a part of this site since 2012 and i dont have a clue who any one is or what your like.... i have started this post to give the opportunity (thanks to auto correct to help me out because i cant spell to save my life haha) the opportunity to give us all plus new people an insight who we all are and what roll we all play in this community on the GCN.. i strongly believe that 2015 is the year that we will see some of the coolest mods and accomplishments in zelda modding because this community has grown so much and is growing every day more... the idea behind this post is to explain what is your skill and likes and dislikes to help us all work together as a team so that we have a better understanding of who each person is... i have been a member since 2012 and all i have to say is i dont have a clue who shadow fire is or who sairugoth is, but his work looks amazing, or who jason777 is but i think hes cool because hes helped me out a lot and he has the same name as me lol and i only just realized that airikita is a chick... not saying that thats important, im just saying that damn.. 3 years that ive been here and i dont know that much.. what im saying is that this community doesn't feel like its excepting new comers as much as people like me that have been here for 3 years and i feel like we all need an update on who we all are... let me start.... you see me as wakymaky my actual name is jason.. ive been on gcn since 2012 and have been reading up work on zelda hacking since befor utility of time came out.. i always wanted to make my own plots and story lines on zelda 64 since i found out that zelda hacking was posible (long ago) and now thanks to a lot of people on this site made software like sharp ocarina and scroll of time and so on... the simple programs ; ) i have been able to accomplish some awsome stuff.. i do mostly 3d work with 3ds max and i would like to show you some of my work and what i can do, and every day im getting better... my goal is to take advantage of the high res textures plugins for the emulators but make custom maps to look there part just as oot3ds and i have to say so my self i can make the n64 look like the 3ds... allmost hahah... but mostly i want to keep that zelda 64 feeling and more of the the spooky feel like majoras mask.. when i found this site i had no idea how to even install 3ds max let alone use it but i was so hooked.. so determent to accomplish my goal and share with the world my very own zelda story "sounds crazy right haha" all i needed was to be able to make my own 3d scenes and change the chat boxes of what npc said and with them two things i can make an entire new zelda concept... all i can say that its a work in progress and hope to here everyone elses story's...
  3. are you ticking the skybox box in sharp ocarina. if so untick it, it changes the gameplay keep from normal to dungeon.. i could be wrong but i was having the same problem a while back and that solved it.
  4. golden sun for the GBA got me hooked for days
  5. uploaded a vid on youtube, here is the link of a tutorial http://youtu.be/N_7dmguE18g try not to laugh at my stoner voice haha
  6. i would say its best in 3ds format.. its easyer to mess around with and all you have to do from there is press a button exporting it into obj, but i guess it depends on what 3d software your using
  7. hahahha you the man mzxrules worked first time... thats were i was failing at this i didnt know how to read the scene header.. i get it now the 0600 0000 0200 (0198) is where i have to go to and edit on the line 288D198.. il make a user noob friendly video tut on this now i understand it and post it up on youtube for people like me who dont get it the same way i did when i get some free time.. once again thanks to all of you for helping me on this.. Now its time to do some serious modding.
  8. ok my scene is set up with a custom map set in kokiri forest ( 0288D000 - 0289E240 085 ) and room ( 0289F000 ). theres one exit to deku tree ( 0000 ) when exiting the deku tree it needs to be linked up with the #2 spawn in my kokiri custom map "dont know if it makes a difference but its variable is 1FFF" i open my rom up in HxD hex and goto the values 0288D000 and 0289F000 scenes and rooms and look for... (some reason the images wont show just click on them links to see them.) http://imgur.com/ogkYobx and the deku tree ( scene 01FC2000-01FCFA20 room 01FD0000 ) http://imgur.com/4qTY57J can you tell me what i need to edit in order to get an exit from the deku tree to line up with kokiri forest #2 spawn its variable is 1FFF.. I think im on the right track here but i dont know what number to edit next to the 0x00, 0x06 comands.. thand thanks for that post MZXRULES but im still a little lost in this. I bet its painful trying to explain something this easy for you lot and i still see it being so complicated.. i stopped modding ages ago because of this issue but this time im going to keep at it till i figguier this thing out.
  9. you can count me in... nothing better then testing out mods i dont know if i can assist. all im mostly good at in this is creating maps but theres a few tricks up my sleeve that i could help you out with your mod
  10. So im on the right track. Thats good to know. il keep on trying different maps and see if i cant get this thing to work. I think i need to make my maps according to the exit list its self, could be that i need to start from the deku tree (exit 0000) thats first on the list to the next one that's Dondogo's Cavern trail (exit 0004) and so on... if i work this out i will write a full tutorial how to set up the scene and manage exits correctly for moder like me.. i know there's info on this but there isnt much that explains this step by step... thanks Arcaith for helping out.
  11. Just cant seem to see the picture. Ive tried messing about a few different ways... here is a small rar file link that what i have set up in SharpOcarina: https://www.mediafire.com/?ev13bdvysm9vcsv This has three scene setups for Sharp, the obj files and there textures... its a crapy looking map, im just using it to work the exits out.. If someone can have a look and see whats wrong there or if someone edit the scene files in sharp to work the exits correctly then pass them over so i can get a look at what i have to do. It would be easyer to just download and edit my scenes and pass them back to me so you dont have to explain everything but just say the few things i did wrong. I will try and explain what ive done but my brain is just mush right now. in my scene kakariko, im using this as the base scene with two exits. (one red carpet, one blue carpet) determines the points i should spawn from. The two spawn points in this scene are 0FFF and 1FFF Red Carpet - exit to graveyard 00E4 53 00 41 83 Kakariko Graveyard From Kakariko Village Blue carpet - exit to deathmountain 013D 60 00 41 83 Death Mountain Trail From Kakariko Village The graveyard scene has one exit to lead back to kakariko scene with a red carpet graveyard to kakarikos exit - 0195 52 02 41 83 Kakariko Village From Graveyard The death mounain scene has one exit to lead back to kakariko scene with a blue carpet death mountain to kakariko exit - 0191 52 01 41 83 Kakariko Village From Death Mountain Trail when i leave death mountain scene to kakariko i still spawn on 0FFF (next to the red carpet) and not 1FFF (next to the blue carpet).
  12. I still can't figure this out. Damn i didn't think that exits were this complicated until i made 3 worlds and cant connect them... any small tips on how to do this. or is there a program that can simply do this. if not, then just how to find the exits and edit them in hex to an imported map through Sharp Ocarina... Im guessing i have to in hex goto one of these points 02D00000 or 035CF000 (ex. demo scene from SO) and find something there but i have no idea were. And thanks Jason for the reply.
  13. I found it in maco forums never mind http://forums.maco64.com/topic/830860/1/#new Typical that all this time looking for a topic on this and end up making a post then i find it lol o well...
  14. wakymaky666

    Multiple Exits

    I cant seem to find any topic on this and im shore that other people want to know how to do this. What i need to know is how to have more then one exit in the same room so when i leave (exit 1) to a new area and go back, link spawns by exit 1 and when link leaves (exit 2) to a different area and goes back he should spawn by exit 2 but i can only seem to get just one spawn point working and allways spawns by exit 1...
  15. i need to get one to lol the funny thing about it that its still way to expensive and its been out for years you can get a second hand xbox360 for 50 euros and a bunch of games two controllers and a headset but the 3ds goes for a wooping 160 at the cheepest with no games second hand
  16. im stoked to see there making a remake of the best in my case zelda series game finally but i was really hoping that they was going to bring it out on the wii u like that fan made trailer.
  17. star oceans the last hope south park the stick of truth: it made me laugh only two games that i can think of at the mo..
  18. your desktop looks really clean and organized lol
  19. Anyone wants some zelda textures for your mods.. well heres all of the textures ive got collected over the years and filed fair enough in order.. https://www.mediafire.com/?ivzcrk2tcb24utf this zelda mega texture pack contains textures from the games. Ocarina of Time 64 Ocarina of Time 3DS Skyward Sword Wind Waker Enjoy and happy modding.
  20. I think what i want to do is a bit out of my league... any chance of a short tutorial to do that sort of thing with the display lists for example with the demo map of sharp ocarina just to make life easier into kokiri with its cutscene.. but if its to much info don't worry about it though... I don't want to you to make a tutorial that's a page long just for my sake.. And thanks for the reply Jason
  21. Just a quick question, how can i import a custom map over kokiri forest for example and keep its intro cutscene with navi flying about into links house... I found a youtube vid that flotonic made here https://www.youtube.com/watch?v=DEhyJMyRbcs The idea i want to do is change the layout of the map with a custom obj map i make from 3ds max and change the actors positions with sceneNavi for example.. Ive tryed importing the map with SharpOcarin and set the injection offsets to 0288D000 and the scene number to 85 in the general panel, but i think that theres something to do with the injection offsets in the rooms panel witch is set to its default 035CF000 because the game just crashes... I think 035CF000 is the start of free space on the rom im not to shore. im guessing that i have to find kokiri's room offsets but i have no idea where to find that sort of thing, but i might be way off curse to what i want to do. I could even be using the wrong tools to do that sort of thing. I'm still not all there with these offsets and ram stuff.. ive looked just about everywhere literally reading the wiki again and again and everything just looks like a mess to me.. Any help would be appreciated thanks.
  22. im still an alcoholic but cool man good stuff
  23. you definitely got some talent there man. looks awesome keep up the good work n cant wait to see this project complete
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