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Xenix

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Everything posted by Xenix

  1. I'll keep that in mind for the future. Man, I was worried I was going to have to go through all that trouble again. xD I cannot thank you enough.
  2. xdaniel that worked! I LOVE YOU MAN! Thank you SOO much. That saves me SO much headache.
  3. Okay, so I had it loading a separate texture already, so I was looking at that F5 and D7 command. Here's the segment before the next E7 command: E7 00 00 00 00 00 00 00 E3 00 10 01 00 00 00 00 D7 00 00 02 FF FF FF FF FD 10 00 00 06 01 93 58 F5 10 00 00 07 05 83 50 E6 00 00 00 00 00 00 00 F3 00 00 00 07 7F F1 00 I've tried messing with those values and it doesn't seem to be doing anything.
  4. This is nice! I'll look into these and try to get some better results.
  5. Hmm, sound's promising because I somehow lost the .skp files and it would be a pain to rebuild.
  6. I was afraid of that. Oh well. Back to the drawing board. :/ Thanks anyways guys.
  7. Is there any way to do that without reimporting the model? (via hex editing maybe?)
  8. No worries. I'm just glad you made the effort. Who knows, maybe YOU will figure it out on accident and be able to tell ME something I don't know. But yeah, this is one of the last few problems I am having. If I could fix this and the boomerang, I'd be golden and start working on my actual project.
  9. Already know that. I tried that. Not to mention that this plugin I am using is as accurate as they come. And, actually, this shield is set to have two separate shield textures for each half. Both halves are able to be modified independently. I was thinking it had something to do with the way I have it loading the shield texture on the right side of the shield. Maybe an invalid command. Either way, I hope to fix it.
  10. Does anyone have any idea why this happened? Is there any way to fix it without reimporting the model? It looks fine everywhere else but in-game.
  11. 0xB9D1A8 Green Tunic Color Offset (1E 69 1B) 0xB9D1AB Red Tunic Color Offset (64 14 00) 0xB9D1AE Blue Tunic Color Offset (00 3C 64) Hope this helps. Values are in this format RR GG BB. (In hexadecimal, of course.) R = Red G = Green B = Blue
  12. Well, this is still fantastic. I was able to finally do what I needed and it loaded. Perfect! Only problem is there is a little delay when loading scenes and such. Mupen64Plus pauses for a brief second or two and then the intro starts. But whatever. At least it works.
  13. Airikita, this is fantastic. Thank you for sharing this. I appreciate this so much as this will save me much headache in the future. Some of my maps were going to be big, and with that comes the need for more actors and objects to make that space less boring (enemies, torches, blocks, etc.), so this helps a lot.
  14. Oh nice. Thank you! I'll give this a shot right away.
  15. Hello everyone. I have been searching tirelessly for the locations of the button textures for the HUD and I can't seem to find them at all. I have tried everything I can think of, but no matter where I look or what conversion I try, it always says they cannot be found. I am trying to replace the button textures in OoT with the ones in Majora's Mask. Any help would be appreciated. In case there is any confusion as to what I am talking about, it's this. http://www.mediafire.com/view/upeg2yibm7rd64x/THE%20LEGEND%20OF%20ZELDA%23E97A876F%233%231_all.png# Thank you! Edit: Realized I goofed and wrote OoT twice. I meant Majora's Mask.
  16. Please release that compressor. I think the community as a whole would love that. (Not demanding it now, release it when you are ready.)
  17. Well, I got it right on my first try. Wow, that was easy. Thanks everyone!
  18. Well, you see, it's because I made this: http://www.mediafire.com/listen/92mh3qy0s14w44t/Treacherous+Fortress.mp3 I sat down and opened up the original on Youtube, listened to the different notes, wrote them into my MIDI composer, added a few extra parts to make it sound a bit more "new", and this is the result. I wanted to have a song that acts as a throwback of sorts but with a new flavor. EVERYTHING is set up so it is within the boundaries. But when I went to set up my ZSET, I couldn't find the Timpani which is kind of important to give the song that "booming with danger" sound. (If you get what I mean)
  19. Well, I kept getting an I/O error until I did that. No other conflict was happening. I was puzzled as to what I was doing wrong. I restarted the program several times, made sure all media players were closed, etc. It wasn't until I did what I did that I was able to use the Sequence Builder portion or the program. I don't know why it did that to me and not to you, but whatever. At least it's working now. Excellent program, DeathBasket. Question though, DeathBasket. Where is the Timpani in InstEd? I completely understand you there. I always got told by my friends that I was a bit too "wordy" with my conversations. So I have learned the habit of not saying everything unless asked. I am (technically) not certified, as I have not gotten any certification, but I was trained by a fantastically talented and licensed computer tech. I got my knowledge for free.
  20. Hahah, I probably should have mentioned that. My fault. xD Thanks for the help anyways though. (Also, good to see another computer tech here.)
  21. I'm no idiot. I know that. I'm a computer tech and I always know to check that stuff. I fixed it though. It seems that in order to fully use this program in Windows 7 64-bit, you have to change the compatibility mode to Windows XP (Service Pack 3). Also, not sure if it helps but I do it just in case because windows is stupid sometimes, but enable Administrative Privileges.
  22. Strange. I get an I/O error when trying to use the Zelda Sequence Converter. :/
  23. Some suggestions: Add support for Mupen64plus (http://code.google.com/p/mupen64plus/) as it is much more functional than Reject64. Heck, you could probably integrate Mupen64 INTO ZLE itself to give it its own internal emulator. This would make it so you would only have to point ZLE to the ROM file itself. Add support for animated texturing. (I.E. Water, smoke, Chamber of Sages floors, etc.) Stuff like this I would LOVE to see in this. Plus, mupen integration would make it a much more streamlined program for editing. If anything I suggested is either not possible/already done/stupid I apologise. Just trying to contribute.
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