Jump to content

Jason777

Member
  • Posts

    908
  • Joined

  • Last visited

  • Days Won

    26

Everything posted by Jason777

  1. You would dump the map file as obj with OZMAV2, import with SketchUp, export as obj, import with SharpOcarina, and then do your best to restore original settings of the map (actor placement, alternate, headers, music, and more). Another way would to append and repoint new display lists and/or collision to the map. This would probably be better. EDIT: Actually, this sounds like a wonderful idea for a new program... It could be a small GUI program that asks for a scene and map number, asks for an obj as the mesh to append, and then an obj for collision to append where one and/or the other must be provided. I wouldn't reinvent the wheel and would probably use xDaniel's Model2N64 command-line program for display lists but would have my program generate collision (I could probably avoid this too). The main point of the program would be for appending these things while automatically fixing everything and being as efficient as possible. This includes auto-injection of the appropriate files using a slightly updated "squeeze" algorithm based off of experimental ZAO-ADD code. Heh, makes me think of old attempts made by spinout at introducing maps made in C or the Zelda Intermediate File Format... Anyone remember that? It's a shame it never caught on, although the closest thing we have are SharpOcarina's XML scenes.
  2. Oh dear, excuse me for trying to be of some help. I know how you keep on apologizing to people for the way you act, but do you ever read the way you reply to some people before posting? IT TAKES A REALLY INTELLIGENT BEING TO REPLY IN ALL CAPS AND ASDFASDFASDF THE SHIT OUT OF SOMEONE FOR BEING SOOOO INFERIOR TO YOU. In case you haven't noticed, you're starting to tick off a lot of people on practically a weekly basis. I normally try to steer away from drama but I constantly find myself thinking "Oh damn, this Airikita is pretty smart"... and then the next day I think "Goddamn, what an ignorant ass." And I really doubt that you'll be "done trying to respond to this." Seriously, learn how to talk to people or deal with others calling you out on your immature little rants.
  3. Did you look at the collision doc I linked to? It talks about how setting the collision polygons types underneath the waterbox will cause the waterbox to follow a vector.
  4. If I may take a guess, there is likely nothing wrong with the way xdaniel is generating display lists. It's likely a problem with the actor. You can often find hardcoded display list commands in actor code (i.e. Queen Ghoma) that utilize the global context; look at that. Also, Airikita, you really need to stop with the blame game.
  5. Yup, it's as you said, petrie. Here's Strati's documentation which includes current movement: https://www.the-gcn.com/topic/2544-oot-polygon-types/?do=findComment&comment=40617
  6. I don't see why not; looking at the source reveals that cutscene values are stored as halfwords at 0x8015FA72 (0x80160000 + -1422). You can see instances of "sh t3,-1422($at)" and similar. The only issue is making space for two more instructions to load the Z rotation and then store the cutscene value (I think).
  7. Strati has already figured out how water direction works. As for using texture animation, that has to do with branching to special ram segments (DE 00 00 00 08 00 00 00); these segments are set up beforehand using DB commands and whatnot. As for the code that animates the texture, that is actually what sets up these special segments and is entirely scene based. Things to read... https://www.the-gcn.com/topic/600-xdaniels-random-junk/?p=10695 https://bitbucket.org/ottehr/z64-tex-ext/wiki/Home http://z64.spinout182.com/index.php/topic,424.0.html Page 4 of "xdaniel's random junk" contains a few good posts to look at. EDIT: We really need to stop losing information like this...
  8. Related: http://www.cs.utexas.edu/~jason777/Izou_Zelda/Misc/Patches/Navi_Disable.ppf And documentation... http://www.cs.utexas.edu/~jason777/Izou_Zelda/Misc/Hacking%20Notes/Navi_ZTarget_80086FF8_80087008.txt http://www.cs.utexas.edu/~jason777/Izou_Zelda/Misc/Hacking%20Notes/Navi_Quest_800F455C_800F4564.txt
  9. I was thinking that instead of ripping the sfx, you should just look to see if anybody has recreated or ripped them already and then using the tutorial I linked to.
  10. https://www.the-gcn.com/topic/2352-how-to-create-custom-sound-effects-for-oot/?do=findComment&comment=37032
  11. What? What compiler, what libraries/devkit, and what language are you writing in? Are you talking about making a new "mod"?
  12. I dig the beard. It could just be that I still have some growing up to do, but everytime I try to grow facial hair it ends up looking like miniature cat with cancer died on my face...
  13. I'm in a relationship and I do agree with this!! Me and my girlfriend hate "scheduled" love... spontaneous heaty moments are best ;P Ehem. ... Then again, Valentine's Day is my anniversary... heh. It was still a good day for me And haddockd: I obviously don't have any place telling you this because I've probably never felt the feelings you had for that particular woman but... you'll make it!
  14. I'm guessing you're trying to modify some of the quest status textures? The game actually forces a particular palette upon them, I think... Take this texture I made for the triforce in the middle of the medallions... And how it looks in-game... Also, excellent job on this program CloudMax! I'm tempted to take a peek at the source code
  15. It may be a problem with particular image formats... What type of images did you edit?
  16. Hey! How is this project coming along? If you don't mind me asking, what language are you writing in? Also, is the engine completely built from scratch?
  17. Thankfully, a lot assembly mods tend to be in accordance with hardware whereas it depends with hacks due to the factor of adding new code.
  18. That's pretty sweet. Don't know if you think it's a good idea or not, but you should try enabling manual jumping for Link
  19. Jason777

    Maps for MM

    The thing is that he wants to import maps into MM. The maps can be custom or ported from OoT.
  20. There's a little information on the actor header here: http://vg64tools.googlecode.com/svn/n64/z_snippets/actor.h Look at the MK_AHEAD macro. Also, it would be good to see how MK_AHEAD is used in these custom/rewritten actors... http://spinout182.com/ovl_en_portal/ http://vg64tools.googlecode.com/svn/n64/z_snippets/ovl_en_vase/ http://vg64tools.googlecode.com/svn/n64/z64-actors/En_Bird/trunk/ http://spinout182.com/ovl_En_AnimVar/ http://spinout182.com/ovl_En_Anim/ http://vg64tools.googlecode.com/svn/n64/z64-actors/En_Dodojr/trunk/ http://www.cs.utexas.edu/~jason777/ovl_en_example/ If you ever end up wanting to compile any of these, all (if not most) of the files referenced are here: http://vg64tools.googlecode.com/svn/n64/z_snippets/
  21. http://wiki.spinout182.com/w/Animation_Format Also, I wrote a program a long time ago to extract or "port" (recalculates pointers) hierarchies from model files if you're interested in that type of stuff. If you just used the original hierarchy for a model then porting animations would be a lot simpler. Also, in actor files there tends to be a function call in the "init" function that sets up the actors hierarchy... I believe there is a limb count involved. EDIT: This version of spinout's "play as anything" hack could be modified to suit your needs: http://spinout182.com/playas/ I know how the hack works so I might be able to help you.
  22. No love for the 64Drive? Heh, it is more expensive...
  23. My Dreamcast has always been my favorite console. I think that some later Dreamcast's were made that disabled playing CD-Rs but by that time it was too late...
  24. From what I remember, there are matrices involved with Saria.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.