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Okami Amaterasu

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Posts posted by Okami Amaterasu

  1. It gives me an error on opening the program and on trying to open the .xml file. It also seems to not show anything in the viewer.

     

     

    Unhandeled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

     

    Unable to find an entry point named 'glGenerateMipmap' in DLL 'opengl32.dll'.

     

     

    See the end of this message for details on invoking

    just-in-time (JIT) debugging instead of this dialog box.

     

    ************** Exception Text **************

    System.EntryPointNotFoundException: Unable to find an entry point named 'glGenerateMipmap' in DLL 'opengl32.dll'.

    at OpenTK.Graphics.OpenGL.GL.Core.GenerateMipmap(GenerateMipmapTarget target)

    at OpenTK.Graphics.OpenGL.GL.GenerateMipmap(GenerateMipmapTarget target)

    at N64ModelConvert.Helpers.GenerateTexture(Bitmap img, Boolean mip) in C:Dokumente und EinstellungenDanieleigene dateienvisual studio 2010ProjectsN64ModelConvertN64ModelConvertHelpers.cs:line 231

    at N64ModelConvert.MainForm.glControl1_Load(Object sender, EventArgs e) in C:Dokumente und EinstellungenDanieleigene dateienvisual studio 2010ProjectsN64ModelConvertN64ModelConvertMainForm.cs:line 366

    at System.Windows.Forms.UserControl.onload(EventArgs e)

    at System.Windows.Forms.UserControl.OnCreateControl()

    at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)

    at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)

    at System.Windows.Forms.Control.CreateControl()

    at System.Windows.Forms.Control.WmShowWindow(Message& m)

    at System.Windows.Forms.Control.WndProc(Message& m)

    at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

    at System.Windows.Forms.Form.WmShowWindow(Message& m)

    at System.Windows.Forms.Form.WndProc(Message& m)

    at System.Windows.Forms.Control.ControlNativewindow.OnMessage(Message& m)

    at System.Windows.Forms.Control.ControlNativewindow.WndProc(Message& m)

    at System.Windows.Forms.Nativewindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

     

     

    ************** Loaded Assemblies **************

    mscorlib

    Assembly Version: 4.0.0.0

    Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)

    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll

    ----------------------------------------

    N64ModelConvert

    Assembly Version: 0.1.0.0

    Win32 Version: 0.1.0.0

    CodeBase: file:///F:/Zelda_Hacking/Model%20Importing/N64ModelConvert.exe

    ----------------------------------------

    System.Windows.Forms

    Assembly Version: 4.0.0.0

    Win32 Version: 4.0.30319.278 built by: RTMGDR

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll

    ----------------------------------------

    System.Drawing

    Assembly Version: 4.0.0.0

    Win32 Version: 4.0.30319.282 built by: RTMGDR

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll

    ----------------------------------------

    System

    Assembly Version: 4.0.0.0

    Win32 Version: 4.0.30319.269 built by: RTMGDR

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll

    ----------------------------------------

    OpenTK

    Assembly Version: 1.0.0.0

    Win32 Version: 1.0.278.44921

    CodeBase: file:///F:/Zelda_Hacking/Model%20Importing/OpenTK.DLL

    ----------------------------------------

    OpenTK.GLControl

    Assembly Version: 1.0.0.0

    Win32 Version: 1.0.278.44921

    CodeBase: file:///F:/Zelda_Hacking/Model%20Importing/OpenTK.GLControl.DLL

    ----------------------------------------

    System.Core

    Assembly Version: 4.0.0.0

    Win32 Version: 4.0.30319.233 built by: RTMGDR

    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll

    ----------------------------------------

    BakemonoModelLoader

    Assembly Version: 0.0.0.0

    Win32 Version: 0.0.0.0

    CodeBase: file:///F:/Zelda_Hacking/Model%20Importing/BakemonoModelLoader.DLL

    ----------------------------------------

     

    ************** JIT Debugging **************

    To enable just-in-time (JIT) debugging, the .config file for this

    application or computer (machine.config) must have the

    jitDebugging value set in the system.windows.forms section.

    The application must also be compiled with debugging

    enabled.

     

    For example:

     

     

     

     

     

    When JIT debugging is enabled, any unhandled exception

    will be sent to the JIT debugger registered on the computer

    rather than be handled by this dialog box.

     

     

     

     

  2. Using the OBJ exporter that comes with Sketchup Pro, click to export (3D model), use OBJ, the click the Options button in the lower right of the export window. A small menu box type thing will appear, which gives you options for exporting. In the Geometry tab, you want "Triangulate all faces" to be the only one checked, in Materials, you'd want to check "Export texture maps," and finally for the Scale tab, you want "Swap YZ coordinates (Y is up)" to be checked and set the units to model units (if you made the model on scale with OoT).

    • Like 1
  3. I do have a couple suggestions on some things that I thought could work a little better for time saving. Maybe have a way to select a number of groups and have the same settings applied to them all at once, so you don't have to go through a huge number of them to make the same change, and maybe a ay to collapse said groups into folder type things in the program to save space and stuff. I had some others too, but I can't remember them right at this moment, if I do I'll edit this.

  4. I find the text to be too small and too dark, but otherwise I like the new look. I haven't gotten to look at everythign yet, but so far I like it.

    • Like 1
  5. Here are a few codes I've come across. I don't remember where I got them from, or who made them.

     

    Room Fixes

    Room 119 fix (allows the missing room to load)
    803CA08A 0000
    803CA098 0003
    
    Room 121 fix 1 (adds single Stalfos and removes the warp)
    812AC6B0 0032
    812AC6B4 0002
    812AC6B8 0000
    812AC6BA 0180
    812AC6C2 0001
    812AC68C 00FF
    8115FA6E 0018
    D01665C1 0020
    8023286F 0020
    81232812 4258
    81232816 4268
    8123281A 4258
    
    Room 121 fix 2 (adds Dark link and removes warp)
    812AC6B0 0020
    812AC6B4 0033
    812AC6B8 0010
    812AC6BA 0180
    812AC68C 00FF
    8115FA6E 0018

    Animations

    Rolling is replaced with Jumping
    D1224780 3FA0
    81224610 40FF

    Misc.

    Enable Collision Data
    81211882 0001
    50000202 0000
    81211894 0001
    81211898 0002
    
    Use the Biggoron's Sword model in place of the Master Sword model
    81125E3A 38C8
    81125E42 86B8
    
    Remove the HUD
    81222756 0000
    81222758 0000
    8122275A 0000
    8122275C 0000
    8122275E 0000
    81222760 0000
    81222762 0000
    81222764 0000
    
    Always raining
    81222B32 00FF
    80222B36 00FF
    
    Walk on Water
    8102E308 0C06
    8102E30A 8080
    811A0200 3C1B
    811A0202 801A
    811A0204 C76A
    811A0206 0300
    811A0208 460A
    811A020A 003E
    811A0210 4500
    811A0212 0005
    811A0218 837B
    811A021A 0304
    811A021C 1360
    811A021E 0002
    811A0224 4600
    811A0226 5006
    811A0228 03E0
    811A022A 0008
    811A022C 4602
    811A022E 003E
    81042234 0806
    81042236 8090
    81042238 0000
    8104223A 0000
    811A0240 3C1B
    811A0242 801A
    811A0244 E76A
    811A0246 0300
    811A0248 A362
    811A024A 0304
    811A024C 8FBF
    811A024E 001C
    811A0250 0801
    811A0252 088F
    811A0254 27BD
    811A0256 0020
  6. To get your map into SharpOcarina, export it as an OBJ file then start SharpOcarina and go to "file," then press "New Scene." From there add the OBJ file you intended to be for the map's collision to "Collsion Model." Finally, go tot eh "rooms" tab and add the room(s) you intend to be the mesh (textured map with all the details and stuff) and you're done. You can also add all the actors and set collision types.

  7. The map looks fine design wise, one of the main problems I can see is that most of the faces need to be reversed. If you were to import this map now, a lot of the faces wouldn't be visible from the inside. The "white" faces in SketchUp are the ones you want to be facing inwards (towards the inside of the map, or "playable areas" that you want to have seen) and the "blue" faces would be facing outwards. I trust you are using SketchUp's "group" function to group geometry together? Doing this will have the model look better and will cut off quite a few polygons in the map.

     

    For adding actors and other things, why not use "SharpOcarina" by XDaniel? It works very well for most things, and if you know what you're doing you can get quite a lot done.

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