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Okami Amaterasu

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Everything posted by Okami Amaterasu

  1. If I remember correctly, vertex colours were done based on where they wanted it to look darker or lighter in a map. Blues and purples are darker, and reds and yellow are lighter.
  2. I tried with a Ruby Script exporter, and it had the same two errors (along with a few others) so I think the problem may be in the textures and not the exporter.
  3. What is a "script exporter?" I did figure out how to make textures show up in Maya, just just don't know how to add textures with it.
  4. Google Sketchup Pro's default exporter. I would try exporting with Maya, but it doesn't like reading the textures.
  5. This should work, but if it doesn't just tell me. http://www.filedropper.com/maps_12
  6. I'm getting some kind of odd texture glitch and I'm not sure why.
  7. How would one go about doing this exactly?
  8. I was pretty close. At least I was right about those things on the sides being grass. That wall texture looks a little strange, it also doesn't seem to match the one in the video Daniel posted. I like the grainy look of it though, kinda cool.
  9. Not that I know of. I'd like to see it, I could probably manage to do a better job on adding textures to it if I knew what it looked like.
  10. I made a textured version with what I think it would have looked like. The textures are from Djipi's Cell-Shaded texture pack for OoT. I assume you'll notice the few untextured bits,those were left like that because I wasn't sure what they were. I now think they are grass and I will texture them when I go and fix all the textures sometime. http://www.mediafire...n3um32cwbo0k9gw OBJ file with textures: http://www.mediafire.com/?y9g1yygli90xa1b
  11. Is the pushblock correctly aligned with the trench?
  12. Done. The program didn't work, sadly. So I just made the models. http://www.filedropper.com/boomerang There's both the high poly version (That you see when Link is holding it) and the low poly version. (That you see when he throws it)
  13. The one you get from a chest is a separate model. It's a lot more high-poly and such. I could probably get the in-game model (the one Link uses anyway, not the one from a chest) and come up with some textures if some programs I have still work. Or I could just copy the model used and texture it. Either or.
  14. I think the UV mapping issue is cause my the way the textures are positioned. Once on a roof I modeled (It was an exact copy of another house) had this problem, and the other didn't. So I repositioned the texture (in SketchUp) and it fixed. I also tried re-doing the face(s) that were glitched and that also fixed it, I think.
  15. What are you trying to do? Use a door, or a plane (as in the "Room Changing Black Plane" actor)?
  16. I can make it run by dropping a ZACTOR file onto it, but I can't really use it. As for a GUI I think using the mouse to position the... Bones(? I don't know what OoT uses.) like for rotation and such would be good and buttons and stuff for everything else.
  17. Yeah. It works now, I just don't know how to use it and I suck at command line things. :\ That being said a GUI would be helpful, but I could learn how to use it. What Arcaith said is true though. From what I can tell it's a well made program. Thank you for uploading that .dll for me by the way.
  18. It says SDL.dll is missing from my computer, so I can't really do much. Aww.
  19. Another few suggestions I have is to let you name your collision types so you don't get confused with what is what, and a "reload Scene" button so you don't have to go back and select the scene every time you make a change. Oh, something you may for forgotten or overlooked is a "going down" ladder collision type - so you can get down ladders. Also crawlspace collision types.
  20. It's a glitch in the environment/terrain I can probably fix it by making a new scene. There's also a glitch that'll cause something similar in all maps, but I forgot how to do the glitch.
  21. My friend found an odd glitch while testing a map. I think she may have used some incorrect terrain types. Edit: No, I think there may be a bug somewhere. I'll do some more testing.
  22. Sorry for the really late reply. Yes, to make things not have collision would be to have them in the room file and not the collision file. I think it would make more sense to have the mesh selector use the collision file and not the room file for setting collision and such for that and a few other reasons. Also I have another suggestion: Have different meshes be selectable by using the right mouse button and have multiple meshes be selected by holding ctrl and the right mouse button. It would make selecting certain mesh a lot easier then scrolling through and looking for it.
  23. I found a bug in the newest version I thought I'd report. If you add an exit, double click to change the value, then delete the exit while it's still in the "edit mode" it'll cause an exception. I also have a suggestion. Would it be possible to make the collision function use the collision model instead of the room model(s)? That way you could have walls and things while having higher poly things behind them that have no collision.
  24. Oh cool, I got it to work. Thanks! Oh I have a suggestion for this program by the way: the ability to set the time of day and if you want time to be moving in that area.
  25. When I tried it was ignored when importing. It was showing the changes in the model viewer, but when I imported there weren't there. I was trying with a water texture though, I could try with a fence too I guess. I tried with a different texture and there was no problems with the alpha. Well, the alpha that's "built" into the texture. I can't get the alpha to change when using the function on Sharp Ocarina though.
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