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SanguinettiMods

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SanguinettiMods last won the day on March 15 2017

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About SanguinettiMods

  • Birthday 07/23/1999

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  1. It's probably some glitch in the play sound function. When a sound effect is called it looks like this: BXXX where B = "SE HD" and XXX = "SE No." according to my probably faulty documentation. The first X of "XXX" is also usually 8, and one is added on when an "SE No." reaches 100 or more. I don't have any real information on how to answer this. BXXX B = "SE HD" X? = 8 "SE No." XX = "SE No." 0 = Player 1 = Item 2 = Environment 3 = Enemy 4 = System 5 = Ocarina 6 = Voice
  2. Let me know if you want to release a patch for any of these! - Courtesy of the program "SkyPaint". I made the skybox compatible with OoT and imported it. - I took a few hours and made this in Photoshop--My first custom seamless Skybox.
  3. SanguinettiMods

    Some questions

    2. You can find these in a Hex Editor without much difficulty. 4. The sky is part of the JFIF pre-rendered backgrounds. There are no separate Skybox textures for the market.
  4. http://forums.maco64.com/topic/830892/1/#new
  5. It renders just fine for me in the UoT I was using.
  6. I'm pretty sure UoT won't render anything because the file isn't called "gameplay_keep.zobj" or it doesn't have the string "gameplay_keep" anywhere in the name. Edit: Yeah, that's the case. And if it's identical to 1.0, it's not a surprise that the old drop bomb, heart and arrow textures are in there, as well as the A + C Interface Heart texture. It must've been since 2011 that I've known about it.
  7. Actually, no, you don't need to re-uv map the model and re-import it. You can easily set each side of the model to use two textures independently by modifying with F9 or D9 commands. I forget which right now.
  8. It's really simple to port from MM to OoT in my experience using Subdrag's N64 Sound Tool.
  9. Someone please remove the URL from the Topic Title. <.>
  10. Edit by xdaniel, because this came up several times already, in the thread and in PMs: Do not ask for the OoT 3D files.
  11. There are a few tutorials and a user guide that comes with it. It should be relatively self-explanatory, though.
  12. Also, I mentioned that I can port animations manually. Basically porting each limb rotation frame-by-frame and limb-by-limb using Hylian Toolbox. It's not hard, but pretty tedious. Otherwise, the model swaps are easy, for me.
  13. In-Game coming soon. Yes, I altered the sheath to be more fitting.
  14. That shop keeper... I know more now than I did back then. I've actually done a playable sheik before, but I lost the source files. Won't be so hard to recreate them.
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